CN106162142A - A kind of efficient VR scene drawing method - Google Patents

A kind of efficient VR scene drawing method Download PDF

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Publication number
CN106162142A
CN106162142A CN201610415785.8A CN201610415785A CN106162142A CN 106162142 A CN106162142 A CN 106162142A CN 201610415785 A CN201610415785 A CN 201610415785A CN 106162142 A CN106162142 A CN 106162142A
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China
Prior art keywords
camera
distance
rendering
scene
texture
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CN201610415785.8A
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Chinese (zh)
Inventor
任飞
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Nanjing Kuaijiaoshou Software Technology Co Ltd
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Nanjing Kuaijiaoshou Software Technology Co Ltd
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Priority to CN201610415785.8A priority Critical patent/CN106162142A/en
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/20Image signal generators
    • H04N13/275Image signal generators from 3D object models, e.g. computer-generated stereoscopic image signals
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers
    • H04N2013/40Privacy aspects, i.e. devices showing different images to different viewers, the images not being viewpoints of the same scene
    • H04N2013/405Privacy aspects, i.e. devices showing different images to different viewers, the images not being viewpoints of the same scene the images being stereoscopic or three dimensional

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Image Generation (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention discloses a kind of efficient VR scene drawing method, comprise the following steps: (1) carries out the differentiation of far and near level to scene, for the object of level farther out, only renders once, for nearer object, renders twice;(2) distant objects is the most once rendered: first create a public texture A, it is used for preserving the rendering result of far-end object, use the virtual out new camera ' in position in the middle of two camera, rendering of far-end object is carried out with camera ', and rendering result is saved in texture A, when rendering real left-eye view, first texture A is painted on screen, object the most nearby is painted on screen successively according to left eye camera, right-eye view in like manner, finally merges the rendering result of right and left eyes;(3) the level demarcation line of distance is determined.The rendering efficiency of the present invention has bigger lifting, under identical scene, when separating surface selects left and right camera distance about × 100, and performance boost more than 60%.

