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1.
《程序员》2010,(6):23-23
《阿凡达》带热了3D立体显示的概念,这股热风也吹进了游戏业,近日已有几家国内厂商宣布支持3D立体效果,并将随游戏附赠3D眼镜。这项技术对咱们游戏程序员早就不新鲜了。3D显示技术的发展应该有年头了,记得小时候就看过使用红蓝眼镜的立体电影,依稀记得还是个国产片。下面主要说一下游戏使用3D立体显示技术的发展现状和前景。  相似文献   

2.
在不少用户的印象中,3D立体显示就是佩带特制的眼镜去观看电影或显示屏幕。近来出现的3D立体显示技术,大都属于裸眼3D显示技术。观众无需戴上专用眼镜等附加设备,就可以看到真正的立体图像。  相似文献   

3.
甘鲁 《微型计算机》2010,(33):131-134
想在家里通过3D方式看电影、玩游戏,却无奈3D显示器和3D眼镜的价格太贵?如果你还有印象,MC曾介绍过如何用红青目畏镜在普通显示器上实现游戏的立体显示,成本几乎可忽略不计。但由于分色技术所实现的3D立体画面存在偏色等问题,并不能满足要求较高的玩家。没关系,MC找到了另外一种效果更好的30立体显示的玩法,想学的赶紧看过来吧!  相似文献   

4.
《数码时代》2012,(1):88-89
3D立体显示技术被公认为是显示领域的大趋势无论是电视、电脑、平板或是手机都在向着这一方向迈进。如今主流的3D立体显示技术.仍然不能使我们摆脱特制眼镜的束缚.这使得其应用范围以及使用舒适度都打了折扣。于是,裸眼3D显示技术成为了实现3吐体显示技术的希望。  相似文献   

5.
基于Java3D的立体显示技术及其在仿真中的应用   总被引:2,自引:0,他引:2  
提出用虚拟环境建模API Java3D产生场景左右眼图像的关键技术,以及用Java3D如何控制影响立体显示效果的主要因素,这些主要因素是左右图像视差、虚拟眼睛视场宽度和虚拟眼睛到显示平面的距离。这些技术已成功应用于Java3D开发的汽车驾驶仿真系统中以实现立体显示。这些技术为用Java3D开发视景仿真系统和三维立体视觉游戏软件提供支持。  相似文献   

6.
针对目前市场灯光亮化工程LED不能显示3D效果的问题,提出利用单片机作为控制核心,利用74HC138和74HC595分别对8*8*8立体点阵的行列进行控制,控制512个发光二极管的亮和灭,点亮立方体中任意深度和层次的LED,给人立体效果的展示。  相似文献   

7.
《大众软件》2010,(23):48-58
3D显示的历史 什么是3D呢?3D也就是我们常说的三维——立体空间,D就是英文单词Dimension(维)的首字母。3D显示便是三维立体显示技术。与普通2D画面显示相比,3D显示技术利用人通过左右眼分别接收不同画面构成一个立体效果影像的原理,让观者从银幕或显示屏上获得具备三维空间感的视觉影像,更有置身其中的感觉。  相似文献   

8.
蒋赞一 《微型计算机》2009,(27):143-145
在我们的生活中,时常都能接触到3D立体显示的应用。但如今主流的3D立体显示技术,仍然不能使我们摆脱特制眼镜的束缚,这使得其应用范围以及使用舒适度都打了折扣。于是,3D立体显示能够持续发展的动力,就落到了裸眼3D显示技术这一前沿科技身上。  相似文献   

9.
立体图像     
制作立体图像听起来也许有点困难,但事实上并非如此。在Photoshop及一些3D软件的帮助下,你可以轻松制作出逼真的,吸引力十足的3D画面。  相似文献   

10.
2012年4月29日,英伟达2012年游泷群英汇于上海举办,来自全球各地的6000多名玩家出席了这一盛会.一起畅享这场最酷、最好玩的游贱盛宴。连续两天的游戏群英汇包含一系列最流行的电子竟技项目、最新的游戏体验、最强游戏硬件的装备展示、炫目的3D立体幻镜体验、3D照相立体小剧场以及精彩的Cosplay表演,这是一场真正属...  相似文献   

11.
Abstract— This paper describes a method for reducing the discrepancy between accommodation and convergence when viewing stereoscopic 3‐D images. The method uses a newly developed stereoscopic 3‐D display system with a telecentric optical system and a mobile LCD. The examination of a mono‐focal lens showed that a correction lens having the appropriate refractive power and conditions for presenting stereoscopic 3‐D images clearly reduces the discrepancy between accommodation and convergence. The authors also developed a stereoscopic 3‐D display that uses dynamic optical correction to reduce the discrepancy between accommodation and convergence. The display equalizes the theoretical points of accommodation and convergence. The purpose of the development was to expand the regeneration range of a stereoscopic 3‐D image having the appropriate accommodation. An evaluation of the developed display showed that it resolves the discrepancy between convergence and accommodation.  相似文献   

12.
立体图像按存储方式不同分为立体图片和视频,把左右格式立体图像准确传输到裸眼3D显示器的亚屏幕,是3D播放的关键技术。针对不同存储格式的立体图像,使用矩阵变换及视频融合算法,在FFmpeg函数库基础上构建立体视频播放器。实验表明该算法能将立体图像正确映射到左右眼亚屏幕。  相似文献   

