Facebook Wins Patent For Human-Eye ‘Retinal’ Resolution VR Headset

Facebook Wins Patent For Human-Eye ‘Retinal’ Resolution VR Headset

Facebook has been awarded a patent for a head mounted display (HMD) which combines a large low resolution display and small high resolution display projected to where the user’s eye is pointed to achieve ‘retinal’ resolution.

‘Retinal’ or “retina” is a term often used to describe angular resolution which at least matches that of the center of the human eye. Facebook is the company behind the Oculus brand of VR headsets and services. Originally purchased as a startup in 2014, Oculus is now a division of Facebook. This patent’s inventors are all listed as residents of Washington state, suggesting this idea comes from Facebook Reality Lab which has its main office there.

Two Displays Per Eye, Merged

The patent describes a headset which has eye tracking-driven foveated rendering. For those unfamiliar, foveated rendering is a process which renders most of the view into a virtual world at lower resolution except for the exact area directly in front of where the user’s eye is pointed. That area in front of the eye — where humans perceive the greatest detail — is rendered at a higher resolution.

With this patent, instead of the image being sent to one display per eye, as in most headsets, the high resolution area is instead sent to a a second much smaller display called the ‘inset display’. A steerable mirror and optical combiner then project this display into the lens, at the position the user’s eye is pointed. Low resolution parts of the virtual world — parts not directly in front of the eyeball — go to the main display and are magnified directly by the lens.

The result would a display that combines these low and high-resolution panels to provide an experience that roughly matches the level of detail that the human eye can resolve. If the eye tracking is good enough, the user would not even notice that the headset has variable resolution.

Isn’t This Varjo?

This patent may sound familiar if you’ve heard of the Finland-based company Varjo. Varjo’s current prototype also features an inset and background display, but the high resolution area is locked to the center of the display — it does not yet adapt to eye position. But Varjo’s end goal is to build a headset that sounds surprisingly similar to what Facebook describe in this patent, steering the display with mirrors.

Varjo has also been awarded a patent for this technique. Facebook applied for its patent before Varjo’s, but Varjo’s was granted before Facebook’s. It is not clear how much these techniques differ from one another.

The ‘Inset’ Microdisplay

One diagram in the patent’s supporting documents mentions the resolution and potential supplier of the inset display. It is marked as a 1920×1200 microdisplay from eMagin. This is likely the eMagin WUXGA, which eMagin claims is the highest resolution production OLED microdisplay.

OLED microdisplays use a more costly production method compared to regular OLED panels used in VR today, but are physically much smaller and consume less power. The peripheral display’s exact resolution is not listed, but is described “low compared to other displays”.

Staggering Angular Resolution

In another diagram is marked the vertical field of view of the projection of the inlet display – 17 degrees. Given that we know its vertical resolution is 1200, that could mean that it would provide an average vertical angular resolution of roughly 70 pixels per degree (PPD). Oculus Go, the company’s current highest resolution headset, has an angular resolution of roughly 15 PPD.

Achieving this kind of PPD is not yet possible with traditional VR display systems, as there are no regular OLED displays with even close to the resolution that would be required. This resolution requirement would get progressively higher for higher field of view optics, to the point of impracticality. Even the hypothetical 4000×4000 per eye headset with 140 degrees field of view predicted in 2016 to exist by 2021 by Oculus Chief Scientist Michael Abrash would have only around 30 PPD. The current highest resolution VR-suitable OLED on the market is Samsung’s 1440×1600 panel, used in the HTC Vive Pro and Samsung Odyssey series.

Promising, But Just A Patent

It’s important to note that companies patent techniques all time and most never make it to a consumer product. Color microdisplays of this resolution can cost thousands of dollars, and it’s unclear whether mass production would bring them down to an acceptable cost. There may also be other challenges in manufacturing the complex optical combination system this patent describes.

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Oculus Files Patent For A MagSafe-Like Rift Cable

Oculus Files Patent For A MagSafe-Like Rift Cable

Facebook’s Oculus applied for a patent on an electromagnetic cable connector for PC VR headsets. The concept is similar to the ‘MagSafe’ connector which Apple MacBooks featured until recently.

