WO2013123801A1 - Naked-eye 3d display method and naked-eye 3d display device - Google Patents

Naked-eye 3d display method and naked-eye 3d display device Download PDF

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Publication number
WO2013123801A1
WO2013123801A1 PCT/CN2012/086593 CN2012086593W WO2013123801A1 WO 2013123801 A1 WO2013123801 A1 WO 2013123801A1 CN 2012086593 W CN2012086593 W CN 2012086593W WO 2013123801 A1 WO2013123801 A1 WO 2013123801A1
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Prior art keywords
sub
picture signal
eye
view
pixel
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PCT/CN2012/086593
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French (fr)
Chinese (zh)
Inventor
武延兵
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京东方科技集团股份有限公司
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Publication of WO2013123801A1 publication Critical patent/WO2013123801A1/en

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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers
    • H04N13/324Colour aspects
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers
    • H04N13/302Image reproducers for viewing without the aid of special glasses, i.e. using autostereoscopic displays
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N2213/00Details of stereoscopic systems
    • H04N2213/002Eyestrain reduction by processing stereoscopic signals or controlling stereoscopic devices

Definitions

  • Embodiments of the present invention relate to a tree eye 3D display method and a tree eye 3D display device. Background technique
  • the common eye 3D display device is roughly divided into a parallax barrier type and a lens grating type.
  • the most basic method is that the odd and even pixels of the display screen respectively display two parallax images of the left and right eyes (this is called two viewpoints).
  • the eye 3D display technology through the action of the parallax barrier or the lens grating, presents a plurality of mutually alternate left and right viewing zones, wherein the left viewing zone corresponds to the left parallax image and the right viewing zone corresponds to the right parallax image .
  • the left eye of the user When the left eye of the user is located in the left viewport and the right eye is located in the right viewport corresponding to the left viewport, the left eye of the user can see the corresponding left eye image, and the right eye can see the corresponding right eye image, the left eye image and The right eye image is a pair of stereo image pairs so that the brain can fuse them into a 3D image.
  • the user is more likely to be in the "dead zone" of the 3D display, that is, the user's left eye is in the right viewport and the right eye is in the left viewport, and the left eye sees the right eye image while the right eye sees the left eye. image. Therefore, the user not only does not see the 3D stereoscopic image, but also causes visual fatigue.
  • the two-point eye 3D display method has a 50% chance of appearing in the dead zone.
  • Embodiments of the present invention provide a tree-eye 3D display method and apparatus capable of completely eliminating a dead zone of a multi-view 3D display.
  • an embodiment of the present invention provides a tree-eye 3D display method, including: inputting a monochrome picture signal to a sub-pixel group for displaying an edge view, wherein the edge view is in a plurality of view groups One of the side edge viewpoints of each view group; and a view image signal is input to each sub-pixel group other than the sub-pixel group in which the monochrome picture signal is input.
  • the eye-eye 3D display method further includes: combining the columns of sub-pixels into sub-pixel groups in units of columns.
  • the monochrome picture signal is a black picture signal, a white picture signal, a red picture signal or a gray picture signal.
  • an embodiment of the present invention further provides a tree-eye 3D display device, including: a display screen, a plurality of pixels for displaying a 2D image and including a matrix arrangement; a parallax barrier or a lens grating disposed on the display
  • the light exiting side of the screen splits the light from the display screen and respectively projects to the left and right eyes of the user; and the signal module inputs a monochrome picture signal to the sub-pixel group for displaying the edge view, the edge view being the viewport group One of the side edge viewpoints, and is also used to input a viewpoint image signal to each sub-pixel group other than the sub-pixel group in which the monochrome picture signal is input,
  • the number of the sub-pixel groups is one more than the number of the viewpoints, and one sub-pixel group corresponds to an image displaying one viewpoint.
  • the eye-catching 3D display device further includes: a grouping module for combining the columns of sub-pixels into sub-pixel groups in units of columns.
  • the monochrome picture signal is a black picture signal.
  • a monochrome picture signal is input to a sub-pixel group for displaying an edge view, the edge view is one of two side view points of the view group; and the picture is input to the monochrome
  • Each sub-pixel group other than the sub-pixel group of the signal inputs a viewpoint image signal.
  • FIG. 1 is a schematic view of a view group in the prior art
  • FIG. 2 is a schematic diagram of a sub-pixel column in an embodiment of the present invention
  • 3 is a schematic diagram of a sub-pixel on a display screen according to an embodiment of the present invention
  • FIG. 4 is a schematic diagram of a sub-pixel column and a corresponding view region according to an embodiment of the present invention.
  • FIG. 5 is a schematic structural diagram of a tree-eye 3D display device according to an embodiment of the present invention. detailed description
  • Embodiment 1 of the present invention provides a tree eye 3D display method, the method comprising:
  • Step S101 Input a monochrome picture signal to a sub-pixel group for displaying an edge view, where the edge view is one of two side edge views of each view group of the plurality of view groups;
  • Step S102 inputting a viewpoint image signal to each sub-pixel group other than the sub-pixel group to which the monochrome picture signal is input.
  • each sub-pixel is combined to form a plurality of sub-pixel groups.
  • sub-pixels at different positions are combined into a plurality of sub-pixel groups, the number of sub-pixel groups is the same as the number of viewpoints, and each sub-pixel group is correspondingly displayed.
  • the number of viewpoints is four at this time.
  • a plurality of viewing zones respectively corresponding to the first viewpoint may be clearly presented in front of the user, and multiple viewing zones corresponding to the second viewing point correspond to the third A plurality of viewing zones of the viewpoint and a plurality of viewing zones corresponding to the fourth viewpoint.
  • a plurality of viewing zones corresponding to the first viewing point are collectively referred to as a first viewing zone
  • a plurality of viewing zones corresponding to the second viewing point are collectively referred to as a second viewing zone
  • a plurality of viewing zones corresponding to the third viewing point are collectively referred to as a plurality of viewing zones.
  • the third viewing zone collectively refers to the plurality of viewing zones corresponding to the fourth viewing point as the fourth viewing zone.
  • the images displayed in the above viewing zones are images obtained by shooting different angles of a certain scene, and each angle has a certain angular difference. Two adjacent viewing zones in the four viewing zones can be combined to allow the user to see the desired 3D display.
  • the first viewing zone, the second viewing zone, the third viewing zone, and the fourth viewing zone which are sequentially adjacent in FIG. 1, are named as one viewing zone group 2.
  • the right eye When the user’s right eye is located in the first viewport, the second viewport, In either of the third viewing zones, the left eye must be positioned adjacent to another viewing zone within the same viewing zone group that can cooperate with one of the three viewing zones to form a 3D effect.
  • the left eye As shown in FIG. 1, when the right eye of the user is located in the second viewing zone, the left eye must be positioned in the third viewing zone adjacent to the second viewing zone, and the user can view the ideal 3D display effect.
  • each sub-pixel group passes through the parallax barrier or the lens grating to present a plurality of view group 2, and each view group 2 is closely connected.
  • Another viewcell group 2 which produces a fourth viewport of one viewport group 2 adjacent to the first viewport of another viewcell group 2, as shown in FIG.
  • the right eye of the user at the junction of the two viewport groups is located in the fourth viewport of one viewport group 2
  • the left eye is located in the first viewport of the other viewport group 2 at which time the user is not only unable to view 3D display effect, may also feel dizziness, eye swelling and other adverse reactions, so here is the 3D display dead zone.
  • a monochrome picture signal is input to a sub-pixel group for displaying an edge view, and the edge view is one of two side edge views of the view group.
  • the edge viewpoint is a viewpoint in each view group adjacent to another view group.
  • a monochrome picture signal may be provided to a sub-pixel group for displaying a first view area or a fourth view area, and to a sub-pixel group in which a monochrome picture signal is input.
  • Each of the sub-pixel groups outside inputs a viewpoint image signal.
  • the viewport corresponding to one of the eyes has only a monochrome image, and the other eye can still see the image of the corresponding viewport.
  • you see the 2D display effect you will no longer feel the dead zone of the 3D display.
  • the number of the sub-pixel groups is one more than the number of finally displayed views. .
  • the monochrome picture signal may be a black picture signal, or may be another monochrome picture signal such as a white picture signal, a red picture signal or a gray picture signal.
  • a monochrome picture signal is input to a sub-pixel group for displaying an edge view, the edge view is one of two side view points of the view group; and the picture is input to the monochrome
  • Each sub-pixel group other than the sub-pixel group of the signal inputs a viewpoint image signal.
  • Embodiment 2 of the present invention provides a tree eye 3D display method, the method comprising:
  • Step S201 Combine each column of sub-pixels into a plurality of sub-pixel groups in units of columns.
  • each row on the display screen has 4 pixels, and each pixel is composed of three sub-pixels of red, green, and blue. Therefore, as shown in FIG. 2, there are twelve columns of sub-pixels on the display screen.
