LU503478B1 - Method of virtual reality cross-screen stereoscopic display - Google Patents

Method of virtual reality cross-screen stereoscopic display Download PDF

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Publication number
LU503478B1
LU503478B1 LU503478A LU503478A LU503478B1 LU 503478 B1 LU503478 B1 LU 503478B1 LU 503478 A LU503478 A LU 503478A LU 503478 A LU503478 A LU 503478A LU 503478 B1 LU503478 B1 LU 503478B1
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LU
Luxembourg
Prior art keywords
camera
screen
virtual reality
focusing
picture
Prior art date
Application number
LU503478A
Other languages
German (de)
Inventor
Hongliang Gu
Bao Cai
Zhangchi Sun
Caifang Zhang
Yi Zuo
Xin Liu
Wenhua Zhu
Original Assignee
Univ Shanghai Polytech
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Univ Shanghai Polytech filed Critical Univ Shanghai Polytech
Priority to LU503478A priority Critical patent/LU503478B1/en
Application granted granted Critical
Publication of LU503478B1 publication Critical patent/LU503478B1/en

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/10Processing, recording or transmission of stereoscopic or multi-view image signals
    • 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

Abstract

The present invention relates to the field of virtual reality technology development, in particular to a method of zSpace desktop virtual reality cross-screen stereoscopic display based on Unity 3D. The method comprises the following steps: creating an extended screen camera; setting a render texture to receive a Unity3D picture; binding a camera in zCore; and setting camera parameters to form a stereoscopic picture. The present invention has good stereoscopic picture transmission effect and short picture delay time; the picture is refreshed every 25ms; and a resolution of an extended screen is 3840x2160, which ensures the picture smoothness and transmission quality without limitations of specific development scenes and content. The present invention also has the advantages of realization flexibility and good expansibility.

Description

METHOD OF VIRTUAL REALITY CROSS-SCREEN STEREOSCOPIC DISPLAY
LU503478
Technical Field
The present invention relates to the field of virtual reality program development, in particular to a method of virtual reality cross-screen stereoscopic display.
Background
Virtual Reality (VR) is one of the most rapidly developing technologies in recent years, and has been widely used in multiple industries such as education, medical treatment and real estate.
It has four characteristics of immersion, interactivity, imagination and multi-sensation, and is generally classified into desktop VR, immersive VR, distributed VR and augmented VR according to differences in forms of user participation. The desktop VR mainly uses personal computers or workstations to interact with the virtual world through external input devices, and is a widely used and common form of virtual reality in the market at present. zSpace VR is a typical desktop VR system. It is a desktop VR system that integrates the working environment of the real world to realize the free crossing between the reality and the virtual world. The core technologies of zSpace include: stereoscopic vision and direct interaction, and include a host used for stereoscopic display and capable of emitting infrared rays, a pair of stereoscopic glasses for receiving infrared rays, and a pen to interact with the virtual world. A
Zhongsheng stereoscopic display can play stereoscopic pictures in left-right format or up-down format, and the resolution is generally 4K.
Compared with immersive VR, desktop VR has many advantages of lower vertigo, accurate and reliable location tracking, and wide application range. The picture development of a zSpace desktop VR system can be carried out by means of Unity3D software. The Unity3D software is one of the most widely used game development engines at present, and has the advantages of simple operation and powerful functions. At the same time, zSpace provides a development package zCore of Unity3D. Developers only need to import the development package zCore into a directory of a Unity3D project file, and then can develop a 3D scene easily.
The desktop VR is suitable for personal learning, and its picture content is not strongly immersed due to the influence of a screen size, and cannot be used for multiple people to learn or experience at the same time. A naked eye stereoscopic demonstration device has a large screen size and does not need to wear glasses and other equipment to watch, which enables more people to experience the VR world. The zSpace VR system is combined with the naked eye stereoscopic display device, a camera for extended screen display is created and the render texture of Unity3D is received; the set extended screen camera is bound in the stereoscopic camera of the development package zCore; and finally, the camera parameters of a specific development scene are adjusted so that the screen of the stereoscopic scene picture in zSpace is extended into the naked eye stereoscopic display, to form dual-stereoscopic extended screen 1247s displaying.
Summary
The purpose of the present invention is to overcome the shortcomings of the above technical background to provide a realizing method for extended screen display of zSpace stereoscopic pictures based on Unity3D, which can copy the stereoscopic display pictures in zSpace to a naked eye stereoscopic display, and simultaneously ensure the transmission quality of the pictures.
The present invention provides a method of virtual reality cross-screen stereoscopic display, comprising the following steps:
A1: creating an extended screen camera;
A2: setting a render texture to receive a Unity3D picture;
A3: binding a camera in zCore;
A4: setting camera parameters to form a stereoscopic picture.
Based on the above technical steps, step A1 specifically comprises the following steps: generating a required extended screen camera by using Unity3D, and setting a camera position, a camera angle and a camera projection matrix; and setting initial values of the camera parameters, comprising a focusing position (a distance from the camera position to a focus in a world coordinate space), a focusing size (a size of a focusing region), a camera hole (the camera hole is used for defining a region between focusing and defocusing), and an object focusing (a focusing distance determined by a target object in an actual scene).
Based on the above technical steps, step A2 specifically comprises the following steps: creating a render texture of RenderTexture type, which can be used for DLL rendering; setting three different texture formats: s3d (color + depth) format, sbs (left-right format or up-down format), null and other formats; and setting a texture size as 1920x1080.
Based on the above technical steps, step A3 specifically comprises the following steps: copying the camera in step A1 to any one of a middle camera, a left camera and a right camera in development package zCore of zSpace for rendering in a depth direction.
Based on the above technical steps, step A4 specifically comprises the following steps: adjusting the focusing position, the focusing size, the camera hole and the object focusing parameters of step A1 according to a specific scene to make the depth direction stereoscopic apparently; binding a depth rendering script to an empty object in a Unity3D scene; and refreshing a naked eye stereoscopic screen window every 25ms to ensure smooth picture transmission.
Description of Drawings
FIG. 1 is a flow chart of a method of virtual reality cross-screen stereoscopic display in an example of the present invention;
FIG. 2 is a connection mode diagram of zSpace and a naked eye stereoscopic display in aN 03478 example of the present invention; and
FIG. 3 is a final effect diagram of extended screen display in the present invention.
Detailed Description
In order to make the realization effect and technical means of the present invention more conducive to understanding, the present invention is further elaborated below specifically in combination with specific drawings and development examples.
As shown in Fig. 1, the present invention provides a method of virtual reality cross-screen stereoscopic display, comprising the following steps:
A1: creating an extended screen camera;
A2: setting a render texture to receive a Unity3D picture;
A3: binding a camera in zCore;
A4: setting camera parameters to form a stereoscopic picture.
The present invention writes the above steps into two scripts. One script creates a virtual camera and sets parameters thereof; and the other script sets depth information, and also creates a render texture for transmitting Unity3D pictures. After both the scripts are completed, the zSpace is connected to a naked eye stereoscopic display by using a 4K HDMI cable, as shown in Fig. 2.
Taking a production scene of a chemical plant as an example, an extended screen display effect is presented. Firstly, a plant model is imported into Unity3D software and then imported into a development package zCore to form a zSpace desktop virtual reality stereoscopic picture.
The script for creating the virtual camera is bound to an empty object in the scene, and any one of three cameras of zCore is copied to the virtual camera for extended screen display.
The display of zSpace is set to screen extension; a resolution of a screen 1 is 1920x1080, and a resolution of a screen 2 is adjusted as 3840x2160 so that a resolution of the naked eye stereoscopic display is 4K.
As shown in Fig. 3 which is a final effect diagram of extended screen display, a left screen is a zSpace virtual reality stereoscopic picture, and a right screen is a naked eye stereoscopic display picture. A picture transmission process is smooth.