Description

A kind of efficient VR scene drawing method
Technical field
The present invention relates to VR rendering engine technical field, specifically a kind of efficient VR scene drawing method.
Background technology
In VR scene, the effect different in order to realize left and right eyes, need to render two figures simultaneously, respectively left eye regards Figure and right-eye view, in order to preferably embody 3D effect, the Camera position of right and left eyes view is different, which results in One problem, due to the movement of Camera, can cause repainting of whole scene, so can reduce rendering efficiency greatly. Existing VR scene drawing method is: first simulation left eye carries out scene rendering, 1. determines the position of Camera1,2. to all Object carries out z-order, renders all of object the most successively;Simulation right eye carries out scene rendering afterwards, 1. determines the position of Camera2 Putting, 2. pair all objects carry out z-order, render all of object the most successively.Existing VR scene drawing method poor-performing, This equipment of mobile phone is difficult to accomplish extra high frame per second, bad to the experience of user.
Owing to VR is the new interaction scenarios of a kind of comparison, thus its to render mode the most incomplete same, be first exactly that it is left The mode that renders of right eye can cause the change of Camer position, thus rendering speed can be halved.Speed is rendered in order to improve Degree, defines a kind of brand-new mode that renders-distance layer rendering.
Summary of the invention
It is an object of the invention to provide a kind of efficient VR scene drawing method, to solve above-mentioned background technology proposes Problem.
For achieving the above object, the present invention provides following technical scheme:
A kind of efficient VR scene drawing method, comprises the following steps:
(1) scene is carried out the differentiation of far and near level: first obtain the centre position of left and right camera, calculate the most successively In scene, all objects are apart from the distance in this centre position, when distance is more than the value specified when, are considered as this object Belong to that object of level farther out, when distance less than designated value when, it is believed that it belongs to nearer level;In left and right In the render process of camera, for the object of level farther out, only render once, for nearer object, render twice;
(2) distant objects is the most once rendered: first create a public texture A, texture A and be used for preserving far-end The rendering result of object, uses the virtual out new camera ' in position in the middle of two camera, afterwards with this Camera ' carries out rendering of far-end object, and rendering result is saved in texture A, when rendering real left-eye view, First texture A is painted on screen, object the most nearby is painted on screen successively according to left eye camera, wash with watercolours Contaminate real right-eye view in like manner, finally merge the rendering result of right and left eyes, it becomes possible to render out by final object;
(3) the level demarcation line of distance is determined: carried out the differentiation of distance by a formula, if the distance of left and right eyes For x, far and near differentiation distance is a constant for y, y=Ax+B, A and B, is looked in effect and performance by the value adjusting A and B To an equilibrium point.
As the further scheme of the present invention: the right side of object nearer in step (1), less than overall 50%, renders performance It also is able to promote.
As the present invention further scheme: described in step (2), texture A and screen size are equal.
Compared with prior art, the invention has the beneficial effects as follows: rendering efficiency has bigger lifting, in identical scene Under (10000 summits, texture size 1024 × 10240), when separating surface select left and right camera distance about × 100 time, property More than 60% (before for 32fps, rise to 50fps after amendment) can be promoted.
Accompanying drawing explanation
Fig. 1 is the technical schematic diagram of step (1) in efficient VR scene drawing method.
Fig. 2 is the techniqueflow chart of step (1) in efficient VR scene drawing method.
Fig. 3 is the technical schematic diagram of step (2) in efficient VR scene drawing method.
Fig. 4 is the techniqueflow chart of step (2) in efficient VR scene drawing method.
Detailed description of the invention
Below in conjunction with the accompanying drawing in the embodiment of the present invention, the technical scheme in the embodiment of the present invention is carried out clear, complete Describe, it is clear that described embodiment is only a part of embodiment of the present invention rather than whole embodiments wholely.Based on Embodiment in the present invention, it is every other that those of ordinary skill in the art are obtained under not making creative work premise Embodiment, broadly falls into the scope of protection of the invention.
Refer to Fig. 1~4, in the embodiment of the present invention, a kind of efficient VR scene drawing method, comprise the following steps:
(1) how scene is carried out the differentiation of far and near level;
Due to the special circumstances of VR, the position of right and left eyes (left and right camera) is actually the nearest, say, that logical Crossing the content that two camer render out is relatively, and the most remote object is the most consistent, at the thing of unlimited distance Body is the most living, but but need nonetheless remain in traditional scheme rendering twice.Can also so think, necessarily Distance object in addition, it is believed that it is the same, and the effect the most so rendering out is that user is entirely acceptable;
The module just ratio of the differentiation that scene so carries out far and near level is more visible, first obtains in the camera of left and right Between position, calculate all objects distance apart from this centre position in scene the most successively, when distance is more than the value specified Time, it is considered as this object and belongs to that object of level farther out, the when of if less than designated value, it is believed that it belongs to nearer Level.In the render process of left and right camera, for the object of level farther out, only render once, for nearer object, Render twice, the 50% of the right entirety of the nearest object less than, then render performance and also be able to promote a lot.As Shown in Fig. 1, object A is the object before separating surface, say, that data object nearby, needs to render twice, and object B and Figure after object C is separating surface carries, it is only necessary to render once the most permissible.
(2) how distant objects is the most once rendered;
As shown in Figure 3-4, first creating a big public texture (texture A) the same with screen, this texture is used for Preserve the rendering result of far-end object, use the virtual out new camera ' in position in the middle of two camera afterwards, with This camera ' carries out rendering of far-end object, and rendering result is saved in texture A, regards when rendering real left eye During figure, on screen of first texture A being painted to, object the most nearby is painted to screen successively according to left eye camera On, right eye is also similar process, this makes it possible to render out by final object.
(3) the level demarcation line of distance how is determined;
This is the distance dependent system with right and left eyes, is carried out the differentiation of distance by a simple formula, it is assumed that The distance of left and right eyes is x, and far and near differentiation distance is y, then y=Ax+B, A and B are a constant, by adjusting A's and B Value can find a good equilibrium point in effect and performance.
The rendering efficiency of the present invention has bigger lifting, (10000 summits, texture size under identical scene 1024 × 10240), when separating surface selects left and right camera distance about × 100, performance boost more than 60% (is before 32fps, rises to 50fps after amendment).
It is obvious to a person skilled in the art that the invention is not restricted to the details of above-mentioned one exemplary embodiment, Er Qie In the case of the spirit or essential attributes of the present invention, it is possible to realize the present invention in other specific forms.Therefore, no matter From the point of view of which point, all should regard embodiment as exemplary, and be nonrestrictive, the scope of the present invention is by appended power Profit requires rather than described above limits, it is intended that all by fall in the implication of equivalency and scope of claim Change is included in the present invention.Should not be considered as limiting involved claim by any reference in claim.
Although moreover, it will be appreciated that this specification is been described by according to embodiment, but the most each embodiment only wraps Containing an independent technical scheme, this narrating mode of description is only that for clarity sake those skilled in the art should Description can also be formed those skilled in the art through appropriately combined as an entirety, the technical scheme in each embodiment May be appreciated other embodiments.

