Asynchronous timewarping
Asynchronous timewarping for smart glasses to reduce MTP latency and to increase framerate.

Abstract
To enable high-performance XR experiences on mobile smart glasses, I developed a real-time rendering engine based on the Vulkan API with the following goals:
- Reduce motion-to-photon (MTP) latency through IMU (Inertial Measurement Unit) data fusion.
- Increase framerate using multithreaded stereo rendering.
- Design a modular software architecture compatible with computer vision systems such as SLAM and Image Tracker.
- Ensure reusability and extensibility across tethered and untethered XR platforms.
Problem
XR applications on mobile smart glasses face several critical challenges:- High MTP latency, which causes visual lag and motion sickness.
- Low framerates, especially when running computationally heavy tasks like SLAM and image tracking.
- Limited performance of traditional rendering pipelines on mobile or embedded hardware.
- Difficulty integrating CV modules into tightly constrained rendering systems without sacrificing responsiveness.
Contribution
- Architected the Vulkan rendering pipeline from scratch for mobile XR.
- Applied asynchronous programming and concurrency techniques to improve real-time performance.
- Prioritized modular, reusable software design, making the system extensible across other applications.
- Focused on low-level optimization, integrating tightly with hardware (IMU, display).
- Delivered a production-ready, cross-platform rendering module adaptable to future XR devices.
Result
- Reduced MTP latency by 92ms (80% reduction), enabling more responsive user experience.
- Increased framerate from 30Hz to 90Hz (300% increase) in SLAM-integrated scenarios. like SLAM and image tracking.
- Verified improvements through simulation and hardware-in-the-loop testing.