  • each column of sub-pixels is combined in units of columns.
  • la, lb, and lc in the sub-pixel column 3 are composed of a first sub-pixel group for displaying a first viewpoint
  • 2a, 2b, and 2c in the sub-pixel column 3 are composed for displaying a second.
  • a second sub-pixel group of the viewpoint, 3a, 3b, and 3c in each sub-pixel column 3 are composed of a third sub-pixel group for displaying the third viewpoint
  • 4a, 4b, and 4c in each sub-pixel column 3 are used.
  • the fourth sub-pixel group of the fourth viewpoint is displayed. In practice, these four sub-pixel groups work together to provide a 3D display effect to the user.
  • the method for combining the columns of sub-pixels into a plurality of sub-pixel groups in units of columns in step S201 is a relatively simple combination manner, and the rest are still in various combinations.
  • the resolution of the display screen is 2*3 at this time, and there are 6 pixels and 18 sub-pixels 4, and 1-1, 2-2, and 3 in the sub-pixel 4 in FIG. 5 can be used.
  • -3 is divided into one sub-pixel group, 1-2, 2-3, and 3-4 are divided into one sub-pixel group, and the sub-pixels of the remaining sub-pixels 4 are analogized.
  • the effect of providing a user's 3D display by displaying images of multiple viewpoints is the same.
  • Step S202 Input a monochrome picture signal to a sub-pixel group for displaying an edge view, wherein the edge view is one of two side view points of the view group.
  • the number of sub-pixel groups is one more than the number of views.
  • Step S203 inputting a viewpoint image signal to each sub-pixel group other than the sub-pixel group to which the monochrome picture signal is input.
  • each sub-pixel group corresponds to an image showing one viewpoint.
  • the light emitted by each sub-pixel group forms a plurality of clearly imaged viewing areas at a certain distance from the display screen, as shown in FIG.
  • the light emitted by the sub-pixel column 3 is split by the parallax barrier 5 to present a plurality of view groups 2.
  • the number of viewpoints at this time is four.
  • a plurality of viewing zones respectively corresponding to the first viewing point are clearly presented in front of the user, and corresponding multiple viewing zones corresponding to the second viewing point, corresponding to the first Multiple viewports of three views and multiple viewports corresponding to the fourth view.
  • the plurality of viewing zones corresponding to the second viewing point are collectively referred to as a second viewing zone
  • the plurality of viewing zones corresponding to the third viewing point are collectively referred to as a third viewing zone
  • the plurality of viewing zones of the fourth viewpoint are collectively referred to as a fourth viewing zone.
  • the images displayed in the above viewing zones are respectively images obtained by shooting different angles of a certain scene, and each angle has a certain angular difference.
  • the two adjacent viewing zones in the four viewing zones can cooperate with each other to allow the user to see the ideal. 3D display effect.
  • first viewing zone, second viewing zone, third viewing zone, and fourth viewing zone in FIG. 1 are named as one viewing zone group 2.
  • the right eye of the user When the right eye of the user is located in any of the first viewing zone, the second viewing zone, and the third viewing zone in the group, the left eye must be positioned to be capable of forming a 3D effect with one of the three viewing zones.
  • Another adjacent viewport within the group As shown in Fig. 1, when the user's right eye is in the second viewing zone, the left eye must be positioned in the third viewing zone adjacent to the second viewing zone, and the user can see the desired 3D display effect.
  • each sub-pixel group passes through the parallax barrier or the lens grating to present a plurality of view group 2, and each view group 2 is closely connected.
  • Another viewcell group 2 which produces a fourth viewport of one viewport group 2 adjacent to the first viewport of another viewcell group 2, as shown in FIG.
  • the right eye of the user at the junction of the two viewport groups is located in the fourth viewport of one viewport group 2
  • the left eye is located in the first viewport of the other viewport group 2 at which time the user is not only unable to view 3D display effect, may also feel dizziness, eye swelling and other adverse reactions, so here is the 3D display dead zone.
  • a monochrome picture signal is input to a sub-pixel group for displaying an edge view, and the edge view is one of two side edge views of the view group.
  • the edge viewpoint is a viewpoint in each view group adjacent to another view group.
  • a monochrome picture signal is input to the sub-pixel group for displaying the first view area, that is, a monochrome picture signal is input to la, lb, and lc in the sub-pixel column 3 in FIG.
  • the first viewport is always a monochrome picture, and at the same time, the view image signal is input to each sub-pixel group except the sub-pixel group in which the monochrome picture signal is input, and the image of one view is correspondingly displayed by one sub-pixel group. Therefore, the number of the sub-pixel groups is one more than the number of the viewpoints.
  • one eye corresponding to the monochrome picture view area sees a monochrome picture
  • the adjacent view area corresponding to the monochrome picture view area has another
  • One eye can see the image of the corresponding viewport, then the user can see the 2D image, but this completely eliminates the dead zone of the 3D display of the eye, and users in other locations can still see the clear and ideal 3D display. Effect.
  • the monochrome picture signal may be a black picture signal, or may be other monochrome picture signals such as a white picture signal, a red picture signal, and a gray picture signal.
  • a monochrome picture signal is input to a sub-pixel group for displaying an edge view, the edge view being one of two side view points of the view group; and a picture signal of the input monochrome is input
  • Each sub-pixel group other than the sub-pixel group inputs a viewpoint image signal.
  • Embodiment 3 of the present invention provides a tree-eye 3D display device. As shown in FIG. 5, the eye-eye 3D display device includes:
  • a grouping module 11 for combining columns of sub-pixels into a plurality of sub-pixel groups in columns; a display screen 13 for displaying images and including a plurality of pixels arranged in a matrix; and a signal module 12 for displaying edges
  • the sub-pixel group of the view inputs a monochrome picture signal, the edge view being one of the side edge views of each view group of the plurality of view groups, and is also used for sub-in addition to the input of the monochrome picture signal
  • Each sub-pixel group other than the pixel group inputs a viewpoint image signal; and a parallax barrier or a lens grating is disposed on the light-emitting side of the display screen 13, and splits the light from the display screen 13 to be projected to the left and right eyes of the user.
  • the display screen is a liquid crystal display panel in which a TFT array substrate and an opposite substrate are opposed to each other to form a liquid crystal cell in which a liquid crystal material is filled.
  • the TFT array substrate includes a plurality of gate lines and a plurality of data lines, the plurality of pixels of the display screen being defined by gate lines and data lines crossing each other, and each pixel includes a thin film transistor as a switching element and used for control A pixel electrode in which liquid crystals are arranged.
  • the opposite substrate is, for example, a color filter substrate.
  • the pixel electrode of each pixel unit of the TFT array substrate is used to apply an electric field to control the degree of rotation of the liquid crystal material to perform a display operation.
  • the liquid crystal display also includes a backlight that provides backlighting thereto.
  • Another example of the display screen is an organic electroluminescent display screen in which the operation of the TFT array substrate.
  • each pixel is red, green, The blue three sub-pixels are formed, so as shown in Figure 2, there are twelve sub-pixels on the display.
  • the number of viewpoints at this time is four, and each sub-pixel is combined in units of columns.
  • la, lb, and lc in each sub-pixel column 3 are used for display.
  • a first sub-pixel group of one view, 2a, 2b, and 2c in each sub-pixel column 3 are composed of a second sub-pixel group for displaying a second view, and 3a, 3b, and 3c in each sub-pixel column 3 are composed.
  • a third sub-pixel group for displaying the third viewpoint, and 4a, 4b, and 4c of each sub-pixel column 3 are composed of a fourth sub-pixel group for displaying the fourth viewpoint.
  • these four sub-pixel groups work together to provide a 3D display effect to the user.
  • the manner of combining the columns of sub-pixels into a plurality of sub-pixel groups in units of columns in the foregoing is the simplest combination mode, and the rest is still in various combinations, as shown in FIG. 3, At this time, the resolution of the display screen is 2*3, which has 6 pixels and 18 sub-pixels 4.
  • the 1-1, 2-2, and 3-3 of the sub-pixel 4 in FIG. 5 can be divided into one sub-pixel. Groups, 1-2, 2-3, and 3-4 are grouped into one sub-pixel group, and the grouping of the remaining sub-pixels 4 is analogous.
  • the effect of providing a user's 3D display by displaying images of multiple viewpoints is the same.
  • each sub-pixel group corresponds to an image showing one viewpoint. After passing through the parallax barrier or the lens grating, the light emitted by each sub-pixel group forms a plurality of clearly imaged viewing areas at a certain distance from the display screen, as shown in FIG.
  • the number of viewpoints at this time is four.
  • a plurality of viewing zones respectively corresponding to the first viewing point are clearly presented in front of the user, and corresponding multiple viewing zones corresponding to the second viewing point, corresponding to the first a plurality of viewing zones of the three viewing points and a plurality of viewing zones corresponding to the fourth viewing point.
