CN108377381A - 沉浸式vr视频渲染方法及装置 - Google Patents

沉浸式vr视频渲染方法及装置 Download PDF

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Publication number
CN108377381A
CN108377381A CN201810005786.4A CN201810005786A CN108377381A CN 108377381 A CN108377381 A CN 108377381A CN 201810005786 A CN201810005786 A CN 201810005786A CN 108377381 A CN108377381 A CN 108377381A
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China
Prior art keywords
matrix
immersion
coordinate data
data
coordinate
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CN201810005786.4A
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Inventor
王焯
唐泳滔
赵若熹
张家齐
祖浩焱
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Black Sail Technology Co Ltd
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Black Sail Technology Co Ltd
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Publication of CN108377381A publication Critical patent/CN108377381A/zh
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Abstract

公开了一种沉浸式VR视频渲染方法,包括:获得相关参数,所述相关参数包括摄像机矩阵、投射矩阵、模型矩阵和透镜扭曲圆心位置;创建三维模型,获得所述三维模型的原始坐标数据;根据相关参数和所述三维模型的原始坐标数据获得第一坐标数据;基于所述透镜扭曲的圆心位置对所述第一坐标数据做透镜扭曲,获得第二坐标数据;像素化所述第二坐标数据,获得像素单元;以及根据VR视频数据和所述像素单元绘制图像。根据本发明,在三维模型中进行坐标点的透镜扭曲,可以在一次处理中实现画面渲染和沉浸式渲染效果,从而提高了渲染效率。同时公开一种沉浸式VR视频渲染装置。

Description

沉浸式VR视频渲染方法及装置
技术领域
本发明涉及视频处理技术,更具体地,涉及一种沉浸式VR视频渲染方法及及装置。
背景技术
虚拟现实(VR)技术是一种创建和体验虚拟世界的计算机仿系统,例如,可以根据观察者头、眼和手的跟踪技术呈现相对应的三维实时图像。在基于网络的虚拟现实技术中,预先将全视角的视频数据存储在服务器上,然后将全视角的视频数据传送至诸如眼镜之类的显示装置上,根据观察者的观看位置将相应视角的视频数据显示在显示装置上。
在显示装置播放时,由于处理高分辨率的VR视频数据需要占用大量的计算资源,由此要求显示装置具备强大的数据处理能力。然而目前市场上的不同型号的显示装置在性能上相差很大,为了兼容不同型号的显示装置,在软件方面应尽可能优化VR播放系统,在不降低用户的观影体验的前提下,降低对资源的耗用,提高处理效率。
发明内容
有鉴于此,本申请提供沉浸式VR视频渲染方法及装置,以解决上述问题。
根据本发明的第一方面,提供一种沉浸式VR视频渲染方法,包括:
获得相关参数,所述相关参数包括摄像机矩阵、投射矩阵、模型矩阵和透镜扭曲圆心位置;
创建三维模型,获得所述三维模型的的原始坐标数据;
根据所述相关参数和所述三维模型的原始坐标数据获得第一坐标数据;
基于所述透镜扭曲的圆心位置对所述第一坐标数据做透镜扭曲,获得第二坐标数据;
像素化所述第二坐标数据,获得像素单元;以及