13.
There has been a recent commercialization of 3D stereoscopic displays in order to implement them in a virtual reality environment. However, there is a lack of extensive research into user interfaces for 3D applications on stereoscopic display. This study focused on three representative interaction techniques (ray-casting, keypad and hand-motion techniques) utilizing a head-mounted display and 3D CAVE. In addition, the compatibility with 3D menus was also investigated based on performance and subjective assessment. Nine 3D menus were designed for the experiment in regards to three 2D metaphors (pop-up, pull-down and stack menus) and three structural layouts (list, cubic and circular menus). The most suitable technique for the 3D user interface on a stereoscopic display was the ray-casting technique and the stack menu which provided the user with good performance and subjective response. In addition, it was found that the cubic menu was not as effective as other menus when used with the three interaction techniques.Relevance to industryThis research describes a distinctive evaluation method and recommendations that guarantee the suitability for interactive 3D environments. Therefore, the results will encourage practitioners and researchers that are new to the area of 3D interface design.  相似文献   

14.
几种立体显示技术的研究   总被引:3,自引:1,他引:2  
孙超 《计算机仿真》2008,25(4):213-217
介绍了立体成像的基本原理,全息技术立体显示能提供更多的,成百上千的视图,带来如真实世界般的全视角感受,被认为是立体显示技术的最终解决方案.但是它必需在高质量显示技术以及目前广泛应用的四种主要的立体显示技术:立体眼镜、自动立体智能显示、立体三维显示和全息技术.重点讨论了不同自动立体显示技术的实现方法、显示效果和质量的影响因素和应用中存在的问题,最后对每种立体显示技术的应用前景和发展方向进行了分析,对正在进行立体显示技术研究者提供一个基础的技术切入点.  相似文献   

15.
We studied the stereoscopic effect obtained from a two‐dimensional image without using binocular parallax, which we call “natural3D” (n3D). Unlike a parallax‐based three‐dimensional (3D) display system, n3D causes less tiredness and is free from a decrease of the resolution by half because of image division and viewing position dependence. To make the display with these effects comfortable to use, we conducted statistical tests with sensory evaluation experiments and a quantitative evaluation based on physiological responses. These examinations revealed that the n3D effect can be effectively obtained by using, for example, the characteristics of an organic light‐emitting diode display, such as high contrast and easy bendability. This study discusses optimal display curvatures for displays of different sizes that enhance n3D and reduce tiredness, which are revealed through statistical tests. In addition, we performed an experiment with a frame called an n3D window (n3Dw) that is placed before the display such that a subject views the display through the opening of the frame. We found that the combination of a curve and the n3Dw causes n3D more effectively.  相似文献   

16.
Dual layered display or also called tensor display that consists of two panels in a stack can present full‐parallax 3D images with high resolution and continuous motion parallax by reconstructing corresponding light ray field within a viewing angle. The depth range where the 3D images can be displayed with reasonable resolution, however, is limited around the panel stack. In this paper, we propose a dual layered display that can present stereoscopic images to multiple viewers located at arbitrary positions in observer space with high resolution and large depth range. Combined with the viewer tracking system, the proposed method provides a practical way to realize high‐resolution large‐depth auto‐stereoscopic 3D display for multiple observers without restriction on the observer position and the head orientation.  相似文献   

17.
Quantitative assessment is made of using two display techniques, providing two different levels of depth perception, in conjunction with a haptic device for manipulating 3D objects in virtual environments. The two display techniques are 2D display, and interactive 3D stereoscopic virtual holography display on a zSpace tablet. Experiments were conducted, by several users of different ages and computer training. The experiments involved selected pointing and manipulation tasks. The speed of performing the tasks using the two display techniques were recorded. Statistical analysis of the data is presented. As expected, the use of interactive 3D stereoscopic display resulted in faster performance of the tasks. The improvement in performance was particularly noticeable for the cases wherein the subjects needed to manipulate the haptic arm to reach objects/targets at different depths, and also when the objects/targets were occluded partially by the obstacles.  相似文献   

18.
If discrepancy between accommodation and convergence caused by a stereoscopic display exceeds fusion range of human eyes, viewers will see ghosting image, which leads to the loss of correct depth information and even causes severe visual fatigue. In this paper, an experiment aiming to investigate the binocular fusion range is conducted for a polarized 3D display. Two experimental trials are arranged to examine two aspects of fusion range including outward depth and inward depth. 3D modeling software is used to generate the test stereoscopic image pairs, which vary in depth by adjusting the separation between the virtual cameras. Angular parallax corresponding to the limit of fusion range is obtained by determining critical point of ghosting images. The experimental results show deviation between theoretical fusion range calculated by formula and experimental one.?0.223° to 0.275° represent critical fusion range for the polarized 3D display to avoid ghosting images.  相似文献   

19.
Abstract— 3‐D cross‐talk typically represents the ratio of image overlap between the left and right views. For stereoscopic LCDs using shutter‐glasses technology, 3‐D cross‐talk for stereoscopic LCD TV with a diagonal size of 46 in. and vertical alignment (VA) mode was measured to change from 1% to 10% when the stereoscopic display is rotated around the vertical axis. Input signals consist of the left and right images that include patterns of different amounts of binocular disparity and various gray levels. Ghost‐like artifacts are observed. Furthermore, intensities of these artifacts are observed to change as the stereoscopic display is rotated about the vertical axis. The temporal luminance of the LCD used in stereoscopic TV was found to be dependent on the viewing direction and can be considered as one cause of the phenomenon of angular dependence of performance for stereoscopic displays.  相似文献   

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