  • the plurality of viewing zones corresponding to the first viewing point are collectively referred to as a first viewing zone
  • the plurality of viewing zones corresponding to the second viewing point are collectively referred to
  • the plurality of viewing zones corresponding to the third viewing point are collectively referred to as a third viewing zone
  • the plurality of viewing zones corresponding to the fourth viewing point are collectively referred to as a fourth viewing zone.
  • the images displayed in the above viewing zones are images obtained by shooting different angles of a certain scene, and each angle has a certain angular difference. Two adjacent viewing zones in the four viewing zones work together to allow the user to see the desired 3D display.
  • first viewing zone, second viewing zone, third viewing zone, and fourth viewing zone in FIG. 1 are named as one viewing zone group 2.
  • the left eye When the right eye of the user is located in any of the first viewing zone, the second viewing zone, and the third viewing zone in the group, the left eye must be positioned to be capable of forming a 3D effect with one of the three viewing zones.
  • Another adjacent viewport within the group As shown in FIG. 1, when the right eye of the user is located in the second viewing zone, the left eye must be positioned in the third viewing zone adjacent to the second viewing zone, and the user can view See the ideal 3D display.
  • each sub-pixel group passes through the parallax barrier or the lens grating to present a plurality of view group 2, and each view group 2 is closely connected.
  • Another viewcell group 2 which produces a fourth viewport of one viewport group 2 adjacent to the first viewport of another viewcell group 2, as shown in FIG.
  • the right eye of the user at the junction of the two viewport groups is located in the fourth viewport of one viewport group 2
  • the left eye is located in the first viewport of the other viewport group 2 at which time the user is not only unable to view 3D display effect, may also feel dizziness, eye swelling and other adverse reactions, so here is the 3D display dead zone.
  • a monochrome picture signal is input to a sub-pixel group for displaying an edge view, and the edge view is one of two side edge views of the view group.
  • the edge viewpoint is a viewpoint in each view group adjacent to another view group.
  • a monochrome picture signal is input to the sub-pixel group for displaying the first view area, that is, a monochrome picture signal is input to la, lb, and lc in the sub-pixel column 3 in FIG.
  • the first viewport is always a monochrome picture, and at the same time, the view image signal is input to each sub-pixel group except the sub-pixel group in which the monochrome picture signal is input, and the image of one view is correspondingly displayed by one sub-pixel group. Therefore, the number of the sub-pixel groups is one more than the number of the viewpoints.
  • one eye corresponding to the monochromatic screen view area sees a monochrome picture
  • the adjacent view area corresponding to the monochrome picture view area The other eye can see the corresponding video image, then the user can see the 2D image, but this completely eliminates the dead zone of the 3D display of the eye, and users in other locations can still see the clear and ideal 3D display. .
  • the monochrome picture signal may be a black picture signal, or may be other monochrome picture signals such as a white picture signal, a red picture signal, and a gray picture signal.
  • a monochrome picture signal is input to a sub-pixel group for displaying an edge view, the edge view being one of two side view points of the view group; and a picture signal of the input monochrome is input
  • Each sub-pixel group other than the sub-pixel group inputs a viewpoint image signal.

Abstract

Disclosed in embodiments of the present invention are a naked-eye 3D display method and device. The naked-eye 3D display method comprises: inputting a monochromatic image signal to a sub-pixel group for displaying an edge viewpoint, the edge viewpoint being one of edge viewpoints on two sides of each of multiple viewing area groups; and inputting a viewpoint image signal to sub-pixel groups except the sub-pixel group that the monochromatic image signal is input to.

Description

棵眼 3D显示方法和棵眼 3D显示装置 技术领域  Eye 3D display method and eye 3D display device
本发明的实施例涉及一种棵眼 3D显示方法和棵眼 3D显示装置。 背景技术  Embodiments of the present invention relate to a tree eye 3D display method and a tree eye 3D display device. Background technique
目前常见的棵眼 3D显示装置, 大致分为视差挡板式和透镜光栅式两种, 其最基本做法是显示屏的奇、 偶列像素分别显示左右眼两幅视差图像(此称 为两视点棵眼 3D显示技术), 经过视差挡板或是透镜光栅的作用, 呈现多个 相互交替的左视区和右视区, 其中左视区对应于左视差图像, 右视区对应于 右视差图像。 当用户左眼位于左视区, 右眼位于与左视区对应的右视区时, 用户左眼能看到对应的左眼图像, 右眼能看到对应的右眼图像, 左眼图像和 右眼图像是一对立体图像对, 这样大脑就可以将它们融合成 3D画面。  At present, the common eye 3D display device is roughly divided into a parallax barrier type and a lens grating type. The most basic method is that the odd and even pixels of the display screen respectively display two parallax images of the left and right eyes (this is called two viewpoints). The eye 3D display technology), through the action of the parallax barrier or the lens grating, presents a plurality of mutually alternate left and right viewing zones, wherein the left viewing zone corresponds to the left parallax image and the right viewing zone corresponds to the right parallax image . When the left eye of the user is located in the left viewport and the right eye is located in the right viewport corresponding to the left viewport, the left eye of the user can see the corresponding left eye image, and the right eye can see the corresponding right eye image, the left eye image and The right eye image is a pair of stereo image pairs so that the brain can fuse them into a 3D image.
对于两视点显示, 用户较易处于 3D显示的 "死区" , 即用户的左眼位 于右视区, 而右眼位于左视区, 此时左眼看到右眼图像, 同时右眼看到左眼 图像。 因而用户不仅看不到 3D立体画面, 还会导致视疲劳。 两视点棵眼 3D 显示方法的死区出现的几率高达 50%。  For the two-view display, the user is more likely to be in the "dead zone" of the 3D display, that is, the user's left eye is in the right viewport and the right eye is in the left viewport, and the left eye sees the right eye image while the right eye sees the left eye. image. Therefore, the user not only does not see the 3D stereoscopic image, but also causes visual fatigue. The two-point eye 3D display method has a 50% chance of appearing in the dead zone.
为了解决这个问题, 在两视点的基础上, 出现了视点个数大于二的多视 点棵眼 3D显示器。 由于视点个数的增多, 在其他条件不变的情况下, 棵眼 3D "死区" 的个数大大减少, 且视点的个数越多, 棵眼 3D "死区" 的个数 就越少。  In order to solve this problem, on the basis of two viewpoints, a multi-view eye 3D display with more than two viewpoints appears. Due to the increase in the number of viewpoints, the number of 3D "dead zones" of the eye is greatly reduced under the same conditions, and the more the number of viewpoints, the fewer the number of 3D "dead zones" of the eye. .
但是, 显示器的视点个数越多, 显示器的制作成本也越高, 3D分辨率越 小, 且始终无法彻底消除 3D显示死区。 发明内容  However, the more the number of viewpoints of the display, the higher the manufacturing cost of the display, the smaller the 3D resolution, and the 3D display dead zone cannot be completely eliminated. Summary of the invention
本发明的实施例提供一种棵眼 3D显示方法和装置, 能彻底消除多视点 的棵眼 3D显示的死区。  Embodiments of the present invention provide a tree-eye 3D display method and apparatus capable of completely eliminating a dead zone of a multi-view 3D display.
一方面, 本发明的实施例提供一种棵眼 3D显示方法, 包括: 向用于显 示边缘视点的亚像素组输入单色的画面信号, 所述边缘视点为多个视区组中 每个视区组的两侧边缘视点中的一个; 以及向除输入单色的画面信号的亚像 素组之外的各亚像素组输入视点图像信号。 In one aspect, an embodiment of the present invention provides a tree-eye 3D display method, including: inputting a monochrome picture signal to a sub-pixel group for displaying an edge view, wherein the edge view is in a plurality of view groups One of the side edge viewpoints of each view group; and a view image signal is input to each sub-pixel group other than the sub-pixel group in which the monochrome picture signal is input.
备选地, 根据本发明实施例的棵眼 3D显示方法还包括: 以列为单位, 将各列亚像素组合成亚像素组。  Alternatively, the eye-eye 3D display method according to an embodiment of the present invention further includes: combining the columns of sub-pixels into sub-pixel groups in units of columns.
备选地, 所述单色的画面信号为黑色画面信号、 白色画面信号、 红色画 面信号或灰色画面信号。  Alternatively, the monochrome picture signal is a black picture signal, a white picture signal, a red picture signal or a gray picture signal.
