XR Light Data Handling for Split Rendering and Shared AR

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Solution Overview

Problem

Existing network standards lack mechanisms to configure, capture, and transmit real light data between User Equipment (UE) and a server, particularly for use cases requiring split rendering, split computing, and shared experiences in augmented reality (AR) applications.

Innovation Solution

A method for establishing an XR session between a user equipment (UE) and a server, configuring the UE to handle light data, and rendering or extracting light data based on device capabilities, with options for local or server-side processing and transmission of light data.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If real light data is captured and transmitted between UE and server for AR applications, then the integration quality of virtual objects into real world is improved, but the network complexity and data transmission requirements increase

Engineering Contradiction:
Improvelight data accuracyVSAvoidnetwork configuration complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent segments the light data handling process into distinct functional modules: light data extraction module, light data processing module, and light data transmission module. This segmentation allows each module to be optimized independently, reducing overall system complexity while maintaining accuracy.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces standardized light data structures and protocols as intermediaries between the UE and server. These intermediaries simplify the interaction by providing a common language for light data exchange, reducing network configuration complexity while preserving data accuracy.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If light data is extracted and processed locally on UE, then rendering performance is improved, but the device computational load and energy consumption increase

Engineering Contradiction:
Improverendering speedVSAvoiddevice energy consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The patent implements dynamic light data handling where the UE can switch between local extraction and server-based extraction based on real-time conditions such as battery level, computational load, and network quality. This dynamic approach optimizes the balance between rendering performance and energy consumption.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent applies local quality by performing computationally intensive light data extraction only when necessary (e.g., when network conditions are poor or real-time updates are needed), while relying on server-side processing for routine updates, thus optimizing energy usage while maintaining rendering performance.

Inventive Principle:
Principle #3Local quality

3Adaptability or versatility

If light data is transmitted to server for shared experiences, then multi-user AR collaboration is improved, but the network bandwidth requirements and data transmission time increase

Engineering Contradiction:
Improveshared experience capabilityVSAvoiddata transmission time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent extracts only the essential light data parameters needed for shared experiences and transmits them to the server, rather than transmitting complete light data sets. This extraction approach enables multi-user collaboration while minimizing network bandwidth requirements and transmission time.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent implements partial transmission of light data by sending only the changes or updates since the last synchronization point, rather than transmitting the complete light data set repeatedly. This reduces data transmission time and bandwidth consumption while maintaining shared experience quality.

Inventive Principle:
Principle #16Partial or excessive action

4Manufacturing precision

If comprehensive light data handling is implemented, then AR scene realism is improved, but the system complexity and implementation difficulty increase

Engineering Contradiction:
Improvescene realismVSAvoidimplementation ease
Core Design Contradiction:
Manufacturing precisionVSEase of manufacture

Solution Approach 1:

The patent develops a universal light data handling framework that can work with different types of light sources, rendering engines, and AR applications through standardized interfaces. This universality maintains scene realism across diverse implementations while reducing implementation difficulty through reuse of common components.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent standardizes light data representation using consistent parameter sets (position, intensity, color, direction) that can be universally applied across different scenarios. This parameter standardization improves scene realism by ensuring consistent light behavior while easing implementation through familiar, well-defined data structures.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentEP4636543A1Method to manage light data
Publication Date: 2025.10.22 INTERDIGITAL CE PATENT HOLDINGS SAS
  • EP4636543A1 patent drawingFigure 1A
  • EP4636543A1 patent drawingFigure 1B
  • EP4636543A1 patent drawingFigure 1C

AI summary

Some embodiments of a method may include: establishing an extended reality (XR) session between a user equipment (UE) and a server; configuring the UE with regard to handling of light data associated with an XR space; obtaining the light data; and rendering a virtual scene with the light data locally in the XR space. For some embodiments of the method, configuring the UE may include: determining that lighting of an XR space is required; determining that rendering of the virtual scene with the light data will be done locally by the UE; determining that extraction of the light data will be done by the server; and configuring the UE to receive the light data from the server.