CN103327357A - Three-dimensional picture presenting method and device - Google Patents
Three-dimensional picture presenting method and device Download PDFInfo
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- CN103327357A CN103327357A CN2012100733499A CN201210073349A CN103327357A CN 103327357 A CN103327357 A CN 103327357A CN 2012100733499 A CN2012100733499 A CN 2012100733499A CN 201210073349 A CN201210073349 A CN 201210073349A CN 103327357 A CN103327357 A CN 103327357A
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Abstract
Provided are a three-dimensional presenting method and a three-dimensional presenting device. The three-dimensional presenting method comprises the steps that top point data in a scene is obtained, the top point data are obtained in three-dimensional modeling on the scene, the top point data have coordinate values in a three-dimensional space; the top point data in the scene are rotated by a first preset angle to obtain a first set of top point data; the top point data are rotated by a second preset angle different from the first preset angle to obtain a second set of top point data; the first set of data point data is used for presenting a first picture used by the left eye; the second set of data point data is used for presenting a second picture used by the right eye; the presented first picture and the presented second picture are used for three-dimensional presenting.
Description
Technical field
The present invention relates to presenting of three-dimensional picture, and relate more specifically to a kind of three-dimensional picture rendering method and device.
Background technology
At present, although in scene of game design, used three-dimensional 3D Rendering, final in display device, show be still two-dimentional 2D picture, the different objects in the only shown 2D picture look the effect with different depth of field.This Display Technique is not that real 3D shows.In the scene of game design, usually scene is carried out the 3D modeling, particularly, generate the apex coordinate (or being called vertical array) of each object in this scene, this apex coordinate is three-dimensional coordinate (X, Y, Z), wherein Y represents the depth of field or the degree of depth on this summit, and X and Z are illustrated respectively in abscissa and the ordinate in the XZ plane at certain depth of field place.
Along with the 3D configuration of display device is popularized gradually, lacking of 3D content just becomes the short slab that the 3D picture is popularized.Simultaneously, along with the application of intelligent television and popularizing of 3D game, real 3D shows also becomes one of demand of user gradually.
At present common 2D turns 3D and uses often at video field, and wherein, the pixel translation by software or chip-scale is processed into two width of cloth images that are respectively applied to left eye and right eye, then shows output in the 3D Display Technique according to reality.Yet the 3D effect that the method realizes is often true not, and effect is not ideal, and mistake easily occurs showing, such as the back to front that affects object etc.
Therefore, expectation is a kind of can carry out the technology that 3D shows according to the apex coordinate in the 3D model.
Summary of the invention
Consider the problems referred to above and made the present invention, an object of the present invention is to provide a kind of three-dimensional rendering method and three-dimensional rendering device, it produces respectively the vertex data that presents for eye image and is used for the vertex data that left-eye image presents by vertex data is rotated, thereby utilize one group of vertex data of original input to present left-eye image and eye image, realized thus three-dimensional rendering and demonstration.
According to an aspect of the present invention, provide a kind of three-dimensional rendering method, having comprised: obtain to carry out three-dimensional modeling and vertex data in the described scene that obtains for a scene, described vertex data has the coordinate figure in the three dimensions; Vertex data in the described scene is rotated the first predetermined angular to obtain first group of vertex data; The second predetermined angulars that the rotation of vertex data in the described scene is different from described the first predetermined angular are to obtain second group of vertex data; Utilize described first group of vertex data to present the first image for left eye; Utilize described second group of vertex data to present the second image for right eye; And utilize the first image and the second image that present to carry out three-dimensional rendering.
Preferably, further comprise in the described three-dimensional rendering method: determine a rotary reference axle.
In the case, the vertex data in the described scene being rotated the first predetermined angular comprises to obtain first group of vertex data: the vertex data in the described scene is rotated the first predetermined angular to obtain first group of vertex data with respect to described rotary reference axle; And the vertex data in described scene rotation second predetermined angular different from described the first predetermined angular comprised to obtain second group of vertex data: the vertex data in the described scene is rotated second predetermined angular different with described the first predetermined angular to obtain second group of vertex data with respect to described rotary reference axle.