另一方面, 本发明的实施例还提供一种棵眼 3D显示装置, 包括: 显示 屏, 用于显示 2D图像且包括矩阵排列的多个像素; 视差挡板或透镜光栅, 设置在所述显示屏的出光侧, 将来自显示屏的光线分光而分别投射到用户的 左右眼; 以及信号模块, 向用于显示边缘视点的亚像素组输入单色的画面信 号, 所述边缘视点为视区组两侧边缘视点中的一个, 且还用于向除输入单色 的画面信号的亚像素组之外的各亚像素组输入视点图像信号,  In another aspect, an embodiment of the present invention further provides a tree-eye 3D display device, including: a display screen, a plurality of pixels for displaying a 2D image and including a matrix arrangement; a parallax barrier or a lens grating disposed on the display The light exiting side of the screen splits the light from the display screen and respectively projects to the left and right eyes of the user; and the signal module inputs a monochrome picture signal to the sub-pixel group for displaying the edge view, the edge view being the viewport group One of the side edge viewpoints, and is also used to input a viewpoint image signal to each sub-pixel group other than the sub-pixel group in which the monochrome picture signal is input,
其中, 所述亚像素组的个数比所述视点个数多一个, 一个亚像素组对应 显示一个视点的图像。 备选地, 根据本发明实施例的棵眼 3D显示装置还包 括: 分组模块, 用于以列为单位, 将各列亚像素组合成亚像素组。  The number of the sub-pixel groups is one more than the number of the viewpoints, and one sub-pixel group corresponds to an image displaying one viewpoint. Alternatively, the eye-catching 3D display device according to an embodiment of the present invention further includes: a grouping module for combining the columns of sub-pixels into sub-pixel groups in units of columns.
备选地, 所述单色的画面信号为黑色画面信号。  Alternatively, the monochrome picture signal is a black picture signal.
在本实施例的技术方案中, 向用于显示边缘视点的亚像素组输入单色的 画面信号, 所述边缘视点为视区组两侧边缘视点中的一个; 并且向除输入单 色的画面信号的亚像素组之外的各亚像素组输入视点图像信号。 此时, 处于 3D显示死区处的用户只能看到 2D图像, 则用户在观看过程中不会再由于处 于死区而看不到理想的 3D画面, 还受到眩晕、 眼胀等困扰; 进一步地, 该 实现方法简单易行, 实现成本低。 附图说明  In the technical solution of the embodiment, a monochrome picture signal is input to a sub-pixel group for displaying an edge view, the edge view is one of two side view points of the view group; and the picture is input to the monochrome Each sub-pixel group other than the sub-pixel group of the signal inputs a viewpoint image signal. At this time, the user in the 3D display dead zone can only see the 2D image, and the user will not see the ideal 3D image due to being in the dead zone during the viewing process, and suffer from dizziness, eye swelling, etc.; The implementation method is simple and easy to implement, and the implementation cost is low. DRAWINGS
为了更清楚地说明本发明实施例或现有技术中的技术方案, 下面将对实 施例描述中所需要使用的附图作简单地介绍, 显而易见地, 下面描述中的附 图仅仅是本发明的一些实施例, 对于本领域普通技术人员来讲, 在不付出创 造性劳动的前提下, 还可以根据这些附图获得其他的附图。  In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments will be briefly described below. It is obvious that the drawings in the following description are only the present invention. For some embodiments, other drawings may be obtained from those of ordinary skill in the art without departing from the drawings.
图 1为现有技术中视区组示意图;  1 is a schematic view of a view group in the prior art;
图 2为本发明实施例中亚像素列示意图; 图 3为本发明实施例显示屏上的亚像素示意图; 2 is a schematic diagram of a sub-pixel column in an embodiment of the present invention; 3 is a schematic diagram of a sub-pixel on a display screen according to an embodiment of the present invention;
图 4为本发明实施例中亚像素列和对应视区的示意图;  4 is a schematic diagram of a sub-pixel column and a corresponding view region according to an embodiment of the present invention;
图 5为本发明实施例中棵眼 3D显示装置的结构示意图。 具体实施方式  FIG. 5 is a schematic structural diagram of a tree-eye 3D display device according to an embodiment of the present invention. detailed description
下面将结合本发明实施例中的附图, 对本发明实施例中的技术方案进行 清楚、 完整地描述, 显然, 所描述的实施例是本发明一部分实施例, 而不是 全部的实施例。 基于本发明中的实施例, 本领域普通技术人员在没有做出创 造性劳动前提下所获得的所有其他实施例, 都属于本发明保护的范围。  The technical solutions in the embodiments of the present invention are clearly and completely described in the following with reference to the accompanying drawings in the embodiments of the present invention. It is obvious that the described embodiments are a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments of the present invention without making creative labor are within the scope of the present invention.
实施例一  Embodiment 1
本发明的实施例一提供一种棵眼 3D显示方法, 该方法包括:  Embodiment 1 of the present invention provides a tree eye 3D display method, the method comprising:
步骤 S101、 向用于显示边缘视点的亚像素组输入单色的画面信号, 所述 边缘视点为多个视区组中每个视区组的两侧边缘视点中的一个;  Step S101: Input a monochrome picture signal to a sub-pixel group for displaying an edge view, where the edge view is one of two side edge views of each view group of the plurality of view groups;
步骤 S102、向除输入单色的画面信号的亚像素组之外的各亚像素组输入 视点图像信号。  Step S102, inputting a viewpoint image signal to each sub-pixel group other than the sub-pixel group to which the monochrome picture signal is input.
现有技术中, 有多种组合各亚像素形成多个亚像素组的方式。 根据现有 技术中的某种组合亚像素的方式, 将处于不同位置的亚像素组合为多个亚像 素组, 所述亚像素组的个数与视点个数相同, 每一个亚像素组对应显示一个 视点的图像。 再经过视差屏障或者透镜光栅的作用, 各亚像素组所发出的光 在距离显示屏一定距离处形成多个清晰成像的视区。  In the prior art, there are a plurality of ways in which each sub-pixel is combined to form a plurality of sub-pixel groups. According to a certain combination of sub-pixels in the prior art, sub-pixels at different positions are combined into a plurality of sub-pixel groups, the number of sub-pixel groups is the same as the number of viewpoints, and each sub-pixel group is correspondingly displayed. An image of a viewpoint. After passing through the parallax barrier or the lens grating, the light emitted by each sub-pixel group forms a plurality of clearly imaged viewing areas at a distance from the display screen.
示例性地, 设此时视点个数为四个, 如图 1所示, 可在用户面前清晰呈 现分别对应第一视点的多个视区, 对应第二视点的多个视区, 对应第三视点 的多个视区以及对应第四视点的多个视区。 为了描述方便, 将对应第一视点 的多个视区统称为第一视区, 将对应第二视点的多个视区统称为第二视区, 将对应第三视点的多个视区统称为第三视区, 将对应第四视点的多个视区统 称为第四视区。 上述视区所显示的图像分别为对某一场景不同角度进行拍摄 而得到的图像, 各角度之间具有一定角度差。 四个视区中两两相邻的视区可 互相配合让用户看到理想的 3D显示效果。  Illustratively, the number of viewpoints is four at this time. As shown in FIG. 1 , a plurality of viewing zones respectively corresponding to the first viewpoint may be clearly presented in front of the user, and multiple viewing zones corresponding to the second viewing point correspond to the third A plurality of viewing zones of the viewpoint and a plurality of viewing zones corresponding to the fourth viewpoint. For convenience of description, a plurality of viewing zones corresponding to the first viewing point are collectively referred to as a first viewing zone, and a plurality of viewing zones corresponding to the second viewing point are collectively referred to as a second viewing zone, and a plurality of viewing zones corresponding to the third viewing point are collectively referred to as a plurality of viewing zones. The third viewing zone collectively refers to the plurality of viewing zones corresponding to the fourth viewing point as the fourth viewing zone. The images displayed in the above viewing zones are images obtained by shooting different angles of a certain scene, and each angle has a certain angular difference. Two adjacent viewing zones in the four viewing zones can be combined to allow the user to see the desired 3D display.
为了方便描述, 将图 1中依次相邻的第一视区、 第二视区、 第三视区和 第四视区命名为一个视区组 2。 当用户的右目艮位于组内第一视区、 第二视区、 第三视区中的任一个视区时, 左眼必定位于能够与所述三个视区之一配合形 成 3D效果的同一视区组内的相邻的另一视区。 如图 1所示, 当用户的右眼 位于第二视区时, 则左眼必定位于与第二视区相邻的第三视区, 用户能观看 到理想的 3D显示效果。 For convenience of description, the first viewing zone, the second viewing zone, the third viewing zone, and the fourth viewing zone, which are sequentially adjacent in FIG. 1, are named as one viewing zone group 2. When the user’s right eye is located in the first viewport, the second viewport, In either of the third viewing zones, the left eye must be positioned adjacent to another viewing zone within the same viewing zone group that can cooperate with one of the three viewing zones to form a 3D effect. As shown in FIG. 1, when the right eye of the user is located in the second viewing zone, the left eye must be positioned in the third viewing zone adjacent to the second viewing zone, and the user can view the ideal 3D display effect.