In current wired VR headsets if you accidentally step on the cable or go too far from the PC, either the computer or the VR headset can be violently pulled out of position. This sometimes causes equipment damage or even minor injuries, and is one of the reasons wireless is so desirable for VR. The concept of this patent seems to be that if enough force is applied, instead of pulling the PC or headset away the cable will simply detach, much like Apple’s MagSafe for laptops.

In July, the new VirtualLink cable standard for PC VR was announced, with Oculus listed as one of the primary backers alongside NVIDIA, AMD, Valve, and Microsoft. No VR headsets with a VirtualLink cable have launched yet, but Oculus’ involvement suggests that future Oculus Rifts are likely to use this standard. NVIDIA’s latest GPUs already feature the port.

The cable of tethered VR is a major roadblock for PC and console VR adoption. While wireless solutions exist, such as HTC’s Vive Wireless Adapter, they’re currently expensive and require wall mounting for optimal performance. While an electromagnetic connector would not avoid the issue of restricted rotation and freedom of movement, it could help lower the danger to objects and people that a cable creates. And of course, keep in mind that companies patent ideas all the time that never actually release to the public.

Notably, the strap of the headset in the patent image is not the Rift’s triangular shape. Instead, it’s a new shape which looks similar to the Oculus logo. It’s possible this has no meaning and was just for this illustration, but worth pointing out when the current Rift’s strap resembles the HTC Vive logo.

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Google Is Exploring VR Shoes With Tiny Motorized Wheels

Google Is Exploring VR Shoes With Tiny Motorized Wheels

Alphabet’s Google has filed a patent application for a new approach to VR walking shoes. The shoes described use tiny motorized wheels on the bottom to subtly redirect the user back to the center of their room when they walk towards the edges. If done correctly, the user would feel as if they have an infinite VR playspace.

The approach is an extension of earlier ideas of “infinite redirected walking”, which used purely visual distortions in scale of the virtual environment to try and achieve the same effect through tricking the user’s eyes. The issue with those approaches however is that they still required a very large playspace of around 20×20 feet to be effective, and may only be effective in indoor virtual environments. By adding actual movement to the user’s shoes, the redirection can be both optical and physical. As you’re walking towards the edge of the room, the motors in the shoes will activate in the opposite direction when your feet touch the ground.

Until recently, the main approach to physically walking through large virtual environments has been omnidirectional treadmills (ODTs) such as Kat Walk Mini or Omni. ODTs are pretty great at providing a true feeling of walking, but their sheer size means they are expensive both to build and to ship. Many people wouldn’t be able to fit them through their doors, requiring “assemble on delivery” designs that are even more complex and costly.

A much more simple approach to VR shoes is that of the recently successful Cybershoes Kickstarter. Cybershoes approach is to have the player seated on a bar stool like chair and slide along a slippery surface with slippery shoes. Very simple rollers transmit movement data back to the PC, but they are not motorized in any way. The main advantage of Cybershoes is its significantly lower cost compared to alternatives.

The disadvantage of the Cybershoes, and the main problem Google’s approach seems to be tackling is that it only works seated. In Cybershoes you can’t go prone, you can’t crouch, you can’t sneak, and being seated detracts from the immersion if your character is supposed to be standing. A standing solution without having to install or strap into a full omnidirectional treadmill could potentially bring standing walking VR to regular consumers one day.

Questions remain about how much these kinds of shoes would cost, whether the motors could be reliable enough for a consumer product, and just how seamless it would actually feel to use. But if the approach described in Google’s patent application truly works, it could be a revolution for VR locomotion. We’ll keep you updated on any further patents or news from Google about innovative VR locomotion solutions.

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Oculus Patents Use Of Light Field Cameras for Eye Tracking

Oculus Patents Use Of Light Field Cameras for Eye Tracking

Facebook’s Oculus patented an eye tracking technique which uses light field cameras inside the headset. Most previous eye tracking systems used a regular or infrared camera combined with an IR illuminator to keep the eyes lit.

A light field camera differs from a regular camera in that it also captures the direction that light is travelling. This directional information can be used to understand the depth of the image, and thus 3D shape of the eye, instead of just the color and brightness. By knowing the 3D shape of the eye, the system can find out where the pupil is relative to the eye itself, and thus a more accurate estimation of the user’s gaze direction than with just the apparent 2D shape of the pupil.

