XR UI Rendering with Selective Resolution to Ease GPU Load
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Solution Overview
Problem
In Extended Reality (XR) headset devices, displaying graphical user interface (UI) objects in high definition leads to increased resource consumption, rendering pressure on the GPU, and a higher risk of screen tearing, particularly when dealing with a large number of UI objects.
Innovation Solution
A method for image rendering that dynamically selects UI objects based on preset conditions, rendering high-priority objects in high definition and low-priority objects in low definition to balance resource consumption and visual experience, thereby reducing GPU pressure and screen tearing.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If all UI objects are rendered in high definition, then visual quality is improved, but resource consumption increases
Solution Approach 1:
The patent applies local quality by differentiating rendering quality across different UI objects based on their importance, position, and interaction state. Critical UI objects within the user's field of view are rendered in high definition, while peripheral or less important objects use lower resolution, thereby optimizing the balance between visual quality and resource consumption.
Solution Approach 2:
The patent dynamically changes rendering parameters such as resolution, texture quality, and anti-aliasing levels based on UI object priorities, device performance state, and battery level. This allows the system to adapt visual quality to current resource availability while maintaining acceptable user experience.
2Measurement precision
If all UI objects are rendered in high definition, then visual quality is improved, but GPU rendering pressure increases
Solution Approach 1:
The patent segments UI objects into different priority levels and rendering categories (e.g., critical, important, peripheral). This segmentation allows the GPU to process only essential high-definition rendering tasks while using optimized or lower-fidelity rendering for less critical objects, thereby reducing overall GPU pressure.
Solution Approach 2:
The patent applies partial action by rendering only the necessary portion of UI objects at high definition quality. Instead of uniformly rendering all UI objects at maximum quality, the system selectively applies high-definition rendering only where visually critical, reducing unnecessary GPU computational load.
3Measurement precision
If all UI objects are rendered in high definition, then visual quality is improved, but screen tearing risk increases
Solution Approach 1:
The patent reduces screen tearing risk by applying high-definition rendering only to critical UI objects rather than all objects. This partial action approach decreases the total rendering workload and complexity, making it more feasible to synchronize rendering with display refresh rates and implement effective tearing prevention techniques.
4Measurement precision
If all UI objects are rendered in high definition, then visual quality is improved, but battery life decreases
Solution Approach 1:
The patent dynamically adjusts rendering parameters including resolution, texture detail, and shader complexity based on battery charge levels and power management policies. When battery life is critical, the system automatically reduces rendering quality for non-essential UI objects, thereby conserving energy while maintaining acceptable visual quality for important elements.
Solution Approach 2:
The patent preserves battery life by applying high-quality rendering only locally to UI objects that are currently visible and interactively important. Peripheral, obscured, or static UI elements are rendered at lower quality, significantly reducing overall power consumption while maintaining user experience for critical interactions.
Data Source
AI summary
Embodiments of the present disclosure provide a method and device for image rendering, a storage medium and a product. The method comprises: obtaining a plurality of graphical user interface UI objects to be rendered; for each of the plurality of UI objects, if feature data of the UI object satisfy a first preset condition, rendering and displaying the UI object based on a first processing mode; and if the feature data of the UI object fail to satisfy the first preset condition, rendering and displaying the UI object based on a second processing mode; wherein a resource consumption of the first processing mode is greater than a resource consumption of the second processing mode.