Claims (5)

1. A method of virtual reality cross-screen stereoscopic display, comprising the following steps: A1: creating an extended screen camera; A2: setting a render texture to receive a Unity3D picture; A3: binding a camera in zCore; A4: setting camera parameters to form a stereoscopic picture.
2. The method of zSpace desktop virtual reality cross-screen stereoscopic display based on Unity 3D according to claim 1, wherein step A1 comprises: — generating a required extended screen camera by using Unity3D, — setting a camera position, a camera angle and a camera projection matrix; — setting initial values of the camera parameters, comprising — afocusing position (a distance from the camera position to a focus in a world coordinate space), — a focusing size (a size of a focusing region), — a camera hole (the camera hole is used for defining a region between focusing and defocusing), and — an object focusing (a focusing distance determined by a target object in an actual scene).
3. The method of zSpace desktop virtual reality cross-screen stereoscopic display based on Unity 3D according to claim 1, wherein step A2 comprises: — creating a render texture of RenderTexture type, which can be used for DLL rendering; — setting three different texture formats: — s3d (color + depth) format, — sbs (left-right format or up-down format), — null and other formats; and — setting a texture size as 1920 x 1080.
4. The method of zSpace desktop virtual reality cross-screen stereoscopic display based on Unity 3D according to claim 1, wherein step A3 comprises: — copying the camera in step A2 to any one of: — a middle camera, — a left camera and
— aright camera LU503478 in development package zCore of zSpace for rendering in a depth direction.
5. The method of zSpace desktop virtual reality cross-screen stereoscopic display based on 5 Unity 3D according to claim 1, wherein step A4 comprises: — adjusting the focusing position, the focusing size, the camera hole and the object focusing parameters of step A1 according to a specific scene to make the depth direction stereoscopic apparently; — binding a depth rendering script to an empty object in a Unity3D scene; and — refreshing a naked eye stereoscopic screen window every 25 ms to ensure smooth picture transmission.
LU503478A 2023-02-14 2023-02-14 Method of virtual reality cross-screen stereoscopic display LU503478B1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
LU503478A LU503478B1 (en) 2023-02-14 2023-02-14 Method of virtual reality cross-screen stereoscopic display

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
LU503478A LU503478B1 (en) 2023-02-14 2023-02-14 Method of virtual reality cross-screen stereoscopic display

Publications (1)

Publication Number Publication Date
LU503478B1 true LU503478B1 (en) 2023-08-14

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
LU503478A LU503478B1 (en) 2023-02-14 2023-02-14 Method of virtual reality cross-screen stereoscopic display

Country Status (1)

Country Link
LU (1) LU503478B1 (en)

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Effective date: 20230814