在现有技术中, 为了让多个用户都能观看到 3D效果, 各亚像素组发出 的光经过视差屏障或透镜光栅的作用后呈现多个视区组 2, 每一个视区组 2 紧密连接另一个视区组 2, 这就会产生如图 1中所示的, 一个视区组 2的第 四视区与另一个视区组 2的第一视区相邻。 这样, 位于两个视区组交界处的 用户的右眼位于一个视区组 2的第四视区, 而左眼位于另一视区组 2的第一 视区, 此时用户不但无法观看到 3D显示效果, 还可能会感受到眩晕、 眼胀 等不良反应, 故此处为 3D显示的死区。  In the prior art, in order to allow a plurality of users to view the 3D effect, the light emitted by each sub-pixel group passes through the parallax barrier or the lens grating to present a plurality of view group 2, and each view group 2 is closely connected. Another viewcell group 2, which produces a fourth viewport of one viewport group 2 adjacent to the first viewport of another viewcell group 2, as shown in FIG. Thus, the right eye of the user at the junction of the two viewport groups is located in the fourth viewport of one viewport group 2, and the left eye is located in the first viewport of the other viewport group 2, at which time the user is not only unable to view 3D display effect, may also feel dizziness, eye swelling and other adverse reactions, so here is the 3D display dead zone.
为了防止 3D显示死区的出现, 在本发明实施例中, 向用于显示边缘视 点的亚像素组输入单色的画面信号, 所述边缘视点为视区组的两侧边缘视点 中的一个, 边缘视点为各视区组中与另一个视区组相邻的视点。 示例性地, 如图 1所示, 可向用于显示第一视区或第四视区的亚像素组提供单色的画面 信号, 并且, 向除输入单色的画面信号的亚像素组之外的各亚像素组输入视 点图像信号。 这样, 当用户位于两个视区组 2的交界处时, 其中一只眼睛所 对应的视区只有单色的画面图像, 另一只眼睛仍可看到对应视区的图像, 此 时用户能看到 2D显示效果, 不会再感觉到 3D显示的死区。  In order to prevent the occurrence of a 3D display dead zone, in the embodiment of the present invention, a monochrome picture signal is input to a sub-pixel group for displaying an edge view, and the edge view is one of two side edge views of the view group. The edge viewpoint is a viewpoint in each view group adjacent to another view group. Illustratively, as shown in FIG. 1, a monochrome picture signal may be provided to a sub-pixel group for displaying a first view area or a fourth view area, and to a sub-pixel group in which a monochrome picture signal is input. Each of the sub-pixel groups outside inputs a viewpoint image signal. Thus, when the user is located at the junction of the two view group 2s, the viewport corresponding to one of the eyes has only a monochrome image, and the other eye can still see the image of the corresponding viewport. When you see the 2D display effect, you will no longer feel the dead zone of the 3D display.
由于一个亚像素组用于显示单色的画面, 并且一个亚像素组对应显示一 个视点的图像, 故而在本发明实施例中, 所述亚像素组的个数比最终显示的 视点个数多一个。  Since one sub-pixel group is used to display a monochrome picture, and one sub-pixel group corresponds to an image showing one view point, in the embodiment of the present invention, the number of the sub-pixel groups is one more than the number of finally displayed views. .
示例性地, 所述单色的画面信号可为黑色画面信号, 也可以为白色画面 信号、 红色画面信号或灰色画面信号等其它单色的画面信号。  Exemplarily, the monochrome picture signal may be a black picture signal, or may be another monochrome picture signal such as a white picture signal, a red picture signal or a gray picture signal.
在本实施例的技术方案中, 向用于显示边缘视点的亚像素组输入单色的 画面信号, 所述边缘视点为视区组两侧边缘视点中的一个; 并且向除输入单 色的画面信号的亚像素组之外的各亚像素组输入视点图像信号。 此时, 处于 3D显示死区处的用户只能看到 2D图像, 则用户在观看过程中不会由于处于 死区而看不到理想的 3D画面, 还受到眩晕、 眼胀等困扰; 进一步地, 该实 现方法简单易行, 实现成本低。 实施例二 In the technical solution of the embodiment, a monochrome picture signal is input to a sub-pixel group for displaying an edge view, the edge view is one of two side view points of the view group; and the picture is input to the monochrome Each sub-pixel group other than the sub-pixel group of the signal inputs a viewpoint image signal. At this time, the user in the 3D display dead zone can only see the 2D image, and the user does not see the ideal 3D picture due to being in the dead zone during the viewing process, and is also troubled by dizziness, eye swelling, etc.; The implementation method is simple and easy to implement, and the implementation cost is low. Embodiment 2
本发明的实施例二提供一种棵眼 3D显示方法, 该方法包括:  Embodiment 2 of the present invention provides a tree eye 3D display method, the method comprising:
步骤 S201、 以列为单位, 将各列亚像素分别组合成多个亚像素组。  Step S201: Combine each column of sub-pixels into a plurality of sub-pixel groups in units of columns.
示例性地,假设此时显示屏上每一行有 4个像素,每一个像素由红、绿、 蓝三个亚像素构成, 故此时如图 2所示, 显示屏上共十二列亚像素。  Illustratively, it is assumed that each row on the display screen has 4 pixels, and each pixel is composed of three sub-pixels of red, green, and blue. Therefore, as shown in FIG. 2, there are twelve columns of sub-pixels on the display screen.
示例性地,设此时的视点个数为四个,并以列为单位将各列亚像素组合。 如图 2所示, 将亚像素列 3中的 la、 lb和 lc组成用于显示第一视点的第一 亚像素组, 将亚像素列 3中的 2a、 2b和 2c组成用于显示第二视点的第二亚 像素组, 将各亚像素列 3中的 3a、 3b和 3c组成用于显示第三视点的第三亚 像素组, 以及将各亚像素列 3中的 4a、 4b和 4c组成用于显示第四视点的第 四亚像素组。 实际中, 这四个亚像素组共同配合向用户提供 3D显示效果。  Illustratively, it is assumed that the number of viewpoints at this time is four, and each column of sub-pixels is combined in units of columns. As shown in FIG. 2, la, lb, and lc in the sub-pixel column 3 are composed of a first sub-pixel group for displaying a first viewpoint, and 2a, 2b, and 2c in the sub-pixel column 3 are composed for displaying a second. a second sub-pixel group of the viewpoint, 3a, 3b, and 3c in each sub-pixel column 3 are composed of a third sub-pixel group for displaying the third viewpoint, and 4a, 4b, and 4c in each sub-pixel column 3 are used. The fourth sub-pixel group of the fourth viewpoint is displayed. In practice, these four sub-pixel groups work together to provide a 3D display effect to the user.
需要说明的是, 步骤 S201 中提出的以列为单位将各列亚像素组合成多 个亚像素组的方法为一种较为简单的组合方式, 其余仍有多种组合方式。 如 图 3所示, 假设此时显示屏的分辨率为 2*3 , 共有 6个像素, 18个亚像素 4, 可将图 5中的亚像素 4中的 1-1、 2-2以及 3-3分为一个亚像素组, 1-2、 2-3 和 3-4分为一个亚像素组, 其余各亚像素 4的分组情况类推。 但无论组合方 式如何, 通过显示多个视点的图像为提供用户 3D显示的效果相同。  It should be noted that the method for combining the columns of sub-pixels into a plurality of sub-pixel groups in units of columns in step S201 is a relatively simple combination manner, and the rest are still in various combinations. As shown in FIG. 3, it is assumed that the resolution of the display screen is 2*3 at this time, and there are 6 pixels and 18 sub-pixels 4, and 1-1, 2-2, and 3 in the sub-pixel 4 in FIG. 5 can be used. -3 is divided into one sub-pixel group, 1-2, 2-3, and 3-4 are divided into one sub-pixel group, and the sub-pixels of the remaining sub-pixels 4 are analogized. However, regardless of the combination method, the effect of providing a user's 3D display by displaying images of multiple viewpoints is the same.
步骤 S202、 向用于显示边缘视点的亚像素组输入单色的画面信号, 所述 边缘视点为视区组两侧边缘视点中的一个。  Step S202: Input a monochrome picture signal to a sub-pixel group for displaying an edge view, wherein the edge view is one of two side view points of the view group.
由于其中一个亚像素组用于显示单色的画面, 并且一个亚像素组对应显 示一个视点的图像, 故而所述亚像素组的个数比所述视点个数多一个。  Since one of the sub-pixel groups is used to display a monochrome picture, and one sub-pixel group corresponds to an image showing one viewpoint, the number of sub-pixel groups is one more than the number of views.
步骤 S203、向除输入单色的画面信号的亚像素组之外的各亚像素组输入 视点图像信号。  Step S203, inputting a viewpoint image signal to each sub-pixel group other than the sub-pixel group to which the monochrome picture signal is input.
