XR Avatar Rendering Prioritization Under Compute Constraints

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Solution Overview

Problem

Existing technologies fail to effectively manage computational constraints in immersive XR environments by prioritizing rendering of avatars and virtual objects based on participant relationships, roles, and context, leading to suboptimal user experiences.

Innovation Solution

Implementing rendering prioritization rules in XR devices to dynamically prioritize the rendering of avatars and virtual objects based on participant relationships, roles, and context, using machine learning to optimize rendering quality and resource allocation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If rendering is performed at high resolution quality for all avatars and virtual objects, then user experience quality is improved, but computational load exceeds device capacity

Engineering Contradiction:
Improverendering qualityVSAvoidcomputational load
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The patent applies local quality by differentiating rendering resolution based on spatial proximity to the user. Virtual objects within a threshold distance are rendered at high resolution quality, while objects beyond this distance are rendered at reduced resolution. This resolves the contradiction by concentrating computational resources on locally relevant content rather than uniformly processing all content at high quality.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the virtual environment into two distinct rendering zones: a high-resolution zone for objects within the threshold distance and a reduced-resolution zone for objects beyond the threshold. This segmentation allows the system to manage computational load by processing only the necessary portion of the environment at full quality.

Inventive Principle:
Principle #1Segmentation

2Power

If foveated rendering is used to reduce computational load, then rendering quality outside focal area is reduced, but user experience in peripheral vision deteriorates

Engineering Contradiction:
Improvecomputational loadVSAvoidperipheral vision quality
Core Design Contradiction:
PowerVSManufacturing precision

Solution Approach 1:

The patent employs dynamic threshold adjustment based on user interaction and environmental context. The threshold distance is not fixed but adapts in response to user movements, gaze direction, and scene complexity, allowing the system to dynamically allocate rendering resources while maintaining acceptable peripheral vision quality through context-aware adaptation.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS12524949B2Prioritizing rendering by extended reality rendering device responsive to rendering prioritization rules
Publication Date: 2026.01.13 TELEFONAKTIEBOLAGET LM ERICSSON (PUBL)
  • US12524949B2 patent drawing
  • US12524949B2 patent drawing
  • US12524949B2 patent drawing

AI summary

An XR rendering device renders an immersive XR environment on a display device for viewing by a participant among a group of participants who have associated avatars representing the participants which are rendered in the immersive XR environment. The XR rendering device obtains rendering prioritization rules which indicate conditions for prioritizing rendering of avatars and/or virtual objects associated with the avatars. The XR rendering device prioritizes rendering of particular ones of the avatars and/or particular ones of the virtual objects which have satisfied conditions indicated by the rendering prioritization rules, when rendering in the immersive XR environment the avatars representing the group of the participants and/or the virtual objects associated with the avatars.