Eye tracking can greatly enhance the feeling of “social presence” in multiplayer VR, but its most promising use case is foveated rendering. Foveated rendering is when only what you’re looking at is drawn at full resolution while the rest of the scene in your peripheral view is rendered in low detail. This works because human vision is only high detail in the very center. To see this for yourself, look at some text in the room you’re in right now then look just a few feet to the side of it and try to read it again.

Foveated rendering should one day enable much higher resolution VR headsets without requiring an expensive top of the line graphics card. Finding a way to make it work reliably is crucial to the future of VR.

At Oculus Connect 3 in late 2016 (video above), Oculus Chief Scientist Michael Abrash discussed the challenges of developing an eye tracking system good enough for foveated rendering. He stated that for foveated rendering to be invisible to the user, “virtually perfect” eye tracking would be needed. If eye tracking fails even for a fraction of a second, the user would see a dramatic reduction in visual quality. Even today, no company has yet shipped this quality of eye tracking in a consumer product.

In late September this year at Oculus Connect 5, Abrash stated that he expects this quality of eye tracking to be ready within four years (by 2022). Perhaps this estimate is dependent on having a real-time 3D view of the eye using a light field camera, as described in this patent. If true, it would make eye tracking more expensive to integrate than many had hoped, but would likely result in a dramatic improvement in reliability.

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More Patent Reveals With News of Google Eye-Tracking Patent

A number of companies involved in immersive technology such as virtual reality (VR) and augmented reality (AR) have filed patents in the past year that relate to new developments for the next generation of AR and VR headsets. The latest to be revealed is a Google patent to track facial expressions using eye-tracking cameras.

The patent is called ‘Classifying Facial Expressions Using Eye-Tracking Cameras’. It works by using machine learning algorithms, combined with eye-tracking sensors in order to analyse the expressions on users faces.

The Eye Tribe - Eye

The patent goes on to describe how the system would allow users to interact with each other in the virtual world through avatars, which would not only resemble the user, but would also be able to reflect their facial expressions.

It is noted in the patent that since VR headsets tend to obscure the user’s face, facial expressions can be difficult to ascertain when the user is wearing one. The machine learning algorithm is said be able to be trained to recognise expressions related to anger, happiness, surprise and more, as well as identifying more subtle expressions such as a raised eyebrow.

Eye-tracking has been widely recognised as an important part of the development for the future iterations of VR hardware, since eye-tracking will not only enable more accurate representations of user avatars, but can also introduce new interaction methods, as well as technology such as ‘foveated rendering’ which can save processing power by ensuring only the areas currently in view are fully rendered.

The introduction of eye-tracking into VR could be used to create more immersive experiences for VR users, but the technology is yet to be integrated into any of the commercially available VR headsets.

Google Logo

The Google patent could change this, but as with any patent, there are no guarantees that it will be used in a product.

For future coverage on new developments in VR technology, keep checking back with VRFocus.

Oculus Patents ‘Directional Beam’ Wireless PC VR Solution

Oculus Patents ‘Directional Beam’ Wireless PC VR Solution

With the release of the TPCast wireless adapter (for Oculus Rift and HTC Vive), and now the official HTC Vive Wireless Adapter, many have been wondering whether Oculus are working on a 1st party wireless solution for Rift, or whether they plan to incorporate wireless in the future version of Rift. These adapters are, however, very expensive, large, bulky, and the transmitter might have to be mounted on the wall to work well. This is because they transmit a high frequency (60 GHz) signal over a large field of view that generally requires line of sight to the headset.

Narrow Beam Following Positional Tracking

Late last year, Oculus filed for a patent on a technique that would have the wireless transmission system use the positional tracking data from the headset to send a relatively narrow beam to the direction of the headset, instead of all over the room. When the headset moves position, it could inform the transmitter of the new position over regular low bandwidth omnidirectional wireless (similar to Bluetooth) and then the transmitter would direct the high power beam at the new position.

The advantage of this approach is that, because the transmitter only has to send the wireless signal to one spot in the room, less power should be needed overall. This idea could be used to lower cost in future wireless VR setups. The high power transmitters used in the Vive Wireless Adapter and TPCast greatly contribute to the $300 prices, so the need to find lower cost solutions is clear.