在现有技术中, 每一个亚像素组对应显示一个视点的图像。 再经过视差 屏障或者透镜光栅的作用, 各亚像素组所发出的光在距离显示屏一定距离处 形成多个清晰成像的视区, 如图 4所示。 在图 4中, 亚像素列 3发射的光经 过视差挡板 5被分光而呈现多个视区组 2。  In the prior art, each sub-pixel group corresponds to an image showing one viewpoint. After passing through the parallax barrier or the lens grating, the light emitted by each sub-pixel group forms a plurality of clearly imaged viewing areas at a certain distance from the display screen, as shown in FIG. In Fig. 4, the light emitted by the sub-pixel column 3 is split by the parallax barrier 5 to present a plurality of view groups 2.
示例性地, 设此时的视点个数为四个, 如图 1所示, 可在用户面前清晰 呈现分别对应第一视点的多个视区, 对应第二视点的多个视区, 对应第三视 点的多个视区以及对应第四视点的多个视区。 为了描述方便, 将对应第一视 点的多个视区统称为第一视区,将对应第二视点的多个视区统称为第二视区, 将对应第三视点的多个视区统称为第三视区, 以及将对应第四视点的多个视 区统称为第四视区。 上述视区所显示的图像分别为对某一场景不同角度进行 拍摄而得到的图像, 各角度之间具有一定角度差四个视区中两两相邻的视区 可互相配合让用户看到理想的 3D显示效果。 Illustratively, it is assumed that the number of viewpoints at this time is four. As shown in FIG. 1 , a plurality of viewing zones respectively corresponding to the first viewing point are clearly presented in front of the user, and corresponding multiple viewing zones corresponding to the second viewing point, corresponding to the first Multiple viewports of three views and multiple viewports corresponding to the fourth view. For the convenience of description, it will correspond to the first view. The plurality of viewing zones corresponding to the second viewing point are collectively referred to as a second viewing zone, and the plurality of viewing zones corresponding to the third viewing point are collectively referred to as a third viewing zone, and correspondingly The plurality of viewing zones of the fourth viewpoint are collectively referred to as a fourth viewing zone. The images displayed in the above viewing zones are respectively images obtained by shooting different angles of a certain scene, and each angle has a certain angular difference. The two adjacent viewing zones in the four viewing zones can cooperate with each other to allow the user to see the ideal. 3D display effect.
为了方便描述, 将图 1中的依次相邻的第一视区、 第二视区、 第三视区 和第四视区命名为一个视区组 2。 当用户的右眼位于组内第一视区、 第二视 区、 第三视区中的任一个视区时, 左眼必定位于能够与所述三个视区之一配 合形成 3D效果的同组内的相邻的另一视区。 如图 1所示, 当用户的右眼位 于第二视区时, 则左眼必定位于与第二视区相邻的第三视区, 此时用户能观 看到理想的 3D显示效果。  For convenience of description, the sequentially adjacent first viewing zone, second viewing zone, third viewing zone, and fourth viewing zone in FIG. 1 are named as one viewing zone group 2. When the right eye of the user is located in any of the first viewing zone, the second viewing zone, and the third viewing zone in the group, the left eye must be positioned to be capable of forming a 3D effect with one of the three viewing zones. Another adjacent viewport within the group. As shown in Fig. 1, when the user's right eye is in the second viewing zone, the left eye must be positioned in the third viewing zone adjacent to the second viewing zone, and the user can see the desired 3D display effect.
在现有技术中, 为了让多个用户都能观看到 3D效果, 各亚像素组发出 的光经过视差屏障或透镜光栅的作用后呈现多个视区组 2, 每一个视区组 2 紧密连接另一个视区组 2, 这就会产生如图 1中所示的, 一个视区组 2的第 四视区与另一个视区组 2的第一视区相邻。 这样, 位于两个视区组交界处的 用户的右眼位于一个视区组 2的第四视区, 而左眼位于另一视区组 2的第一 视区, 此时用户不但无法观看到 3D显示效果, 还可能会感受到眩晕、 目艮胀 等不良反应, 故此处为 3D显示的死区。  In the prior art, in order to allow a plurality of users to view the 3D effect, the light emitted by each sub-pixel group passes through the parallax barrier or the lens grating to present a plurality of view group 2, and each view group 2 is closely connected. Another viewcell group 2, which produces a fourth viewport of one viewport group 2 adjacent to the first viewport of another viewcell group 2, as shown in FIG. Thus, the right eye of the user at the junction of the two viewport groups is located in the fourth viewport of one viewport group 2, and the left eye is located in the first viewport of the other viewport group 2, at which time the user is not only unable to view 3D display effect, may also feel dizziness, eye swelling and other adverse reactions, so here is the 3D display dead zone.
为了防止 3D显示死区的出现, 在本发明实施例中, 向用于显示边缘视 点的亚像素组输入单色的画面信号, 所述边缘视点为视区组的两侧边缘视点 中的一个,边缘视点为各视区组中与另一个视区组相邻的视点。在本示例中, 向用于显示第一视区的亚像素组输入单色的画面信号, 即向图 2中的亚像素 列 3中的 la、 lb和 lc输入单色的画面信号, 此时, 第一视区始终为单色的 画面, 同时, 向除输入单色的画面信号的亚像素组之外的各亚像素组输入视 点图像信号, 并且由于一个亚像素组对应显示一个视点的图像, 故而所述亚 像素组的个数比所述视点个数多一个。  In order to prevent the occurrence of a 3D display dead zone, in the embodiment of the present invention, a monochrome picture signal is input to a sub-pixel group for displaying an edge view, and the edge view is one of two side edge views of the view group. The edge viewpoint is a viewpoint in each view group adjacent to another view group. In this example, a monochrome picture signal is input to the sub-pixel group for displaying the first view area, that is, a monochrome picture signal is input to la, lb, and lc in the sub-pixel column 3 in FIG. 2, The first viewport is always a monochrome picture, and at the same time, the view image signal is input to each sub-pixel group except the sub-pixel group in which the monochrome picture signal is input, and the image of one view is correspondingly displayed by one sub-pixel group. Therefore, the number of the sub-pixel groups is one more than the number of the viewpoints.
若用户的双眼位于上述 3D显示的死区时, 对应单色的画面视区的一只 眼睛看到的为单色的画面, 而对应所述单色的画面视区的相邻视区的另一只 眼睛能看到对应视区的图像, 则此时用户能看到 2D图像, 但这彻底消除了 棵眼 3D显示的死区,位于其它位置的用户仍然能够看到清晰理想的 3D显示 效果。 If the user's eyes are located in the dead zone of the above 3D display, one eye corresponding to the monochrome picture view area sees a monochrome picture, and the adjacent view area corresponding to the monochrome picture view area has another One eye can see the image of the corresponding viewport, then the user can see the 2D image, but this completely eliminates the dead zone of the 3D display of the eye, and users in other locations can still see the clear and ideal 3D display. Effect.
一般来说, 所述单色的画面信号可为黑色画面信号, 也可以为白色画面 信号、 红色画面信号和灰色画面信号等其它单色的画面信号。  Generally, the monochrome picture signal may be a black picture signal, or may be other monochrome picture signals such as a white picture signal, a red picture signal, and a gray picture signal.
在本发明的实施例中, 向用于显示边缘视点的亚像素组输入单色的画面 信号, 所述边缘视点为视区组两侧边缘视点中的一个; 并且向除输入单色的 画面信号的亚像素组之外的各亚像素组输入视点图像信号。 此时, 处于 3D 显示死区处的用户只能看到 2D图像, 则用户在观看过程中不会再由于处于 死区而看不到理想的 3D画面, 还受到眩晕、 眼胀等困扰; 进一步地, 该实 现方法简单易行, 实现成本低。  In an embodiment of the present invention, a monochrome picture signal is input to a sub-pixel group for displaying an edge view, the edge view being one of two side view points of the view group; and a picture signal of the input monochrome is input Each sub-pixel group other than the sub-pixel group inputs a viewpoint image signal. At this time, the user in the 3D display dead zone can only see the 2D image, and the user will not see the ideal 3D image due to being in the dead zone during the viewing process, and suffer from dizziness, eye swelling, etc.; The implementation method is simple and easy to implement, and the implementation cost is low.
