XR Object Rendering via Edge Compute Segmentation

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Solution Overview

Problem

Current extended reality (XR) technologies face challenges in efficiently selecting and generating real-time objects within XR environments, particularly in dynamically adapting to user preferences and real-world surroundings, while managing computational demands effectively.

Innovation Solution

The system dynamically selects and generates XR objects by analyzing user preferences, historical profiles, and real-world environment data, utilizing a pool of compute resources that includes both local and edge network resources to optimize rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If computational resources are increased to improve XR object rendering quality, then rendering quality is improved, but system complexity and resource management difficulty increase

Engineering Contradiction:
Improverendering qualityVSAvoidsystem complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system segments computational tasks by dividing XR object generation into multiple processing stages: environment analysis, object selection, and rendering. Each stage is handled by different system components, allowing independent optimization and management of complexity at each level while maintaining high overall rendering quality.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces an intermediary object pool that stores pre-generated XR objects. This intermediary structure acts as a buffer between the computational resources and the final rendering output, allowing the system to manage complexity by preparing objects in advance rather than generating them in real-time, thus reducing peak computational demands.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If real-time object selection and generation is implemented to enhance user experience, then adaptability is improved, but computational resource consumption increases

Engineering Contradiction:
ImproveadaptabilityVSAvoidcomputational resource consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The system performs preliminary actions by pre-generating and storing XR objects in a pool before they are needed. Environmental analysis and object selection are performed in advance based on predicted user needs, reducing the computational burden during actual real-time interaction while maintaining high adaptability to user preferences and environmental changes.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent dynamically changes computational parameters by adjusting the level of detail and complexity of XR objects based on user preferences, environmental context, and available resources. This allows the system to maintain adaptability while optimizing resource consumption by using simpler representations when appropriate and more detailed representations when needed.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If dynamic object generation based on user preferences and environment is implemented, then user experience quality is improved, but processing time increases

Engineering Contradiction:
Improveuser experience qualityVSAvoidprocessing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs environmental analysis and object selection in advance, storing results in a preprocessed format. When users interact with the XR environment, the system retrieves pre-selected objects from the pool rather than generating them from scratch, significantly reducing processing time while maintaining the quality of personalized, context-aware object selection.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent uses copying by creating and storing multiple instances of XR objects in a pool based on environmental analysis. Instead of regenerating objects each time they are needed, the system copies pre-generated objects from the pool, which dramatically reduces processing time while maintaining consistency and quality across multiple renderings.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS11556961B2Techniques for real-time object creation in extended reality environments
Publication Date: 2023.01.17 AT&T INTELLECTUAL PROPERTY I L P
  • US11556961B2 patent drawing
  • US11556961B2 patent drawing
  • US11556961B2 patent drawing

AI summary

Aspects of the subject disclosure may include, for example, identifying user preferences for an XR application executing at an XR user system, wherein the user preferences are associated with an XR application user, accessing a historical profile associated with the XR application user, receiving local environment information from a sensor array of the XR user system, selecting an XR object for presentation on an XR display of the XR user system based on the local environment information, the user preferences, and the historical profile, and allocating compute resources to facilitate a rendering of the XR object, wherein the allocated compute resources are selected from a compute resource pool comprising local compute resources of the XR user system and edge compute resources of a network. Other embodiments are disclosed.