Wearable AR/VR Light Mapping for Coherent Virtual Object Rendering

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Solution Overview

Problem

Existing wearable devices struggle to seamlessly integrate augmented reality (AR) and virtual reality (VR) experiences by accurately mapping real-world light sources into virtual environments, leading to discontinuities in user experience.

Innovation Solution

A wearable device equipped with a camera, display, and processor that identifies real light sources, determines their positions in a virtual space, and applies visual effects to virtual objects based on their distance and category, ensuring consistent rendering across modes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If real light sources are accurately identified and mapped into virtual environments, then visual coherence and user experience are improved, but device complexity and processing requirements increase

Engineering Contradiction:
Improvevisual coherenceVSAvoidprocessing complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system performs preliminary light source identification and characterization in the real world before transitioning to virtual mode. The camera captures images of real light sources, the processor determines their positions and properties, and this information is stored and applied when entering VR mode, ensuring visual coherence without real-time processing during mode switching

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates virtual light sources that are copies of real light sources, replicating their positions, intensities, and spectral characteristics. These virtual light sources are then used to illuminate virtual objects in the VR environment, maintaining visual consistency between AR and VR modes without requiring complex real-time light transport calculations

Inventive Principle:
Principle #26Copying

2Reliability

If visual effects are applied to virtual objects based on distance and light source mapping, then immersion and user experience are enhanced, but computational load and energy consumption increase

Engineering Contradiction:
Improveimmersion qualityVSAvoidenergy consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The system applies visual effects selectively based on local conditions - specifically, the distance between virtual objects and virtual light sources. Objects closer to light sources receive full lighting effects while distant objects use simplified rendering, maintaining immersion quality for critical elements while reducing overall computational load and energy consumption

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system dynamically adjusts rendering parameters such as lighting complexity, shadow quality, and visual effect intensity based on the distance parameter between virtual objects and light sources. This allows the system to maintain high immersion quality for nearby objects while using energy-efficient rendering for distant objects

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250363731A1Wearable device for rendering virtual object on basis of external light, and method therefor
Publication Date: 2025.11.27 SAMSUNG ELECTRONICS CO LTD
  • US20250363731A1 patent drawing
  • US20250363731A1 patent drawing
  • US20250363731A1 patent drawing

AI summary

A method of a wearable device, includes: obtaining, using an image obtained from a camera, information about a real light source; receiving, while displaying at least a portion of the obtained image on a display, an input to display a virtual space on the display; determining, based on the input, a position of a virtual light source in the virtual space using the information about the real light source; obtaining a distance between a virtual object in the virtual space and a position of a user in the virtual space; based on a determination that the obtained distance is greater than a preset distance that is set to cease a visual effect about the virtual light source, displaying the virtual object on the display; and applying the visual effect about the virtual light source to the displayed virtual object.