Claims (3)

1. an efficient VR scene drawing method, it is characterised in that comprise the following steps:
(1) scene is carried out the differentiation of far and near level: first obtain the centre position of left and right camera, calculating scene the most successively Middle all objects, apart from the distance in this centre position, when distance is more than the value specified when, are considered as this object and belong to That object of level farther out, when distance less than designated value when, it is believed that it belongs to nearer level;Left and right camera's In render process, for the object of level farther out, only render once, for nearer object, render twice;
(2) distant objects is the most once rendered: first create a public texture A, texture A and be used for preserving far-end object Rendering result, use the virtual out new camera ' in position in the middle of two camera afterwards, come with this camera ' Carry out rendering of far-end object, and rendering result is saved in texture A, when rendering real left-eye view, first by stricture of vagina Reason A paints on screen, is painted to successively on screen according to left eye camera by object the most nearby, renders real Right-eye view in like manner, finally merges the rendering result of right and left eyes, it becomes possible to render out by final object;
(3) the level demarcation line of distance is determined: carried out the differentiation of distance by a formula, if the distance of left and right eyes is x, Far and near differentiation distance is a constant for y, y=Ax+B, A and B, finds one by the value adjusting A and B in effect and performance Individual equilibrium point.
Efficient VR scene drawing method the most according to claim 1, it is characterised in that object nearer in step (1) The right side less than overall 50%, render performance and also be able to promote.
Efficient VR scene drawing method the most according to claim 1, it is characterised in that texture A described in step (2) and Screen size is equal.
CN201610415785.8A 2016-06-15 2016-06-15 A kind of efficient VR scene drawing method Pending CN106162142A (en)

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Cited By (3)

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CN108282648A (en) * 2018-02-05 2018-07-13 北京搜狐新媒体信息技术有限公司 A kind of VR rendering intents, device, Wearable and readable storage medium storing program for executing
CN111915709A (en) * 2019-05-10 2020-11-10 阿里巴巴集团控股有限公司 Rendering method and device
CN114095655A (en) * 2021-11-17 2022-02-25 海信视像科技股份有限公司 Method and device for displaying streaming data

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US20110128286A1 (en) * 2009-12-02 2011-06-02 Electronics And Telecommunications Research Institute Image restoration apparatus and method thereof
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CN102651142A (en) * 2012-04-16 2012-08-29 深圳超多维光电子有限公司 Image rendering method and image rendering device
CN102693065A (en) * 2011-03-24 2012-09-26 介面光电股份有限公司 Method for processing visual effect of stereo image
CN103024414A (en) * 2012-12-06 2013-04-03 福建天晴数码有限公司 Three dimensional (3D) display method based on WinXP system

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Publication number Priority date Publication date Assignee Title
CN101706967A (en) * 2009-11-18 2010-05-12 电子科技大学 Comprehensive simulation method for realistic cloud layer
US20110128286A1 (en) * 2009-12-02 2011-06-02 Electronics And Telecommunications Research Institute Image restoration apparatus and method thereof
EP2490452A1 (en) * 2011-02-21 2012-08-22 Advanced Digital Broadcast S.A. A method and system for rendering a stereoscopic view
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Publication number Priority date Publication date Assignee Title
CN108282648A (en) * 2018-02-05 2018-07-13 北京搜狐新媒体信息技术有限公司 A kind of VR rendering intents, device, Wearable and readable storage medium storing program for executing
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CN114095655A (en) * 2021-11-17 2022-02-25 海信视像科技股份有限公司 Method and device for displaying streaming data

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