XR Anchor State Control for Efficient Spatial Content Rendering
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing augmented and virtual reality systems face challenges in presenting virtual content seamlessly and comfortably among real-world imagery due to limited computational resources and mismatched accommodative and vergence states, leading to reduced realism and user discomfort.
Innovation Solution
A cross-reality device orchestrates application states based on proximity and field of view, assigning active and inactive states to applications anchored to real-world locations, and uses waveguide stacks to provide matching accommodative and vergence cues for realistic depth perception.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If all applications with anchor locations are rendered simultaneously, then virtual content completeness is improved, but computational resource consumption increases
Solution Approach 1:
The patent applies local quality by assigning different rendering states (active, inactive, suspended) to different applications based on their spatial relationship to the user. Applications within the field of view receive active rendering resources, while those outside receive reduced or suspended resources, optimizing computational distribution according to local spatial requirements rather than uniform allocation
Solution Approach 2:
The system dynamically adjusts application states based on real-time user movement and device orientation. As the user moves through the environment, applications transition between active, inactive, and suspended states, allowing the system to adapt computational resource allocation dynamically to current viewing conditions rather than maintaining static rendering for all applications
2Device complexity
If virtual content is presented without accommodating depth cues, then rendering complexity is reduced, but user comfort and realism deteriorate
Solution Approach 1:
The patent segments the virtual environment into multiple depth planes corresponding to different anchor locations. Each plane is rendered with appropriate accommodative cues matching its perceived distance, allowing the system to provide realistic depth perception for multiple virtual objects at different depths without requiring a single complex accommodation model for the entire scene
Solution Approach 2:
The system changes rendering parameters including focal distance and vergence angles to match the perceived depth of virtual content at different anchor locations. By adjusting these optical parameters dynamically based on virtual object distance, the system creates realistic accommodative and vergence cues that enhance user comfort without requiring fundamentally complex rendering architecture
3Productivity
If applications are suspended outside field of view, then computational efficiency is improved, but virtual content persistence may be compromised
Solution Approach 1:
The system performs preliminary actions by pre-loading application data and maintaining suspended state for applications outside the field of view. This allows applications to be quickly reactivated when they enter the user's view without requiring full re-initialization, thus maintaining virtual content persistence while conserving computational resources during periods when applications are not currently visible
Solution Approach 2:
The patent extracts the essential application state and data from applications that are suspended outside the field of view, maintaining only the critical information needed for quick reactivation. This separation allows the system to free computational resources while preserving the ability to restore virtual content persistence when needed
Data Source
Figure 1
Figure 2
Figure 3A~3C
AI summary
Cross reality (XR) display devices, such as augmented reality devices, with enhanced state control for anchor-based augmented reality applications are disclosed. In some embodiments, the devices are configured to obtain information identifying applications with respective anchor locations located within a first threshold distance metric of an XR device, with an anchor location corresponding to a real-world location at which virtual content is to be presented; determining respective states, selected from a multitude of states, to be assigned to the applications, the states being determined based on a proximity of the anchor locations to the XR device; implementing the states, with a first application being assigned a state to render virtual content, and with the first application presenting virtual content via the XR device; and in response to movement of the XR device, determining updated states of the one or more applications.