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基于人眼视觉原理虚拟现实显示模型
基于人眼视觉原理虚拟现实显示模型
摘要:针对虚拟现实领域现有的显示模块无法提供满足人眼视觉规律的立体视觉效果这一问题,提出一种基于斜交视锥体立体摄像机模型的虚拟现实(VR)立体视觉解决方案。首先,通过研究人眼视域模型和人眼双目提取深度信息原理,建立双目视差数学模型;其次,使用工业引擎3DVIA Studio作为实验平台,依靠VSL编程语言进行画面分屏处理,通过设立父子关系,设置视觉交互模块,搭建VR交互立体摄像机结构;接着,通过建立点云模型,量化物体立体感观,探讨多种VR立体摄像机模型,从深度信息显示效果和畸变特性出发分析各个模型优缺点,逐步进行优化。分别建立了中心轴平行的正交视锥体摄像机模型、中心轴于观影距离处相交的正交视锥体模型,通过优化摄像机视锥体结构,形成斜交视锥体摄像机模型。最后使用3DVIA Studio进行实验,代入具体数据进行投影变换,结果显示斜交视锥体摄像机模型在保证深度信息显示效果的前提下很好地消除了畸变,能够提供优秀的视觉体验效果。
关键词:立体视觉;视线交汇;斜交视锥体;视平面;视差
中图分类号: TP391.9
文献标志码:A
Abstract: Aiming at the problem that the current display module could not provide a perfect stereo vision on the principle of human visual system, a solution of Virtual Reality (VR) stereo vision was proposed based on the oblique crossing frustum camera. Firstly, by studying the ken model and the theory of accessing to the depth data by eyes, a mathematical model of eyes parallex was built. Secondly, the industrial engine 3DVIA Studio was used as the simulation platform, which relied on the VSL programming language to screen. The relationship of child and parent was set up and the module of visual interaction was designed to construct the stereo camera. Then, the point cloud model was developed to quantize the stereo sense. The advantages and disadvantages of each model were analyzed based on the characteristics of depth display and distortion, and all models were optimized step by step. Center axis parallel normal frustum camera model and normal frustum model whose center axis crossed at the viewing distance were developed, the frustum of camera was optimized to develop a VR camera model of oblique crossing frustum. At last, using 3DVIA Studio as the experiment platform, specific data were substituted on it to do projective transformation. The result shows that the proposed camera model of oblique crossing frustum eliminates the distortion guarantees the depth information display effection, and provides an excellent effect of vision.
Key words: stereo vision; sight intera
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