Preferably, in described three-dimensional rendering method, the first image that utilizes described first group of vertex data to present for left eye is: by the OpenGL mode described first group of vertex data played up, presented the first image for left eye; And the second image that utilizes described second group of vertex data to present for left eye is: by the OpenGL mode described second group of vertex data played up, presented the second image for right eye.
According to a further aspect in the invention, a kind of three-dimensional rendering device is provided, comprise: vertex data obtains parts, is used for obtaining carrying out three-dimensional modeling and the vertex data of the described scene that obtains for a scene, and described vertex data has the coordinate figure in the three dimensions; The vertex data rotating parts, be used for vertex data with described scene and rotate the first predetermined angular obtaining first group of vertex data, and the second predetermined angular that the rotation of the vertex data in the described scene is different from described the first predetermined angular is to obtain second group of vertex data; Image presents parts, is used for utilizing described first group of vertex data to present the first image for left eye, and utilizes described second group of vertex data to present the second image for right eye; And the three-dimensional rendering parts, be used for utilizing the first image and the second image that present to carry out three-dimensional rendering.
Preferably, in described three-dimensional rendering device, described vertex data rotating parts comprises: rotary reference axle determining means is used for determining a rotary reference axle; The first rotating parts is used for the vertex data of described scene is rotated the first predetermined angular to obtain first group of vertex data with respect to described rotary reference axle; And second rotating parts, be used for the vertex data of described scene with respect to described rotary reference axle rotation second predetermined angular different from described the first predetermined angular to obtain second group of vertex data.
Preferably, described image presents parts and comprises: the first image presents parts, is used for by the OpenGL mode described first group of vertex data being played up, and presents the first image for left eye; And second image present parts, be used for by the OpenGL mode described second group of vertex data being played up, present the second image for right eye.
Preferably, in three-dimensional rendering method and three-dimensional rendering device according to the embodiment of the invention, described the first predetermined angular comprises the first direction of rotation and first anglec of rotation; Described the second predetermined angular comprises the second direction of rotation and second anglec of rotation; Wherein, described the first direction of rotation is identical with the second direction of rotation or opposite, and described first anglec of rotation and second anglec of rotation are identical or different.
Preferably, in three-dimensional rendering method and three-dimensional rendering device according to the embodiment of the invention, described rotary reference axle is the axle perpendicular to horizontal plane; Described the first direction of rotation is that instantaneous pin direction and described the second direction of rotation are counter clockwise direction; And described first anglec of rotation is identical with described second anglec of rotation.
Preferably, in three-dimensional rendering method and three-dimensional rendering device according to the embodiment of the invention, described first anglec of rotation and described second anglec of rotation are according to the right and left eyes visual angle of human eye and definite angle, described rotary reference axle is the vertical axis that is positioned at the middle position of described scene, and when the vertex data in this scene was rotated described predetermined angular along clockwise direction or counterclockwise with respect to described rotary reference axle, described vertex data was constant with respect to the distance of described rotary reference axle in three dimensions.
Utilization is according to three-dimensional rendering method and the three-dimensional rendering device of the embodiment of the invention, produce respectively for the vertex data of eye image and be used for the vertex data of left-eye image by the vertex data in the 3D model of place is rotated, thereby the one group of vertex data that utilizes original input has obtained to be respectively applied to two groups of vertex datas of right and left eyes image, then present by utilizing two groups of vertex datas that generate to carry out image, thereby left-eye image and eye image have been obtained, at last by utilizing described left-eye image and eye image to carry out three-dimensional rendering, thereby real three-dimensional rendering and demonstration have been realized.
Description of drawings
Embodiments of the present invention is described in detail in conjunction with the drawings, and above and other objects of the present invention, feature and advantage will become apparent, wherein:
Fig. 1 illustrates to utilize existing OpenGL mode to carry out the schematic diagram that play up on the summit;
Fig. 2 illustrates the image that is used in accordance with the principles of the present invention left eye and the schematic diagram that is used for the image of right eye;
Fig. 3 is the indicative flowchart that illustrates according to the three-dimensional 3D rendering method of the embodiment of the invention; And
Fig. 4 illustrates the schematic block diagram that presents device according to the three-dimensional 3D of the embodiment of the invention.
Specific implementation
Three-dimensional rendering method and three-dimensional rendering device according to the embodiment of the invention are described below with reference to accompanying drawings.Be to be understood that: the embodiments described herein only is illustrative, and should not be interpreted as limiting the scope of the invention.