The patent mentions that one of the possible protocols for the beam could be 802.11ad, otherwise known as “WiGig”. WiGig is an existing 60 GHz standard widely used for wireless displays such as wireless monitors, and is actually used in the HTC Vive Wireless Adapter.

Fighting Occlusion With A “Relay”

Another Oculus patent application adds a “relay” for when the HMD is occluded. Note that “console” is used in the technical sense, referring to the base transmitter connected to the PC.

But what if the view between the transmitter is disrupted? Oculus applied for another patent for using an assisting “relay” in the room. When the view between the transmitter and headset is blocked, and therefore the signal is blocked, the transmitter would instead send its beam to the relay, which would act as repeater.

Coming to Rift 2?

In his “5 year’s from now” predictions made at Oculus Connect 3 in 2016, Oculus Chief Scientist Michael Abrash said that he expected to see wireless headsets “at the high end”, but that there is “no existing consumer electronics link that’s up to the task”. This may be why Oculus began researching a custom (and patented) wireless solution.

Abrash also mentions that without foveated rendering (rendering at a low resolution everywhere except where the user’s eyes are looking), achieving wireless on PC would be very challenging. In Oculus’ foveated rendering patent, originally filed back in 2016, the company describes a display driver which can handle different resolutions for different parts of the image, noting “the devices may communicate wirelessly instead of through wired connections”. This is usually called “foveal transport”, and means that much less data needs to be sent compared to sending the full resolution frame. As Abrash suggests, this is likely the only practical way to deliver wireless with a significantly higher resolution headset than today’s Rift.

One fact that hints against the Rift’s successor being wireless, or at least against it being wireless by default, is that in July Oculus joined the new “VirtualLink” USB-C single cable standard for connecting wired VR headsets. While it could be argued this would just be to connect to the wireless transmitter itself, the specification for VirtualLink mentions the cable providing power for on headset cameras and sensors. This could indicate that if this wireless technology does make it to the next Rift (to be clear: it may never), it might be an optional add-on, rather than a part of the base package. Even if this tech is lower cost than the $300 TPCast and HTC adapters, it would still probably not be cheap.

These 3 patents paint a clear picture of the approach Oculus is taking in their research on wireless PC VR – a narrow directed beam using as little energy as possible, leveraging foveated rendering to send as little data as possible, with support for relays to defeat occlusion. While all this technology may never see the outside of Facebook’s research labs, if it ever does it could be a game changer for wireless VR on PC.

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Microsoft Files Patent For VR Text Input System

There are always obstacles to overcome when trying to create a system for typing text when the user doesn’t have access to a proper keyboard. In virtual reality (VR), this becomes more complex, as users are unable to see the outside world, so a keyboard becomes unusable even if one is available. Microsoft has been awarded a patent that has the potential to overcome this problem.

The patent is for a VR text input system that could be a better way to write long or complex text in VR when using tracked motion controllers or Xbox gamepads. This is done by using a radial design with layered inputs and predictive text.

HP Windows Mixed Reality Headset Professional Edition

QWERTY keyboards are still the most popular keyboard type among western users, and despite being shown to not be the most accurate or intuitive, it has the advantage of familiarity, allowing users to create a lot of text very quickly. Microsoft are hoping to devise a system that offers similar levels of speed and accuracy within VR.

The new patents uses a wheel interface, similar to the existing Surface Dial, and could prove to be an easier way for VR and videogame console users to input text quickly, compared to existing systems of floating keyboards.

The patent notes that the QWERTY layout is designed for a full ten-finger input, making it a poor fit for single-cursor systems currently on offers. The typing wheel is said to be suitable for use in VR as well as mixed reality (MR) and any area where game controllers are the most common method of input.

As with any patent, there is no guarantee that Microsoft will ever create a product that uses the system specified in the patent. The patent was originally filed in March 2018, so it is still possible that Microsoft have been working on the system since the filing.

For future coverage of new developments in VR, keep checking back with VRFocus.