实施例三  Embodiment 3
本发明的实施例三提供一种棵眼 3D显示装置, 如图 5所示, 该棵眼 3D 显示装置包括:  Embodiment 3 of the present invention provides a tree-eye 3D display device. As shown in FIG. 5, the eye-eye 3D display device includes:
分组模块 11 , 用于以列为单位, 将各列亚像素组合成多个亚像素组; 显 示屏 13 , 用于显示图像且包括矩阵排列的多个像素; 信号模块 12, 向用于显 示边缘视点的亚像素组输入单色的画面信号, 所述边缘视点为多个视区组中 每个视区组的两侧边缘视点中的一个, 还用于向除输入单色的画面信号的亚 像素组之外的各亚像素组输入视点图像信号; 以及视差挡板或透镜光栅, 设 置在所述显示屏 13的出光侧, 将来自显示屏 13的光线分光而分别投射到用 户的左右眼。  a grouping module 11 for combining columns of sub-pixels into a plurality of sub-pixel groups in columns; a display screen 13 for displaying images and including a plurality of pixels arranged in a matrix; and a signal module 12 for displaying edges The sub-pixel group of the view inputs a monochrome picture signal, the edge view being one of the side edge views of each view group of the plurality of view groups, and is also used for sub-in addition to the input of the monochrome picture signal Each sub-pixel group other than the pixel group inputs a viewpoint image signal; and a parallax barrier or a lens grating is disposed on the light-emitting side of the display screen 13, and splits the light from the display screen 13 to be projected to the left and right eyes of the user.
其中, 该显示屏的一个示例为液晶显示屏, 其中, TFT阵列基板与对置 基板彼此对置以形成液晶盒, 在液晶盒中填充有液晶材料。 而且, 该 TFT阵 列基板包括多条栅线和多条数据线, 该显示屏的多个像素由彼此交叉的栅线 和数据线限定 , 且每个像素包括作为开关元件的薄膜晶体管和用于控制液晶 的排列的像素电极。 该对置基板例如为彩膜基板。 TFT阵列基板的每个像素 单元的像素电极用于施加电场对液晶材料的旋转的程度进行控制从而进行显 示操作。 在一些示例中, 该液晶显示屏还包括为其提供背光的背光源。  An example of the display screen is a liquid crystal display panel in which a TFT array substrate and an opposite substrate are opposed to each other to form a liquid crystal cell in which a liquid crystal material is filled. Moreover, the TFT array substrate includes a plurality of gate lines and a plurality of data lines, the plurality of pixels of the display screen being defined by gate lines and data lines crossing each other, and each pixel includes a thin film transistor as a switching element and used for control A pixel electrode in which liquid crystals are arranged. The opposite substrate is, for example, a color filter substrate. The pixel electrode of each pixel unit of the TFT array substrate is used to apply an electric field to control the degree of rotation of the liquid crystal material to perform a display operation. In some examples, the liquid crystal display also includes a backlight that provides backlighting thereto.
该显示屏的另一个示例为有机电致发光显示屏, 其中, TFT阵列基板的 操作。  Another example of the display screen is an organic electroluminescent display screen in which the operation of the TFT array substrate.
示例性地,假设此时显示屏上每一行有 4个像素,每一个像素由红、绿、 蓝三个亚像素构成, 故此时如图 2所示, 显示屏上共十二列亚像素。 Illustratively, assume that there are 4 pixels per line on the display at this time, each pixel is red, green, The blue three sub-pixels are formed, so as shown in Figure 2, there are twelve sub-pixels on the display.
示例性地, 设此时的视点个数为四个, 并以列为单位将各亚像素组合, 如图 2所示, 将各亚像素列 3中的 la、 lb和 lc组成用于显示第一视点的第 一亚像素组, 将各亚像素列 3中的 2a、 2b和 2c组成用于显示第二视点的第 二亚像素组, 将各亚像素列 3中的 3a、 3b和 3c组成用于显示第三视点的第 三亚像素组, 以及将各亚像素列 3中的 4a、 4b和 4c组成用于显示第四视点 的第四亚像素组。 实际应用中, 这四个亚像素组共同配合向用户提供 3D显 示效果。  Exemplarily, the number of viewpoints at this time is four, and each sub-pixel is combined in units of columns. As shown in FIG. 2, la, lb, and lc in each sub-pixel column 3 are used for display. a first sub-pixel group of one view, 2a, 2b, and 2c in each sub-pixel column 3 are composed of a second sub-pixel group for displaying a second view, and 3a, 3b, and 3c in each sub-pixel column 3 are composed. A third sub-pixel group for displaying the third viewpoint, and 4a, 4b, and 4c of each sub-pixel column 3 are composed of a fourth sub-pixel group for displaying the fourth viewpoint. In practical applications, these four sub-pixel groups work together to provide a 3D display effect to the user.
需要说明的是, 前文中所提出的以列为单位将各列亚像素组合成多个亚 像素组的方式为最简单的组合方式, 其余仍有多种组合方式, 如图 3所示, 假设此时显示屏的分辨率为 2*3 , 共有 6个像素, 18个亚像素 4, 可将图 5 中的亚像素 4中的 1-1、 2-2以及 3-3分为一个亚像素组, 1-2、 2-3和 3-4分 为一个亚像素组, 其余各亚像素 4的分组情况类推。 但无论组合方式如何, 通过显示多个视点的图像为提供用户 3D显示的效果相同。  It should be noted that the manner of combining the columns of sub-pixels into a plurality of sub-pixel groups in units of columns in the foregoing is the simplest combination mode, and the rest is still in various combinations, as shown in FIG. 3, At this time, the resolution of the display screen is 2*3, which has 6 pixels and 18 sub-pixels 4. The 1-1, 2-2, and 3-3 of the sub-pixel 4 in FIG. 5 can be divided into one sub-pixel. Groups, 1-2, 2-3, and 3-4 are grouped into one sub-pixel group, and the grouping of the remaining sub-pixels 4 is analogous. However, regardless of the combination mode, the effect of providing a user's 3D display by displaying images of multiple viewpoints is the same.
在现有技术中, 每一个亚像素组对应显示一个视点的图像。 再经过视差 屏障或者透镜光栅的作用, 各亚像素组所发出的光在距离显示屏一定距离处 形成多个清晰成像的视区, 如图 4所示。  In the prior art, each sub-pixel group corresponds to an image showing one viewpoint. After passing through the parallax barrier or the lens grating, the light emitted by each sub-pixel group forms a plurality of clearly imaged viewing areas at a certain distance from the display screen, as shown in FIG.
示例性地, 设此时的视点个数为四个, 如图 1所示, 可在用户面前清晰 呈现分别对应第一视点的多个视区, 对应第二视点的多个视区, 对应第三视 点的多个视区以及对应第四视点的多个视区.为了描述方便,将对应第一视点 的多个视区统称为第一视区, 将对应第二视点的多个视区统称为第二视区, 将对应第三视点的多个视区统称为第三视区, 以及将对应第四视点的多个视 区统称为第四视区。 上述视区所显示的图像分别为对某一场景不同角度进行 拍摄而得到的图像, 各角度之间具有一定角度差。 四个视区中两两相邻的视 区可互相配合让用户看到理想的 3D显示效果。  Illustratively, it is assumed that the number of viewpoints at this time is four. As shown in FIG. 1 , a plurality of viewing zones respectively corresponding to the first viewing point are clearly presented in front of the user, and corresponding multiple viewing zones corresponding to the second viewing point, corresponding to the first a plurality of viewing zones of the three viewing points and a plurality of viewing zones corresponding to the fourth viewing point. For convenience of description, the plurality of viewing zones corresponding to the first viewing point are collectively referred to as a first viewing zone, and the plurality of viewing zones corresponding to the second viewing point are collectively referred to For the second viewing zone, the plurality of viewing zones corresponding to the third viewing point are collectively referred to as a third viewing zone, and the plurality of viewing zones corresponding to the fourth viewing point are collectively referred to as a fourth viewing zone. The images displayed in the above viewing zones are images obtained by shooting different angles of a certain scene, and each angle has a certain angular difference. Two adjacent viewing zones in the four viewing zones work together to allow the user to see the desired 3D display.
为了方便描述, 将图 1中的依次相邻的第一视区、 第二视区、 第三视区 和第四视区命名为一个视区组 2。 当用户的右眼位于组内第一视区、 第二视 区、 第三视区中的任一个视区时, 左眼必定位于能够与所述三个视区之一配 合形成 3D效果的同组内的相邻的另一视区。 如图 1所示, 当用户的右眼位 于第二视区时, 则左眼必定位于与第二视区相邻的第三视区, 此时用户能观 看到理想的 3D显示效果。 For convenience of description, the sequentially adjacent first viewing zone, second viewing zone, third viewing zone, and fourth viewing zone in FIG. 1 are named as one viewing zone group 2. When the right eye of the user is located in any of the first viewing zone, the second viewing zone, and the third viewing zone in the group, the left eye must be positioned to be capable of forming a 3D effect with one of the three viewing zones. Another adjacent viewport within the group. As shown in FIG. 1, when the right eye of the user is located in the second viewing zone, the left eye must be positioned in the third viewing zone adjacent to the second viewing zone, and the user can view See the ideal 3D display.