Illustrated among Fig. 1 playing up that the vertical array/coordinate in the 3D model carries out.Usually, in display device, for scene of game, it all is to play up by the OpenGL mode that general picture is realized, plays up pipeline by OpenGL and enters into the video card buffer memory after playing up again, and then exports.
Yet, as described in the background technology, although in game is used, scene of game has been set up the 3D model, there is the 3D apex coordinate for each summit, but still only presenting the 2D picture in actual displayed, only is that each object in this 2D picture looks to have the different depth of field.In other words, in game is used, do not produce respectively the image that is used for left eye and the image that is used for right eye, do not realize that certainly real 3D shows.
Figure 2 illustrates the image that is used in accordance with the principles of the present invention left eye and the image that is used for right eye.As shown in Figure 2, for a cube that is placed in face of the people, the effect that the effect that left eye looks and right eye look can be along with different and different with respect to this cubical visual angle of human eye.
Based on Fig. 2, the inventor considers by the vertex data in the scene of game being carried out suitable rotation and produces for the vertex data of left eye and be used for the vertex data of right eye, and utilizes the vertex data that is used for left eye to produce for the image of left eye and utilize the vertex data that is used for right eye to produce image for right eye.
Next, in conjunction with Fig. 3 three-dimensional rendering method 300 according to the embodiment of the invention is described.
Three-dimensional rendering method 300 according to the embodiment of the invention begins at step S301.
At step S310, obtain the vertex data in the scene.
Use for game, each scene has been carried out the 3D modeling, and correspondingly also generated the vertex data of object in each scene.Therefore, in the present invention, do not consider how to produce the vertex data of object in each scene, and only consider how to utilize the vertex data that has generated to produce for the image of left eye and be used for the image of right eye, thereby realize that real 3D presents.
At this, for scene to be shown, obtain by this scene being carried out the vertex data of object in the described scene that three-dimensional modeling obtains, described vertex data has the coordinate figure (X, Y, Z) in the three dimensions.
At step S320, vertex data is rotated the first predetermined angular to obtain first group of vertex data.At step S330, the second predetermined angulars that the vertex data rotation is different from described the first predetermined angular are to obtain second group of vertex data.This first group of vertex data is the used vertex data of image that is used for left eye for generating.This first group of vertex data is the used vertex data of image that is used for right eye for generating.
Should be appreciated that, have at least one summit in scene, needs rotate the first predetermined angular and the second predetermined angular to the vertex data on each summit respectively.Therefore, step S320 and S330 can carry out simultaneously, also can successively carry out.For example, for each summit, while execution in step S320 and S330, perhaps priority execution in step S320 and S330.Alternatively, first for all summit execution in step S320 again for all summit execution in step S330; Perhaps first for all summit execution in step S330 again for all summit execution in step S320.
Then, at step S340, utilize described first group of vertex data to present the first image for left eye; And at step S350, utilize described second group of vertex data to present the second image for right eye.
As shown in Figure 1, described first group of vertex data can be inputed to OpenGL and play up pipeline, play up to utilize OpenGL to play up pipeline, thereby present the first image for left eye.In like manner, described second group of vertex data can be inputed to OpenGL and play up pipeline, play up to utilize OpenGL to play up pipeline, thereby present the second image for right eye.
Should be appreciated that, can generate respectively the OpenGL that OpenGL for left eye plays up pipeline and be used for right eye and play up pipeline.Alternatively, only exist an OpenGL to play up pipeline, it plays up to present the first image for left eye to described first group of vertex data first, then described second group of vertex data is played up to present the second image for right eye; Perhaps, it plays up to present the second image for right eye to described second group of vertex data first, then described first group of vertex data is played up to present the first image for left eye.
Then, at step S360, utilize the first image and the second image that generate to carry out three-dimensional rendering.Can use existing any 3D to present/display packing, for example, shutter 3D Display Technique and polarization type 3D Display Technique utilize the first image and the second image that generate to carry out three-dimensional rendering.The present invention is not presented/restriction of display packing by concrete 3D.
At last, the three-dimensional rendering method according to the embodiment of the invention finishes at step S399.