根据VR视频数据和所述像素单元绘制图像。
优选地,所述获得相关参数包括:
根据头显设备的规格和屏幕尺寸获得视场角度参数;
根据所述视场角度参数计算所述透镜扭曲圆心位置;以及
根据所述视场角度参数计算所述投射矩阵。
优选地,所述获得相关参数包括:
所述根据头显设备的规格获得眼距参数;以及
根据所述眼距参数计算所述摄像机矩阵。
优选地,通过调节所述摄像机矩阵和所述投影矩阵达到双目模式的效果。
优选地,所述根据相关参数和所述三维模型的原始坐标数据获得第一坐标数据包括以下步骤:
所述根据相关参数和所述三维模型的原始坐标数据获得第一坐标数据包括以下步骤:
通过方程式(1)–(4)计算双目模式下左右眼的摄像机矩阵:
left_view_matrix=translate(-half_eye_ipd,0,0)*mat4view (3)
right_view_matrix=translate(half_eye_ipd,0,0)*mat4view (4)
left_view_matrix和right_view_matrix分别为左右眼的摄像机矩阵,mat4view表示摄像机矩阵,可根据陀螺仪的旋转角度直接生成, eye_ipd表示眼距参数;
通过方程式(5)计算双目模式下的投射矩阵mat4projection
其中,fovleft,fovright,fovup,fovdown,far,near表示双目模式下的视场角度参数;
设定mat4model为单位矩阵;
通过方程式(6)计算第一坐标数据
其中,表示第一坐标数据,表示原始坐标数据, Mat4model表示所述模型矩阵,mat4projection表示投射矩阵,将左右眼的摄像机矩阵left_view_matrix和right_view_matrix分别代入到方程式(6)中,获得第一坐标数据
优选地,所述基于所述透镜扭曲的圆心位置对所述第一坐标数据做透镜扭曲,获得第二坐标数据包括以下步骤:
根据下方程式(7)和(8)获得扭曲参数:
K1,K2(7)
根据(9)和(10)和所述扭曲参数得到矫正后的像场坐标(xu,yu) 作为第二坐标数据,当不作切向畸变矫正,可去掉所有含p的项,
xu=xd+(xd-xc)(K1r2+K2r4+…)+(P1(r2+2(xd-xc)2)+ 2P2(xd-xc)(yd-yc))(1+P3r2+P4r4…) (9)
yu=yd+(yd-yc)(K1r2+K2r4+…)+(2P1(xd-xc)(yd-yc)+ P2(r2+2(yd-yc)2))(1+P3r2+P4r4…) (10)
其中,(xd,yd)为使用镜头投影的畸变像场坐标,即第一坐标数据, (xu,yu)为矫正后的像场坐标,(xc,yc)为透镜扭曲的圆心位置,Kn为第n个径向畸变系数,Pn为第n个切向畸变系数,r为像素到光轴的距离。
优选地,所述透镜扭曲圆心位置通过下述步骤获得,
运用公式lerp根据t获得两个向量之间的线性插值:
其中,(xl,yl)和(xh,yh)为平面上两点坐标;
根据投射矩阵mat4projection与屏幕尺寸widthwidow*heightwidow,计算所述透镜扭曲圆心位置的坐标
其中坐标为[-1,1]空间坐标轴内的点。
优选地,还包括:添加遮挡黑框。
优选地,还包括:实时获取陀螺仪数据,并在播放过程中进行数据平滑和转角预测以实现防抖。
优选地,数据平滑采用的方程式为:
其中,θt为时间t的融合转动角度,k为融合权重常量,ω为加速度计读出的角速度,为陀螺仪上读出的角度,Δt为输出的时间点和上一个时间点的差;
转角预测采用的方程式为:
θt+1=θtΔ (15)
其中,θt为时间t的融合转动角度,angularSpeed为加速度计读出的角速度,predictionTimeS为常量的预测时间,β为转动预测阈值,所述陀螺仪和所述加速度计设置在头显设备上。
优选地,还包括:调用OpenGL和/或WebGL的相关接口以完成相应步骤。
根据本发明的第二方面,提供一种沉浸式VR视频渲染装置,包括:
参数计算单元,用于获得相关参数,所述相关参数包括摄像机矩阵、投射矩阵、模型矩阵和透镜扭曲圆心位置;
模型创建单元,用于创建三维模型,获得所述三维模型的的原始坐标数据;
坐标计算单元,用于根据相关参数和所述三维模型的原始坐标数据获得第一坐标数据;
透镜扭曲单元,用于基于所述透镜扭曲的圆心位置对所述第一坐标数据做透镜扭曲,获得第二坐标数据;
