Blind Spot Rendering Optimizations for Eye Tracking Head Mounted Displays
US-2018061117-A1 · Mar 1, 2018 · US
US10740951B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10740951-B2 |
| Application number | US-201916460925-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jul 2, 2019 |
| Priority date | Jun 9, 2017 |
| Publication date | Aug 11, 2020 |
| Grant date | Aug 11, 2020 |
A practical reading order for non-experts. Skip the full description unless you need deep technical detail.
What the patent document calls the invention.
A short plain-language summary of the technical disclosure.
Who owns or filed the patent and who is credited as inventor.
Filing, priority, publication, and grant dates set the timeline.
The legal scope of protection — read this for what is actually claimed.
Technology tags used to group this patent with similar filings.
Prior art links and similar publications in this corpus.
Official abstract text for this publication.
A method for implementing a graphics pipeline. The method includes generating a system of particles creating an effect in a virtual scene, the system of particles comprising a plurality of particle geometries. The method includes determining a subsystem of particles from the system of particles, the subsystem of particles comprising a subset of particle geometries taken from the plurality of particle geometries. The method includes determining a foveal region when rendering an image of the virtual scene, wherein the foveal region corresponds to where an attention of a user is directed. The method includes determining that at least one portion of the effect is located in the peripheral region for the image. The method includes rendering the subsystem of particles to generate the effect.
Opening claim text (preview).
What is claimed is: 1. A method for implementing a graphics pipeline, comprising: tracking an eye of a user viewing a virtual scene using a head mounted display; determining a foveal region when rendering an image of the virtual scene based on a direction of the eye of the user towards the virtual scene; rendering a first portion of an effect for the virtual scene using a system of particles, the first portion of the effect being located in the foveal region, the effect being partially defined by the system of particles comprising a plurality of particle geometries, the effect configured in three dimensions such that at least some particles in the system of particles are located within a volume of the effect; and rendering a second portion of the effect for the virtual scene using a subsystem of particles from the system of particles, the second portion of the effect being located in a peripheral region outside of the foveal region, the subsystem of particles comprising a subset of particle geometries taken from the plurality of particle geometries, wherein at least some particles in the subsystem of particles are located within the volume of the effect. 2. The method of claim 1 , further comprising: defining a bounding box for the system of particles; and determining that a portion of the bounding box is in the peripheral region. 3. The method of claim 1 , further comprising: inputting a plurality of particle vertices into the graphics pipeline; generating the plurality of particle geometries from the plurality of particle vertices; simulating the effect using the plurality of particle geometries; and sampling the system of particles to generate the subsystem of particles, wherein the subsystem of particle geometries corresponds to the subsystem of particles and is rendered to generate the effect. 4. The method of claim 3 , further comprising: indexing vertices of the plurality of particle geometries; wherein sampling the system of particles includes generating a draw list including the subset of particle geometries to be rendered; and wherein rendering the subset of particle geometries includes rendering vertices of a first particle geometry when the vertices are associated with an index in the draw list. 5. The method of claim 3 , further comprising: scaling up a size of each of the subsystem of particles based on a reduction ratio corresponding to the subset of particle geometries; and modifying visual properties of the subsystem of particles to maintain a desired perceptual continuity. 6. The method of claim 1 , further comprising: determining at least one particle of the system of particles is in the peripheral region; and generating a plurality of clusters of particles from the system of particles, wherein each of the clusters is represented by a corresponding aggregated particle, wherein the subsystem of particles includes the aggregated particles of the plurality of clusters of particles. 7. The method of claim 6 , further comprising: determining an aggregated location of the corresponding aggregated particle by averaging locations of particles in a corresponding cluster of particles; determining an aggregated mass of the corresponding aggregated particle by summing masses of particles in the corresponding cluster of particles; scaling a size of the corresponding aggregated particle based on a reduction ratio corresponding to the subsystem of particles; and determining aggregated visual properties of the corresponding aggregated particle. 8. A non-transitory computer-readable medium storing a computer program for implementing a graphics pipeline, the computer-readable medium comprising: program instructions for tracking an eye of a user viewing a virtual scene using a head mounted display; program instructions for determining a foveal region when rendering an image of the virtual scene based on a direction of the eye of the user towards the virtual scene; program instructions for rendering a first portion of an effect for the virtual scene using a system of particles, the first portion of the effect being located in the foveal region, the effect being partially defined by the system of particles comprising a plurality of particle geometries, the effect configured in three dimensions such that at least some particles in the system of particles are located within a volume of the effect; and program instructions for rendering a second portion of the effect for the virtual scene using a subsystem of particles from the system of particles, the second portion of the effect being located in a peripheral region outside of the foveal region, the subsystem of particles comprising a subset of particle geometries taken from the plurality of particle geometries, wherein at least some particles in the subsystem of particles are located within the volume of the effect. 9. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for defining a bounding box for the system of particles; and program instructions for determining that a portion of the bounding box is in the peripheral region. 10. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for inputting a plurality of particle vertices into the graphics pipeline; program instructions for generating the plurality of particle geometries from the plurality of particle vertices; program instructions for simulating the effect using the plurality of particle geometries; and program instructions for sampling the system of particles to generate the subsystem of particles, wherein the subsystem of particle geometries corresponds to the subsystem of particles and is rendered to generate the effect. 11. The non-transitory computer-readable medium of claim 10 , further comprising: program instructions for indexing vertices of the plurality of particle geometries; wherein the program instructions for sampling the system of particles includes program instructions for generating a draw list including the subset of particle geometries to be rendered; and wherein the program instructions for rendering the subset of particle geometries includes program instructions for rendering vertices of a first particle geometry when the vertices are associated with an index in the draw list. 12. The non-transitory computer-readable medium of claim 10 , further comprising: program instructions for scaling up a size of each of the subsystem of particles based on a reduction ratio corresponding to the subset of particle geometries; and program instructions for modifying visual properties of the subsystem of particles to maintain a desired perceptual continuity. 13. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for determining at least one particle of the system of particles is in the peripheral region; and program instructions for generating a plurality of clusters of particles from the system of particles, wherein each of the clusters is represented by a corresponding aggregated particle, wherein the subsystem of particles includes the aggregated particles of the plurality of clusters of particles. 14. The non-transitory computer-readable medium of claim 13 , further comprising: program instructions for determining an aggregated location of the corresponding aggregated particle by averaging locations of particles in a corresponding cluster of particles; program instructions for determining an aggregated mass of the corresponding aggregated particle by summing masses of particles in the corresponding cluster of particles; pro
for simulating particle systems, e.g. explosion, fireworks · CPC title
Using real world measurements to influence rendering · CPC title
Solving problems of bandwidth in display systems · CPC title
Particle system, point based geometry or rendering · CPC title
Gradation resolution change · CPC title
Related publications grouped by family.
Answers are generated from the same data shown on this page.