Next, obtaining according to first group of vertex data and second group of vertex data in the three-dimensional rendering method of the embodiment of the invention will specifically be introduced.
Each apex coordinate is rotated the first predetermined angular to produce the first apex coordinate that is used for left eye, described apex coordinate is rotated the second predetermined angular to produce the second apex coordinate that is used for right eye.Described the first predetermined angular can comprise the first direction of rotation and first anglec of rotation; Described the second predetermined angular can comprise the second direction of rotation and second anglec of rotation.Described the first direction of rotation can be identical or opposite with the second direction of rotation, and described first anglec of rotation and second anglec of rotation can be identical or different.
Consider the projection pattern of human eye, when the people watches the screen of display device, the projection angle of eyes generally within limits, for example, for the medial axis between centre position between people's right and left eyes and the display screen watched, the visual angle of left eye and the visual angle of right eye form angle about 12 degree with described medial axis respectively.In other words, consider the projection pattern of human eye, the visual angle of left eye and the visual angle of right eye differ certain angle, are referred to herein as the right and left eyes subtense angle.Right and left eyes visual angle or right and left eyes subtense angle according to human eye are determined described first anglec of rotation and described second anglec of rotation.
The first example:
Can be with the arbitrary apex coordinate in the scene clockwise (the first direction of rotation) rotation 10 degree (first anglec of rotation) to produce the first apex coordinate that is used for left eye, and can be with this apex coordinate in the scene counterclockwise (the second direction of rotation) rotation 10 degree (second anglecs of rotation, at this moment, equal first anglec of rotation) to produce the second apex coordinate that is used for right eye.
The second example:
Can be with the arbitrary apex coordinate in the scene clockwise (the first direction of rotation) rotation 5 degree (first anglec of rotation) to produce the first apex coordinate that is used for left eye, and can be with this apex coordinate in the scene counterclockwise (the second direction of rotation) rotation 25 degree (second anglecs of rotation, at this moment, be not equal to first anglec of rotation) to produce the second apex coordinate that is used for right eye.
The 3rd example:
Can be with the arbitrary apex coordinate in the scene counterclockwise (the first direction of rotation) rotation 2 degree (first anglec of rotation) to produce the first apex coordinate that is used for left eye, and can be with counterclockwise (the second direction of rotation of this apex coordinate in the scene, at this moment, with the first direction of rotation) rotation 20 degree (second anglecs of rotation, at this moment, be not equal to first anglec of rotation) to produce the second apex coordinate that is used for right eye.
The 4th example:
Can be with this vertex data in the scene that obtains with first apex coordinate that act on left eye, at this moment, this vertex data in the scene that is equivalent to obtain is suitable/be rotated counterclockwise 0 degree.On the other hand, this apex coordinate in the scene can be rotated counterclockwise 20 the second apex coordinates of spending to produce for right eye.
Should be appreciated that, the above has only provided the example of rotation mode and the anglec of rotation, the invention is not restricted to above-mentioned concrete example.
Rotation mode according to top the first example to the four examples, in the situation of the upper left corner as the initial point in the cross section of each depth of field/degree of depth with scene, namely, (X in the position, the upper left corner of scene, Z) coordinate is (0,0) in the situation, is equivalent to Z axis in the XZ plane of scene as the rotary reference axle.
In the case, can calculate postrotational apex coordinate (comprising the first apex coordinate and the second apex coordinate) according to following formula.
Apex coordinate can be represented as usually
The projection matrix M of apex coordinate can be represented as
Apex coordinate after the conversion can be represented as follows:
Yet, the invention is not restricted to this, can select another axle in the XZ plane as the rotary reference axle.Vertex data in the described scene is rotated the first predetermined angular to obtain first group of vertex data with respect to described rotary reference axle; And with the vertex data in the described scene with respect to described rotary reference axle rotation second predetermined angular different from described the first predetermined angular to obtain second group of vertex data.
For example, in the situation that select in the XZ plane the corresponding line of X=X0 as the rotary reference axle, can be first with the corresponding line of X=X0 in this XZ plane as new X-axis, and correspondingly change X coordinate figure in the apex coordinate, and then be rotated conversion.Particularly, can at first the X value of this apex coordinate be changed into X-X0, and then be rotated conversion.
Similarly, also can similarly change for Z axis, no longer give unnecessary details at this.