像素化单元,用于像素化所述第二坐标数据,获得像素单元;
图像绘制单元,用于根据VR视频数据和所述像素单元绘制图像。
根据本发明实施例,通过对三维模型的坐标点进行透镜扭曲达到了双目VR沉浸式观影效果,由于在三维模型中进行坐标点的透镜扭曲,可以在一次处理中实现画面渲染和沉浸式渲染效果,从而提高了渲染效率。
附图说明
通过参照以下附图对本发明实施例的描述,本发明的上述以及其它目的、特征和优点将更为清楚,在附图中:
图1是VR播放系统的网络示意图;
图2是适用于图1的VR播放系统的方法的流程图;
图3是本发明实施例的沉浸式VR视频渲染方法的流程图;
图4是一个头显设备的示例;
图5是图3所述的沉浸式VR视频渲染方法的获得相关参数的具体流程图;
图6是一个计算机处理器和显示器芯片的参数传输过程的示意图;
图7是本发明实施例的VR视频渲染装置的结构图。
具体实施方式
以下将参照附图更详细地描述本发明。在各个附图中,相同的元件采用类似的附图标记来表示。为了清楚起见,附图中的各个部分没有按比例绘制。此外,可能未示出某些公知的部分。
图1是VR播放系统的网络示意图。设备网络10包括通过网络110 耦接的服务器100和显示设备120以及VR设备。服务器100可以例如独立的计算机服务器或者服务器集群,服务器100用于存储各种视频数据以及存储处理这些视频数据的各种应用程序。服务器100上例如实时运行着各种守护进程,一方面,用于处理服务器100上的各种视频数据,另一方面,用于响应VR设备和显示设备120的各种请求。网络110可以是任意(一个或多个)网络,例如因特网、局域网和物联网等。显示设备120例如是一个具有独立显示屏的和一定处理能力的计算机设备,可以是:个人计算机、膝上型计算机、计算机工作站、服务器、大型主机计算机、掌上电脑、个人数字助理、智能手机、智能电器、游戏控制台、 iPAD/iPhone、视频播放器、DVD刻录机/播放器、电视机、家庭娱乐系统或任意其它合适的计算设备。显示设备120可以存储VR播放器软件,当VR播放器启动后,播放器向服务器100请求和接收各种视频数据,并且将下载到显示设备端的视频数据在播放器内进行渲染播放。在本例中, VR设备130是一个外接式头显设备,可以和显示设备120以及服务器100 进行各种交互,通过信号传递向显示设备120和/或服务器100传递当前的一些相关信息,例如,当前的视场角度等参数,用户头盔位置的改变、眼睛视线的变化等等,显示设备120可以根据这些信息能够灵活处理当前播放的视频数据。在一些实施例里,当用户转动头部时,显示设备120 判断用户的核心观影区域发生改变,并在核心观影区域播放高分辨率的视频数据。
在上述实施例,VR设备130是一个外接式头显设备,但是本领域的技术人员可以理解到,VR设备130不仅限于此,VR设备130还可以一体式头显设备。一体式头显设备本身具有显示屏的功能,因此可以不需要外部的显示设备,例如本例中,如果采用一体式头显设备,即可以省略显示120。此时,一体式头显设备承担了从服务器100上获取视频数据以及播放的工作,同时,一体式头显设备检测到用户当前的一些观影角度变化信息并基于这些观影角度变化信息调整播放工作。
图2是适用于图1的VR播放系统的方法的流程图。该方法包括以下步骤。
在步骤S10中,服务器端进行视频数据处理。
在步骤S20中,显示设备端基于和VR设备的交互获得一些相关信息。
在步骤S30中,显示设备端根据这些相关信息向服务器端请求视频数据以及接收视频数据。
在步骤S40中,显示设备端基于接收到的视频数据进行渲染处理.
其中,步骤S40将从服务器获取的视频数据绘制图像实现播放。
图3示出了本发明提供的一种适用于步骤S40的VR视频渲染方法。该沉浸式VR视频渲染方法实现了双目模式的VR播放,具体包括以下步骤。
在步骤S100中,获得相关参数。
例如,根据头显设备和屏幕尺寸计算相关参数。该所述相关参数包括左右透镜的视场角度、摄像机矩阵、投射矩阵、模型矩阵和透镜扭曲圆心位置等。参见图4,图4是一个头显设备的示例。如图所示,头显设备包括支架和支架上的左右透镜,人眼通过左右透镜获得左右可视区域的图像,由于左右可视区域提供的图像具有差异,人眼获取这种带有差异的信息后在脑海中产生立体感。不同头显设备的规格参数并不相同,一般检索网站或者查询内置的参数文件可获得规格参数,进而根据这些规格参数计算渲染过程中所需得相关参数。
