XR Viewpoint Cursor Targeting Without Parallax or Eye Fatigue
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Solution Overview
Problem
Existing virtual reality targeting methods using eyeball tracking, ray tracing, and central viewpoint techniques require users to continuously focus or move their heads, leading to eye fatigue and double vision issues, especially when aiming at virtual objects not at the center of their binocular vision.
Innovation Solution
A method using hand joints or hand-held objects as aiming points, combined with trigonometric calculations to create a parallax-free viewpoint cursor, allowing users to target virtual objects without needing eyeball-tracking sensors or head movements, by rendering the cursor at an infinite position on an orthogonal line extending through the XR smart glasses center and the aiming point.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If ray tracing method is used to target virtual objects, then users can clearly see the direction and adjust targeting, but users experience focus confusion and double vision when the aiming point and virtual target object are at different distances
Solution Approach 1:
The patent moves the viewpoint cursor to an infinite distance along the ray tracing path, decoupling it from the finite aiming point. This dimensional transformation allows the cursor to remain parallax-free while the aiming point stays at a comfortable viewing distance, eliminating double vision while preserving targeting precision.
Solution Approach 2:
The patent separates the aiming point (at finite distance for clear observation) from the viewpoint cursor (at infinite distance for parallax-free rendering). This segmentation allows each element to serve its function independently without causing double vision, as they are no longer competing for the same focal plane.
2Ease of operation
If eyeball tracking is used to target virtual objects, then users only need to focus on the target with both eyes without adjusting targeting direction, but users must continuously stare at the target object which causes eye fatigue during prolonged operation
Solution Approach 1:
The patent introduces a hand-held controller as an intermediary between the user and the virtual target. The controller's aiming point serves as a mediator that the user can observe without direct eye contact, reducing eye fatigue while the system calculates the ray tracing path to the virtual target, maintaining ease of operation.
Solution Approach 2:
The patent creates a virtual representation (viewpoint cursor) of the user's viewing direction at an infinite distance. This copy allows the system to track gaze direction without requiring the user to continuously focus on the actual virtual target, extending comfortable operation duration while maintaining targeting ease.
3Stability of the object's composition
If central viewpoint method is used to target virtual objects, then there is no parallax as the central viewpoint is the same for both eyes, but users must rely on head movement and rotation to aim at different virtual target areas which places a significant burden on the head
Solution Approach 1:
The patent makes the viewpoint cursor dynamic by moving it along the ray tracing path to an infinite distance based on the user's gaze direction and hand controller position. This dynamic positioning maintains parallax-free stability while eliminating the need for head movement, as the cursor automatically follows the user's intended aiming direction through eye and hand coordination.
Data Source
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AI summary
A method for aiming a virtual object in three-dimensional space, a head-mounted display device and a storage medium. A control body and a three-dimensional aiming point calculated from hand joints are first preset, and an orthogonal line is formed from the center of a pair of XR smart glasses through the three-dimensional aiming target towards infinity, and a viewpoint cursor without parallax is rendered at infinity on the orthogonal line; the user aims at the virtual object by moving the viewpoint cursor through the glasses without looking at the aiming point or the control body; if the orthogonal line intersects with the virtual object, the viewpoint cursor is pulled back from infinity to an intersection point of the virtual orthogonal line and a surface of the virtual target object facing the pair of XR smart glasses, and a parallax-free viewpoint cursor with the same position as the intersection is rendered.