In the situation that with the corresponding line of X=X0 as the rotary reference axle,
The first example:
First apex coordinate that the arbitrary apex coordinate in the scene can be used for left eye with respect to this rotary reference axle clockwise (the first direction of rotation) rotation 10 degree (first anglec of rotation) with generation, and can be with this apex coordinate in the scene with respect to this rotary reference axle counterclockwise (the second direction of rotation) rotation 10 degree (second anglecs of rotation, at this moment, equal first anglec of rotation) to produce the second apex coordinate that is used for right eye.
The second example:
First apex coordinate that the arbitrary apex coordinate in the scene can be used for left eye with respect to this rotary reference axle clockwise (the first direction of rotation) rotation 5 degree (first anglec of rotation) with generation, and can be with this apex coordinate in the scene with respect to this rotary reference axle counterclockwise (the second direction of rotation) rotation 25 degree (second anglecs of rotation, at this moment, be not equal to first anglec of rotation) to produce the second apex coordinate that is used for right eye.
The 3rd example:
First apex coordinate that the arbitrary apex coordinate in the scene can be used for left eye with respect to this rotary reference axle counterclockwise (the first direction of rotation) rotation 2 degree (first anglec of rotation) with generation, and can be with this apex coordinate in the scene with respect to counterclockwise (the second direction of rotation of this rotary reference axle, at this moment, with the first direction of rotation) rotation 20 degree (second anglecs of rotation, at this moment, be not equal to first anglec of rotation) to produce the second apex coordinate that is used for right eye.
The 4th example:
Can be with this vertex data in the scene that obtains with first apex coordinate that act on left eye, at this moment, this vertex data in the scene that is equivalent to obtain with respect to this rotary reference axle suitable/be rotated counterclockwise 0 degree.On the other hand, this apex coordinate in the scene can be rotated counterclockwise 20 the second apex coordinates of spending to produce for right eye with respect to this rotary reference axle.
In other words, the absolute difference between two anglecs of rotation that are rotated with respect to this rotary reference axle is approximately the right and left eyes subtense angle of human eye.Should note: when the vertex data in this scene was rotated described predetermined angular along clockwise direction or counterclockwise with respect to described rotary reference axle, described vertex data was constant with respect to the distance of described rotary reference axle in three dimensions.
Preferably, described rotary reference axle is the axle perpendicular to horizontal plane.More preferably, described rotary reference axle is the axis of scene to be shown, i.e. the vertical axis of the middle position of described scene.
In the case, preferably, the first direction of rotation of described the first predetermined angular is that the second direction of rotation of instantaneous pin direction and described the second predetermined angular is counter clockwise direction; And first anglec of rotation of described the first predetermined angular is identical with the absolute angle of second anglec of rotation of described the second predetermined angular.
Next, with reference to Fig. 4 three-dimensional rendering device 400 according to the embodiment of the invention is described.
Three-dimensional rendering device 400 according to the embodiment of the invention comprises: vertex data obtains parts 410, vertex data rotating parts 420, image presents parts 430 and three-dimensional 3D presents parts 440.
Vertex data obtains parts 410 and obtains to carry out three-dimensional modeling and vertex data in the described scene that obtains for a scene, and described vertex data has the coordinate figure in the three dimensions.
Vertex data rotating parts 420 rotates the first predetermined angular obtaining first group of vertex data with the vertex data in the described scene, and the second predetermined angular that the rotation of the vertex data in the described scene is different from described the first predetermined angular is to obtain second group of vertex data.This first group of vertex data is the used vertex data of image that is used for left eye for generating.This first group of vertex data is the used vertex data of image that is used for right eye for generating.
Described vertex data rotating parts 420 can comprise: the first rotating parts is used for the vertex data of described scene is rotated the first predetermined angular to obtain first group of vertex data; And second rotating parts, be used for the second predetermined angular that the vertex data rotation of described scene is different from described the first predetermined angular to obtain second group of vertex data.
In addition, described vertex data rotating parts 420 can also comprise: rotary reference axle determining means is used for determining a rotary reference axle.In the case, described the first rotating parts rotates the first predetermined angular to obtain first group of vertex data with the vertex data in the described scene with respect to described rotary reference axle; Described the second rotating parts rotates second predetermined angular different from described the first predetermined angular to obtain second group of vertex data with the vertex data in the described scene with respect to described rotary reference axle.