在步骤S200中,创建三维模型,获得三维模型的的原始坐标数据。
本步骤中,可以根据需求创建合适的三维模型,例如,可以创建多边形球面作为三维模型,并且基于多边形球面得到原始坐标数据。
在步骤S300中,根据相关参数和三维模型的原始坐标数据获得第一坐标数据。
在步骤S400中,基于透镜扭曲的圆心位置对第一坐标数据做透镜扭曲,获得第二坐标数据。
步骤S300根据摄像机矩阵、投射矩阵和模型矩阵对原始坐标数据进行矢量运算,获得运算后的坐标数据作为第一坐标数据,而步骤S400则进一步扭曲第一坐标数据,得到第二坐标数据。
在步骤S500中,像素化处理第二坐标数据,获得像素单元。
在本步骤中,将第二坐标数据处理成平面上的像素单元。
在步骤S600中,根据VR视频数据和像素单元绘制图像。
在本步骤中,将从服务器端下载的VR视频数据进行解码,获得其中的像素信息,根据像素信息给像素单元赋值,最终完成图像的绘制。
在本实施例中,针对三维模型中的原始坐标点进行透镜扭曲,进而将像素信息赋值到扭曲后的三维坐标中,从而达到了双目模式下的观影效果,由于在模型处理阶段实现对三维坐标点的透镜扭曲,因而可以在一次处理中实现画面渲染和双目渲染效果,从而相当于现有做法提高了一倍的渲染效率。进一步地,由于根据头显设备的规格和屏幕尺寸等信息获得的相关参数实现对原始坐标点的透镜扭曲,由此,可通过调整这些相关参数调节透镜扭曲效果,达到更好的渲染效果。
在一个优选的实施例中,为了避免用户因为沉浸式观影出现眩晕,上述渲染方法还包括:实时获取陀螺仪数据,并在播放过程中进行数据平滑和转角预测以实现防抖。
在另一个优选的实施例中,上述渲染方法还包括:添加遮挡黑框。遮挡黑框可以参见如图6,添加遮挡黑框能够提高VR观影的沉浸效果。
应该指出的是,本发明实施例的一些步骤可以通过调用OpenGL和 /或WebGL的相关接口实现。然而,由于OpenGL和/或WebGL相应功能主要由显示器芯片实现,而如投射矩阵、摄像机矩阵等相关参数的计算在计算机处理器中完成,因此,当向openGL和/或WebGl传递投射矩阵、摄像机矩阵等相关参数时,需要进行数据传输。具体参见如图6的示意图。
图5是图3所述的沉浸式VR视频渲染方法的获得相关参数的具体流程图,具体包括以下步骤。
在步骤S101中,根据头显设备规格与屏幕尺寸获得视场角度等参数。
在步骤S102中,根据头显设备规格获得眼距参数。
在步骤S103中,获取模型矩阵。
在步骤S104中,计算摄像机矩阵。
在步骤S105中,计算透镜扭曲圆心位置。
在步骤S106中,计算投射矩阵。
其中,透镜扭曲圆心位置和眼距参数可以参见图4。
为了进一步说明上述步骤,在下述示例中提供了一具体的计算步骤。
表格1是变量定义表。
表格1
通过下述方程式能够计算获得第一坐标数据。
1)通过方程式(1)–(4)计算双目模式下左右眼的摄像机矩阵:
left_view_matrix=translate(-half_eye_ipd,0,0)*mat4view (3)
right_view_matrix=translate(half_eye_ipd,0,0)*mat4view (4)
其中,mat4view表示摄像机矩阵,可根据陀螺仪的旋转角度直接生成,left_view_matrix和right_view_matrix分别为左右眼的摄像机矩阵,eye_ipd表示眼距参数;
2)通过方程式(5)计算双目模式下的投射矩阵mat4projection
其中,fovleft,fovright,fovup,fovdown,far,near表示双目模式下的视场角度参数;
3)设定mat4model为单位矩阵;
4)通过方程式(6)计算第一坐标数据
其中,表示第一坐标数据,表示原始坐标数据, mat4model表示所述模型矩阵,mat4projection表示投射矩阵,将左右眼的摄像机矩阵left_view_matrix和right_view_matrix分别代入到方程式(6)中替换mat4view,获得第一坐标数据
对于上述的步骤S400,可以参考以下示例中的计算步骤。
表格2
变量 含义
(xd,yd) 使用镜头投影的畸变像场坐标
(xu,yu) 矫正后的像场坐标(即使用理想针孔相机)
(xc,yc) 畸变中心坐标(即本发明中的透镜扭曲圆心位置)