New Sony Patent Reveals PlayStation VR Motion Sickness Technology

For any users virtual reality (VR) is a pleasant time that allows them to escape from reality and enjoy a range of new experiences. For some though, motion sickness can cause a host of different problems which can put a real damper on the level of enjoyment someone might get out of a title. Though many companies have looked a ways to combat this it seems that now Sony have a plan as a new patent points towards a solution for motion sickness designed for the PlayStation VR headset.

PlayStation VR patent

As reported by comicbook, Sony filed the patent back in 2017 and it details a means to help make the PlayStation VR experience ever better by lowering or removing the effects of motion sickness that come from the simulated motion within VR titles. Now that the patent has been pushed through and published we can get our first look at how the solution Sony has thought up might work and how it could result in smoother VR experiences for all.

The patent details how Sony hopes to improve the user experience by giving the PlayStation VR features to firmly situate a “health threshold value” that would be able to tell when the user is beginning to become over-stimulated. As everyone that suffers with motion sickness feel the effects at different points, this system could help to detect and prevent the impact of motion sickness.

PlayStation VR patent

A microphone is also seen in the patent that would be implemented to target “negative” words that are evidence of user displeasure. This feature would not stop the effects of motion sickness from occurring it could be helped in stopping the VR experience before the effects become to strong. This suggests that, among other things, Sony are focusing this solution of control rather than prevention of motion sickness. You can see the patent for yourself here.

What is interesting to note about the patent is that it features a wireless headset that features a battery for a more self-contained set up. Currently the PlayStation VR headset requires users be connected to the PlayStation 4 through a number of cables and even sit within the range of the PlayStation Camera. This might be nothing, but it could also be a hint towards the next step that Sony plans to take with any updated models of the PlayStation VR in the future but of course, this is all just speculation for now.

VRFocus will be sure to bring you all the latest on this and everything PlayStation VR in the future so stay tuned for more.

Sony: Neues VR-System gegen Motion Sickness patentiert

Werbung für Virtual Reality Hygiene

Sony sagt der Motion Sickness den Kampf an. Dafür meldete das Unternehmen ein neues Patent für eine spezielle Technologie an, die dank biometrischen Sensoren, Eye-Tracking-Technologie und weiteren Features das Übelkeitsphänomen der Vergangenheit angehören lassen soll.

Sony – Patent für neues VR-System gegen Motion Sickness angemeldet

Bereits im Jahr 2017 reichte Sony ein Patent für eine neue VR-Brille ein, die dank biometrischen Sensoren, Mikrofon und Eye-Tracking-Kameras den Zustand der Nutzer/innen erfassen soll, um der Motion Sickness zuvorzukommen. Nun wurde das entsprechende Patent genehmigt und ein dazugehöriges Paper veröffentlicht. Dieses beschreibt die Funktionsweise des neuen VR-Systems. So sollen diverse biometrische Sensoren integriert werden, die unter anderem den Feuchtigkeitswert der Haut oder Temperatur erfassen. Zudem horcht ein Mikrofon auf “negative” Wörter und Geräusche, welche Hinweise auf Stress, Anstrengung und/oder Ermüdungserscheinungen geben.

Durch das Monitoring soll ein spezieller und individueller Messwert für den Gesundheitszustand erfasst werden. Dieser erlaubt es, bei auftretenden Übelkeitserscheinungen bereits im Vorfeld zu intervenieren und den Nutzer/innen visuelle oder auditive Warnhinweise zu geben. Sobald eine VR-Erfahrung also zu intensiv wird, schaltet sich das System ein und rät zu einer kurzen Ruhephase. Den Anwender/innen wird dadurch freigestellt, ob sie darauf hören oder weiter in der VR verweilen.

Sony-Patent-Motion-Sickness

Auch ein Eingriff in die Funktionen der VR-Brille soll konfigurierbar sein. Wie dieser aussieht, wird innerhalb des Papers noch nicht beschrieben. Innerhalb des Patents werden zudem weitere Sensoren erwähnt, wie Insulinmessung oder Sensoren zur Erfassung der Luftqualität. Ob und wie diese letztlich ebenfalls verbaut werden, bleibt zunächst wohl abzuwarten.

Wir dürfen also gespannt sein, ob das neue Warnsystem gegen Motion Sickness in kommenden Generationen der PlayStation-VR-Brille zum Einsatz kommt.

(Quellen: Upload VR | Sony Patent)

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