As previously mentioned, described the first predetermined angular comprises the first direction of rotation and first anglec of rotation, and described the second predetermined angular comprises the second direction of rotation and second anglec of rotation.Described the first direction of rotation can be identical or opposite with the second direction of rotation, and described first anglec of rotation and second anglec of rotation can be identical or different.For example, the first direction of rotation is opposite with the second direction of rotation, and described first anglec of rotation and described second anglec of rotation can be identical or different.Again for example, described the first direction of rotation is identical with the second direction of rotation, and described first anglec of rotation is different with described second anglec of rotation.Again for example, described first anglec of rotation is zero, and described second anglec of rotation is non-vanishing.
Image presents parts 430 and utilizes described first group of vertex data to present the first image for left eye, and utilizes described second group of vertex data to present the second image for right eye.
Described image presents parts 430 and comprises: the first image presents parts, is used for by the OpenGL mode described first group of vertex data being played up, and presents the first image for left eye; And second image present parts, be used for by the OpenGL mode described second group of vertex data being played up, present the second image for right eye.
Three-dimensional rendering parts 440 utilize the first image and the second image that present to carry out three-dimensional rendering.As previously mentioned, can use existing any 3D to present/display packing, for example, shutter 3D Display Technique and polarization type 3D Display Technique utilize the first image and the second image that generate to carry out three-dimensional rendering.The present invention is not presented/restriction of display packing by concrete 3D.
Preferably, described rotary reference axle is the axle perpendicular to horizontal plane.More preferably, described rotary reference axle is the vertical axis that is positioned at the middle position of described scene.
Preferably, described first anglec of rotation and described second anglec of rotation are according to the right and left eyes visual angle of human eye and definite angle, and when the vertex data in this scene was rotated described predetermined angular along clockwise direction or counterclockwise with respect to described rotary reference axle, described vertex data was constant with respect to the distance of described rotary reference axle in three dimensions.
Utilization can realize the real three-dimensional rendering of scene of game according to three-dimensional rendering method of the present invention and three-dimensional rendering device.
Although the above describes as an example of scene of game example according to the three-dimensional rendering method of the embodiment of the invention and three-dimensional rendering device, it should be understood that to the invention is not restricted to this.The present invention can be applied to by vertex data being played up present any occasion of image.
Should be appreciated that and to realize three-dimensional rendering method and three-dimensional rendering device according to the embodiment of the invention with the various forms of hardware, software, firmware, application specific processor or their combination.Provide the description here, those of ordinary skill in the related art can expect of the present invention these and similarly realize or configuration.
Although describe some embodiments of the present invention here with reference to the accompanying drawings, should be appreciated that described embodiment only is illustrative, and not restrictive.It will be appreciated by those skilled in the art that in the situation of the scope and spirit of the present invention that in not deviating from claim and equivalent thereof, limit, can make variation on various forms and the details to these exemplary embodiments.
Claims (14)
1. three-dimensional rendering method comprises:
Acquisition is carried out three-dimensional modeling for a scene and vertex data in the described scene that obtains, and described vertex data has the coordinate figure in the three dimensions;
Vertex data in the described scene is rotated the first predetermined angular to obtain first group of vertex data;
The second predetermined angulars that the rotation of vertex data in the described scene is different from described the first predetermined angular are to obtain second group of vertex data;
Utilize described first group of vertex data to present the first image for left eye;
Utilize described second group of vertex data to present the second image for right eye; And
Utilize the first image and the second image that present to carry out three-dimensional rendering.
2. three-dimensional rendering method as claimed in claim 1, wherein:
Described the first predetermined angular comprises the first direction of rotation and first anglec of rotation;
Described the second predetermined angular comprises the second direction of rotation and second anglec of rotation;
Wherein, described the first direction of rotation is identical with the second direction of rotation or opposite, and described first anglec of rotation and second anglec of rotation are identical or different.
