XR Haptics and Graphics Rendering Adaptation for Device Synchronization

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Solution Overview

Problem

Existing immersive XR experiences are hindered by the limitations of haptics feedback devices, which prevent seamless synchronization with audio and visual outputs, leading to inconsistent user experiences and reduced immersion due to varying device capabilities.

Innovation Solution

A method for balancing haptics and graphics rendering by dynamically adjusting content fidelity based on client device capabilities, using Media Presentation Descriptions (MPDs) to prioritize resource allocation and ensure consistent sensory feedback.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If haptics feedback devices are used in XR experiences, then user immersion is improved, but device capability limitations cause inconsistent sensory synchronization

Engineering Contradiction:
Improvesensory synchronization consistencyVSAvoidhaptics device capability variation
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system dynamically adapts haptics feedback rendering based on real-time device capability detection. The server adjusts haptic rendering parameters and content fidelity levels according to the specific haptics device capabilities of each client device, enabling consistent sensory synchronization across heterogeneous devices while maintaining user immersion.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes rendering parameters of haptic feedback content based on device capabilities. Different versions of media content with varying haptic rendering parameters are selected and transmitted to client devices, ensuring that the sensory output is optimized for each device's specific capabilities while maintaining synchronization consistency.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If content fidelity is increased for haptics rendering, then sensory quality is improved, but computing resource consumption increases

Engineering Contradiction:
Improvehaptics rendering qualityVSAvoidcomputing resource consumption
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The system applies different content fidelity levels to different portions of the XR experience based on local requirements. Haptic feedback is rendered at high fidelity only for elements that require tactile interaction, while other visual elements can use lower fidelity, optimizing the balance between rendering quality and computing resource consumption.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements partial rendering of haptic content at high fidelity, focusing computational resources only on the necessary portions. Instead of rendering everything at maximum quality, the system selectively applies high fidelity rendering to haptic elements while using optimized rendering for non-haptic elements, reducing overall computing resource consumption.

Inventive Principle:
Principle #16Partial or excessive action

3Ease of operation

If haptics feedback is enhanced for immersive experiences, then user engagement is improved, but device heterogeneity causes rendering conflicts

Engineering Contradiction:
Improveuser immersion experienceVSAvoidhaptics device heterogeneity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The server acts as an intermediary between content creators and diverse client devices. It receives haptic content, detects device capabilities, and translates or adapts the content to match specific device requirements, eliminating rendering conflicts caused by device heterogeneity while preserving immersive user experiences.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system dynamically detects and adapts to the specific haptics device capabilities of each client device in real-time. This dynamic adaptation ensures that haptic feedback is optimized for each device's capabilities, maintaining user immersion while managing the complexity introduced by device heterogeneity through automated capability detection and adjustment.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20260072509A1Systems and methods for balancing haptics and graphics rendering processing with content adaptation
Publication Date: 2026.03.12 ADEIA GUIDES INC
  • US20260072509A1 patent drawing
  • US20260072509A1 patent drawing
  • US20260072509A1 patent drawing

AI summary

Systems and methods are presented herein for balancing rendering of haptics and graphics of a version of media content from a server at a client device. At a server, a request is received for a media asset for interaction on a haptic enabled device. Based on the request, haptic feedback settings of the haptic enabled device associated with the request are determined. The server transmits to the haptic enabled device a version of the media asset comprising haptic feedback rendering criteria compatible with the haptic enabled device. The version of the media asset is comprised of graphics and haptics rendering criteria transmittable over a current network connection strength between the server and the haptic enabled device and also incorporates user interaction data. The haptic enabled device renders the version of the media asset based on the haptic feedback settings.