在现有技术中, 为了让多个用户都能观看到 3D效果, 各亚像素组发出 的光经过视差屏障或透镜光栅的作用后呈现多个视区组 2, 每一个视区组 2 紧密连接另一个视区组 2, 这就会产生如图 1中所示的, 一个视区组 2的第 四视区与另一个视区组 2的第一视区相邻。 这样, 位于两个视区组交界处的 用户的右眼位于一个视区组 2的第四视区, 而左眼位于另一视区组 2的第一 视区, 此时用户不但无法观看到 3D显示效果, 还可能会感受到眩晕、 目艮胀 等不良反应, 故此处为 3D显示的死区。  In the prior art, in order to allow a plurality of users to view the 3D effect, the light emitted by each sub-pixel group passes through the parallax barrier or the lens grating to present a plurality of view group 2, and each view group 2 is closely connected. Another viewcell group 2, which produces a fourth viewport of one viewport group 2 adjacent to the first viewport of another viewcell group 2, as shown in FIG. Thus, the right eye of the user at the junction of the two viewport groups is located in the fourth viewport of one viewport group 2, and the left eye is located in the first viewport of the other viewport group 2, at which time the user is not only unable to view 3D display effect, may also feel dizziness, eye swelling and other adverse reactions, so here is the 3D display dead zone.
为了防止 3D显示死区的出现, 在本发明实施例中, 向用于显示边缘视 点的亚像素组输入单色的画面信号, 所述边缘视点为视区组的两侧边缘视点 中的一个,边缘视点为各视区组中与另一个视区组相邻的视点。在本示例中, 向用于显示第一视区的亚像素组输入单色的画面信号, 即向图 2中的亚像素 列 3中的 la、 lb和 lc输入单色的画面信号, 此时, 第一视区始终为单色的 画面, 同时, 向除输入单色的画面信号的亚像素组之外的各亚像素组输入视 点图像信号, 并且由于一个亚像素组对应显示一个视点的图像, 故而所述亚 像素组的个数比所述视点个数多一个。  In order to prevent the occurrence of a 3D display dead zone, in the embodiment of the present invention, a monochrome picture signal is input to a sub-pixel group for displaying an edge view, and the edge view is one of two side edge views of the view group. The edge viewpoint is a viewpoint in each view group adjacent to another view group. In this example, a monochrome picture signal is input to the sub-pixel group for displaying the first view area, that is, a monochrome picture signal is input to la, lb, and lc in the sub-pixel column 3 in FIG. 2, The first viewport is always a monochrome picture, and at the same time, the view image signal is input to each sub-pixel group except the sub-pixel group in which the monochrome picture signal is input, and the image of one view is correspondingly displayed by one sub-pixel group. Therefore, the number of the sub-pixel groups is one more than the number of the viewpoints.
若用户的双眼位于上述 3D显示的死区时, 对应显示单色的画面视区的 一只眼睛看到的为单色的画面, 而对应所述单色的画面视区的相邻视区的另 一只眼睛能看到对应的视频图像, 则此时用户能看到 2D图像, 但这彻底消 除了棵眼 3D显示的死区,位于其它位置的用户仍然能够看到清晰理想的 3D 显示效果。  If the user's eyes are located in the dead zone of the above 3D display, one eye corresponding to the monochromatic screen view area sees a monochrome picture, and the adjacent view area corresponding to the monochrome picture view area The other eye can see the corresponding video image, then the user can see the 2D image, but this completely eliminates the dead zone of the 3D display of the eye, and users in other locations can still see the clear and ideal 3D display. .
一般来说, 所述单色的画面信号可为黑色画面信号, 也可以为白色画面 信号、 红色画面信号和灰色画面信号等其它单色的画面信号。  Generally, the monochrome picture signal may be a black picture signal, or may be other monochrome picture signals such as a white picture signal, a red picture signal, and a gray picture signal.
在本发明的实施例中, 向用于显示边缘视点的亚像素组输入单色的画面 信号, 所述边缘视点为视区组两侧边缘视点中的一个; 并且向除输入单色的 画面信号的亚像素组之外的各亚像素组输入视点图像信号。 此时, 处于 3D 显示死区处的用户只能看到 2D图像, 则用户在观看过程中不会再由于处于 死区而看不到理想的 3D画面, 还受到眩晕、 眼胀等困扰; 进一步地, 该实 现方法简单易行, 实现成本低。  In an embodiment of the present invention, a monochrome picture signal is input to a sub-pixel group for displaying an edge view, the edge view being one of two side view points of the view group; and a picture signal of the input monochrome is input Each sub-pixel group other than the sub-pixel group inputs a viewpoint image signal. At this time, the user in the 3D display dead zone can only see the 2D image, and the user will not see the ideal 3D image due to being in the dead zone during the viewing process, and suffer from dizziness, eye swelling, etc.; The implementation method is simple and easy to implement, and the implementation cost is low.
以上所述, 仅为本发明的具体实施方式, 但本发明的保护范围并不局限 于此, 任何熟悉本技术领域的技术人员在本发明揭露的技术范围内, 可轻易 想到变化或替换, 都应涵盖在本发明的保护范围之内。 因此, 本发明的保护 范围应以所述权利要求的保护范围为准。 The above description is only a specific embodiment of the present invention, but the scope of protection of the present invention is not limited. In this regard, any person skilled in the art can easily conceive changes or substitutions within the scope of the present invention. Therefore, the scope of the invention should be determined by the scope of the appended claims.

Claims

权利要求书 Claim
1、 一种棵眼 3D显示方法, 包括: 1. A tree eye 3D display method, comprising:
向用于显示边缘视点的亚像素组输入单色的画面信号, 所述边缘视点为 多个视区组中每个视区组的两侧边缘视点中的一个; 以及  Inputting a monochrome picture signal to a sub-pixel group for displaying an edge viewpoint, the edge viewpoint being one of two side edge viewpoints of each of the plurality of view group groups;
向除输入单色的画面信号的亚像素组之外的各亚像素组输入视点图像信 号。  A viewpoint image signal is input to each sub-pixel group other than the sub-pixel group in which the monochrome picture signal is input.
2、如权利要求 1所述的方法,其中所述亚像素组的个数比所述视点个数 多一个, 一个亚像素组对应显示一个视点的图像。  The method of claim 1, wherein the number of sub-pixel groups is one more than the number of viewpoints, and one sub-pixel group corresponds to an image displaying one viewpoint.
3、 根据权利要求 1所述的棵眼 3D显示方法, 还包括:  3. The method according to claim 1, further comprising:
以列为单位, 将各列亚像素组合成所述多个亚像素组。  Each column of sub-pixels is combined into the plurality of sub-pixel groups in units of columns.
4、 根据权利要求 1所述的棵眼 3D显示方法, 其中  4. The eye 3D display method according to claim 1, wherein
所述单色的画面信号为黑色的画面信号、 白色画面信号、 红色画面信号 或灰色画面信号。  The monochrome picture signal is a black picture signal, a white picture signal, a red picture signal or a gray picture signal.
5、 一种棵眼 3D显示装置, 包括:  5. A tree eye 3D display device, comprising:
显示屏, 用于显示 2D图像且包括矩阵排列的多个像素;  a display screen for displaying a 2D image and including a plurality of pixels arranged in a matrix;
视差挡板或透镜光栅, 设置在所述显示屏的出光侧, 将来自显示屏的光 线分光而分别投射到用户的左右眼; 以及  a parallax barrier or a lens grating disposed on a light exiting side of the display screen, splitting light from the display screen and projecting to the left and right eyes of the user respectively;
信号模块, 向用于显示边缘视点的亚像素组输入单色的画面信号, 所述 边缘视点为多个视区组中每个视区组的两侧边缘视点中的一个, 且还用于向 除输入单色的画面信号的亚像素组之外的各亚像素组输入视点图像信号 , 其中, 所述亚像素组的个数比所述视点个数多一个, 一个亚像素组对应 显示一个视点的图像。  a signal module, inputting a monochrome picture signal to a sub-pixel group for displaying an edge view, the edge view being one of two side edge views of each view group of the plurality of view groups, and also for Inputting a viewpoint image signal in addition to each sub-pixel group of the input sub-pixel group of the picture signal, wherein the number of the sub-pixel groups is one more than the number of the viewpoints, and one sub-pixel group correspondingly displays one viewpoint Image.
6、 根据权利要求 5所述的棵眼 3D显示装置, 还包括:  6. The eye-catching 3D display device of claim 5, further comprising:
分组模块, 用于以列为单位, 将各列亚像素组合成多个亚像素组。 A grouping module is configured to combine the columns of sub-pixels into a plurality of sub-pixel groups in units of columns.
7、 根据权利要求 5所述的棵眼 3D显示装置, 其中所述单色的画面信号 为黑色的画面信号、 白色画面信号、 红色画面信号或灰色画面信号。 7. The eye-catching 3D display device according to claim 5, wherein the monochrome picture signal is a black picture signal, a white picture signal, a red picture signal or a gray picture signal.
PCT/CN2012/086593 2012-02-21 2012-12-13 Naked-eye 3d display method and naked-eye 3d display device WO2013123801A1 (en)

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