3. three-dimensional rendering method as claimed in claim 2 further comprises: determine a rotary reference axle,
Wherein, the vertex data in the described scene being rotated the first predetermined angular comprises to obtain first group of vertex data: the vertex data in the described scene is rotated the first predetermined angular to obtain first group of vertex data with respect to described rotary reference axle; And
Vertex data in described scene rotation second predetermined angular different from described the first predetermined angular comprised to obtain second group of vertex data: the vertex data in the described scene is rotated second predetermined angular different with described the first predetermined angular to obtain second group of vertex data with respect to described rotary reference axle.
4. three-dimensional rendering method as claimed in claim 3, wherein:
Described rotary reference axle is the axle perpendicular to horizontal plane;
Described the first direction of rotation is that instantaneous pin direction and described the second direction of rotation are counter clockwise direction; And
Described first anglec of rotation is identical with described second anglec of rotation.
5. three-dimensional rendering method as claimed in claim 1, wherein,
The first image that utilizes described first group of vertex data to present for left eye is: by the OpenGL mode described first group of vertex data played up, presented the first image for left eye; And
The second image that utilizes described second group of vertex data to present for left eye is: by the OpenGL mode described second group of vertex data played up, presented the second image for right eye.
6. three-dimensional rendering method as claimed in claim 4, wherein,
Described first anglec of rotation and described second anglec of rotation are according to the right and left eyes visual angle of human eye and definite angle.
7. three-dimensional rendering method as claimed in claim 1, wherein,
Described rotary reference axle is the vertical axis that is positioned at the middle position of described scene.
8. three-dimensional rendering method as claimed in claim 3, wherein,
When the vertex data in this scene was rotated described predetermined angular along clockwise direction or counterclockwise with respect to described rotary reference axle, described vertex data was constant with respect to the distance of described rotary reference axle in three dimensions.
9. three-dimensional rendering device comprises:
Vertex data obtains parts, is used for obtaining carrying out three-dimensional modeling and the vertex data of the described scene that obtains for a scene, and described vertex data has the coordinate figure in the three dimensions;
The vertex data rotating parts, be used for vertex data with described scene and rotate the first predetermined angular obtaining first group of vertex data, and the second predetermined angular that the rotation of the vertex data in the described scene is different from described the first predetermined angular is to obtain second group of vertex data;
Image presents parts, is used for utilizing described first group of vertex data to present the first image for left eye, and utilizes described second group of vertex data to present the second image for right eye; And
The three-dimensional rendering parts are used for utilizing the first image and the second image that present to carry out three-dimensional rendering.
10. three-dimensional rendering device as claimed in claim 9, wherein:
Described the first predetermined angular comprises the first direction of rotation and first anglec of rotation;
Described the second predetermined angular comprises the second direction of rotation and second anglec of rotation;
Wherein, described the first direction of rotation is identical with the second direction of rotation or opposite, and described first anglec of rotation and second anglec of rotation are identical or different.
11. three-dimensional rendering device as claimed in claim 10, wherein, described vertex data rotating parts comprises:
Rotary reference axle determining means is used for determining a rotary reference axle;
The first rotating parts is used for the vertex data of described scene is rotated the first predetermined angular to obtain first group of vertex data with respect to described rotary reference axle; And
The second rotating parts is used for the vertex data of described scene is rotated second predetermined angular different from described the first predetermined angular to obtain second group of vertex data with respect to described rotary reference axle.
12. three-dimensional rendering device as claimed in claim 11, wherein:
Described rotary reference axle is the axle perpendicular to horizontal plane;
Described the first direction of rotation is that instantaneous pin direction and described the second direction of rotation are counter clockwise direction; And
Described first anglec of rotation is identical with described second anglec of rotation.
13. three-dimensional rendering device as claimed in claim 9, wherein, described image presents parts and comprises:
The first image presents parts, is used for by the OpenGL mode described first group of vertex data being played up, and presents the first image for left eye; And
The second image presents parts, is used for by the OpenGL mode described second group of vertex data being played up, and presents the second image for right eye.
14. three-dimensional rendering device as claimed in claim 12, wherein,
Described first anglec of rotation and described second anglec of rotation are according to the right and left eyes visual angle of human eye and definite angle,
Described rotary reference axle is the vertical axis that is positioned at the middle position of described scene, and
When the vertex data in this scene was rotated described predetermined angular along clockwise direction or counterclockwise with respect to described rotary reference axle, described vertex data was constant with respect to the distance of described rotary reference axle in three dimensions.
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