Snap inc. (20240331275). CONTINUOUS RENDERING FOR MOBILE APPARATUSES simplified abstract

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CONTINUOUS RENDERING FOR MOBILE APPARATUSES

Organization Name

snap inc.

Inventor(s)

Farid Zare Seisan of San Diego CA (US)

Vasily Fomin of Cape Girardeau MO (US)

Edward Lee Kim-koon of Venice CA (US)

CONTINUOUS RENDERING FOR MOBILE APPARATUSES - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240331275 titled 'CONTINUOUS RENDERING FOR MOBILE APPARATUSES

The patent application describes systems, methods, and computer-readable media for continuous rendering, specifically focusing on a head-wearable apparatus that continuously determines a user's position or pose and requests graphics to be rendered based on this information from a remote rendering module.

  • The head-wearable apparatus selects rendered graphics associated with the user's position or pose closest in time to the presentation time, adjusting them for any difference between render time and presentation time before displaying them to the user.
  • This technology enables seamless and continuous rendering of graphics based on the user's movements, providing a more immersive and responsive experience.
  • By utilizing remote rendering modules, the system can handle complex graphics processing tasks without overburdening the head-wearable apparatus, ensuring smooth performance.
  • The ability to adjust rendered graphics based on timing differences enhances the overall user experience by reducing latency and improving synchronization between the user's movements and the displayed graphics.
  • This innovation has the potential to revolutionize virtual reality experiences, gaming, training simulations, and other applications that require real-time rendering and interaction.

Potential Applications: - Virtual reality gaming - Training simulations - Architectural visualization - Medical simulations - Entertainment experiences

Problems Solved: - Latency issues in rendering graphics for head-wearable devices - Synchronization challenges between user movements and displayed graphics - Processing limitations of head-wearable apparatus for complex graphics rendering

Benefits: - Enhanced user experience with seamless and responsive graphics rendering - Improved immersion and interactivity in virtual environments - Reduced latency and synchronization issues for a more realistic experience

Commercial Applications: Title: "Revolutionizing Virtual Reality Experiences: Continuous Rendering Technology" This technology can be applied in various commercial sectors, including: - Gaming industry for immersive VR games - Training and simulation companies for realistic scenarios - Entertainment venues for interactive experiences - Architectural firms for virtual walkthroughs - Medical institutions for training simulations

Questions about Continuous Rendering Technology: 1. How does continuous rendering technology improve the user experience in virtual reality applications? Continuous rendering technology enhances the user experience by ensuring seamless and responsive graphics rendering based on the user's movements, reducing latency and improving synchronization between the user's actions and the displayed graphics.

2. What are the key advantages of using remote rendering modules in the continuous rendering process? Remote rendering modules allow for complex graphics processing tasks to be offloaded from the head-wearable apparatus, ensuring smooth performance and enabling real-time rendering of high-quality graphics.


Original Abstract Submitted

systems, methods, and computer readable media for continuous rendering are disclosed. example methods include a head-wearable apparatus that is configured to continuously determine a position or pose of a user and then request graphics to be rendered from a remote rendering module based on the position or pose. if a current time is within a threshold of a presentation time, then the head-wearable apparatus selects rendered graphics received from the remote rendering module that are associated with a position or pose of the user that is closest in time to the presentation time. the selected rendered graphics are then adjusted to account for a difference between the render time and the presentation time. the adjusted rendered graphics are then presented to the user on a display of the head-wearable apparatus.