Apple received 1 granted patent this quarter in the VR & AR category.
The patent covers a video pipeline architecture that divides VR/MR rendering workloads between a wireless headset and a base station. The system employs warp space, foveated, slice-based, and dynamic rendering techniques to maintain high frame rates and minimize latency without requiring a physical tether connection.
The VR & AR patent addresses a fundamental tension in mixed reality headset design by splitting the rendering workload between a wireless headset and a separate base station. The system offloads computationally intensive rendering tasks to the base station while keeping the headset untethered, using a collection of techniques including warp space resampling to adjust frames for head movement, gaze-tracking to render higher detail only where the user looks, and slice-based delivery that breaks frames into chunks for faster transmission. The pipeline monitors the wireless connection in real time and adapts compression and transmission strategies based on available bandwidth, with fallback logic that lets the headset operate independently when the link degrades and can substitute locally generated frames when network data arrives late or incomplete.
All data sourced from USPTO patent filings. Google Patents may take several weeks to index recent publications. If a link is unavailable, search for the patent number at USPTO Patent Public Search.