Kn 第n个径向畸变系数
Pn 第n个切向畸变系数
r 像素到光轴的距离
1)根据头显镜片规格得到扭曲参数:
K1,K2 (7)
配合辅助函数:
可得扭曲参数(K1,K2,…)与反扭曲参数
2)根据Brown模型实现透镜扭曲。
xu=xd+(xd-xc)(K1r2+K2r4+…)+(P1(r2+2(xd-xc)2)+ 2P2(xd-xc)(yd-yc))(1+P3r2+P4r4…) (9)
yu=yd+(yd-yc)(K1r2+K2r4+…)+(2P1(xd-xc)(yd-yc)+ P2(r2+2(yd-yc)2))(1+P3r2+P4r4…) (10)
当不作切向畸变矫正,可去掉所有含p的项。
其中,透镜扭曲圆心位置的坐标可通过下述公式进行求解。
对于平面上两点坐标(xl,yl)和(xh,yh)可运用公式lerp根据t获得两个向量之间的线性插值,
配合以下公式,可根据投射矩阵mat4projection与屏幕尺寸 widthwidow*heightwidow,求出透镜扭曲圆心位置的坐标其中坐标为[-1,1]空间坐标轴内的点,
而上述实施例中的数据平滑和转角预测的步骤可以参考以下内容。
表格3
平滑处理公式为:
表格4
变量 含义
θt 时间t的融合转动角度
angularSpeed 加速度计读出的角速度(例如设置在头显设备上)
predictionTimeS 预测时间,常量
β 转动预测阈值
转角预测的公式为:
θt+1=θt+θΔ (15)
图7是本发明实施例的VR视频渲染装置的结构图。
该沉浸式VR视频渲染装置包括:参数计算单元701、模型创建单元 702、坐标计算单元703、透镜扭曲单元704、像素化单元705和图像绘制单元706。
参数计算单元701用于根据头显设备和屏幕尺寸计算相关参数,所述相关参数包括摄像机矩阵、投射矩阵、模型矩阵和透镜扭曲圆心位置。
模型创建单元702用于创建三维模型,获得三维模型的的原始坐标数据。例如通过WebGL创建三维模型,并初始化UV坐标点。
坐标计算单元703用于根据相关参数和三维模型的原始坐标数据获得第一坐标数据。通过相关参数和三维模型的原始坐标数据的运算,获得第一坐标数据。
透镜扭曲单元704用于基于透镜扭曲的圆心位置对第一坐标数据做透镜扭曲,获得第二坐标数据。即,根据第一坐标数据和左右透镜的圆心位置进行透镜扭曲,得到扭曲后的坐标数据。
像素化单元705用于像素化处理第二坐标数据,获得像素单元。
图像绘制单元706用于根据VR视频数据和像素单元绘制图像。
在本实施例中,通过对三维模型的坐标点进行透镜扭曲达到了双目 VR沉浸式观影效果,在三维模型中进行坐标点的透镜扭曲,可以在一次处理中实现画面渲染和沉浸式渲染效果,从而提高了渲染效率。
本发明实施例虽然以较佳实施例公开如上,但其并不是用来限定权利要求,任何本领域技术人员在不脱离本发明的精神和范围内,都可以做出可能的变动和修改,因此本发明的保护范围应当以本发明权利要求所界定的范围为准。
以上所述仅为本发明的优选实施例,并不用于限制本发明,对于本领域技术人员而言,本发明可以有各种改动和变化。凡在本发明的精神和原理之内所作的任何修改、等同替换、改进等,均应包含在本发明的保护范围之内。

Claims (12)

1.一种沉浸式VR视频渲染方法,包括:
获得相关参数,所述相关参数包括摄像机矩阵、投射矩阵、模型矩阵和透镜扭曲圆心位置;
创建三维模型,获得所述三维模型的的原始坐标数据;
根据所述相关参数和所述三维模型的原始坐标数据获得第一坐标数据;
基于所述透镜扭曲的圆心位置对所述第一坐标数据做透镜扭曲,获得第二坐标数据;
像素化所述第二坐标数据,获得像素单元;以及
根据VR视频数据和所述像素单元绘制图像。
2.根据权利要求1所述的沉浸式VR视频渲染方法,其中,所述获得相关参数包括:
根据头显设备的规格和屏幕尺寸获得视场角度参数;
根据所述视场角度参数计算所述透镜扭曲圆心位置;以及
根据所述视场角度参数计算所述投射矩阵。
3.根据权利要求1所述的沉浸式VR视频渲染方法,其中,所述获得相关参数包括:
所述根据头显设备的规格获得眼距参数;以及
根据所述眼距参数计算所述摄像机矩阵。
4.根据权利要求1所述的沉浸式VR视频渲染方法,其中,通过调节所述摄像机矩阵和所述投影矩阵达到双目模式的效果。
5.根据权利要求1所述的沉浸式VR视频渲染方法,其中,所述根据相关参数和所述三维模型的原始坐标数据获得第一坐标数据包括以下步骤:
通过方程式(1)–(4)计算双目模式下左右眼的摄像机矩阵:
left_view_matrix=translate(-half_eye_ipd,0,0)*mat4view (3)
right_view_matrix=translate(half_eye_ipd,0,0)*mat4view (4)
left_view_matrix和right_view_matrix分别为左右眼的摄像机矩阵,mat4view表示摄像机矩阵,可根据陀螺仪的旋转角度直接生成,eye_ipd表示眼距参数;
通过方程式(5)计算双目模式下的投射矩阵mat4projection
其中,fovleft,fovright,fovup,fovdown,far,near表示双目模式下的视场角度参数;
设定模型矩阵mat4model为单位矩阵;
通过方程式(6)计算第一坐标数据
其中,表示第一坐标数据,表示原始坐标数据,mat4model表示所述模型矩阵,mat4projection表示投射矩阵,将左右眼的摄像机矩阵left_view_matrix和right_view_matrix分别代入到方程式(6)中,获得第一坐标数据
6.根据权利要求1所述的沉浸式VR视频渲染方法,其中,所述基于所述透镜扭曲的圆心位置对所述第一坐标数据做透镜扭曲,获得第二坐标数据包括以下步骤:
根据下方程式(7)和(8)获得扭曲参数:
K1,K2 (7)
根据(9)和(10)和所述扭曲参数得到矫正后的像场坐标(xu,yu)作为第二坐标数据,当不作切向畸变矫正,可去掉所有含p的项,
xu=xd+(xd-xc)(K1r2+K2r4+…)+(P1(r2+2(xd-xc)2)+2P2(xd-xc)(yd-yc))(1+P3r2+P4r4…)(9)
yu=yd+(yd-yc)(K1r2+K2r4+…)+(2P1(xd-xc)(yd-yc)+P2(r2+2(yd-yc)2))(1+P3r2+P4r4…)(10)
其中,(xd,yd)为使用镜头投影的畸变像场坐标,即第一坐标数据,(xu,yu)为矫正后的像场坐标,(xc,yc)为透镜扭曲的圆心位置,Kn为第n个径向畸变系数,Pn为第n个切向畸变系数,r为像素到光轴的距离。
7.根据权利要求1所述的沉浸式VR视频渲染方法,其中,所述透镜扭曲圆心位置通过下述步骤获得,
运用下述方程式根据t获得两个向量之间的线性插值:
其中,(xl,yl)和(xh,yh)为平面上两点坐标;
采用下述方程式根据投射矩阵mat4projection与屏幕尺寸widthwidow*heightwidow,计算所述透镜扭曲圆心位置的坐标
其中,坐标为[-1,1]空间坐标轴内的点。
8.根据权利要求1所述的沉浸式VR视频渲染方法,还包括:添加遮挡黑框。
9.根据权利要求1所述的沉浸式VR视频渲染方法,还包括:实时获取陀螺仪数据,并在播放过程中进行数据平滑和转角预测以实现防抖。
10.根据权利要求9所述的沉浸式VR视频渲染方法,其中,数据平滑采用的方程式为:
其中,θt为时间t的融合转动角度,k为融合权重常量,ω为加速度计读出的角速度,为陀螺仪上读出的角度,Δt为输出的时间点和上一个时间点的差;
转角预测采用的方程式为:
θt+1=θtΔ (15)
其中,θt为时间t的融合转动角度,angularSpeed为加速度计读出的角速度,predictionTimeS为常量的预测时间,β为转动预测阈值,所述陀螺仪和所述加速度计设置在头显设备上。
11.根据权利要求1所述的沉浸式VR视频渲染方法,还包括:调用OpenGL和/或WebGL的相关接口以完成相应步骤。
12.一种沉浸式VR视频渲染装置,包括:
参数计算单元,用于获得相关参数,所述相关参数包括摄像机矩阵、投射矩阵和透镜扭曲圆心位置;
模型创建单元,用于创建三维模型,获得所述三维模型的的原始坐标数据;
坐标计算单元,用于根据相关参数和所述三维模型的原始坐标数据获得第一坐标数据;
透镜扭曲单元,用于基于所述透镜扭曲的圆心位置对所述第一坐标数据做透镜扭曲,获得第二坐标数据;
像素化单元,用于像素化所述第二坐标数据,获得像素单元;
图像绘制单元,用于根据VR视频数据和所述像素单元绘制图像。
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