CN109547772A - The method for promoting naked eye three-dimensional mosaic screen three dimensional mass - Google Patents
The method for promoting naked eye three-dimensional mosaic screen three dimensional mass Download PDFInfo
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Abstract
The invention discloses a kind of methods for promoting naked eye three-dimensional mosaic screen three dimensional mass, belong to naked eye three-dimensional image and field of video processing, each display screen can be improved and mosaic screen combines the three-dimensional rendering effect of part, to promote the display effect that the large scale naked eye three-dimensional being made of mosaic screen shows wall on the whole.The present invention increases each display screen of the data of indication range into mosaic display screen using transmission;Optimize the allocation proportion of pixel map and depth map;The position that each display screen in mosaic display screen combines, while the image information of adjacent display screen is rendered, and the image information after rendering is combined and generates coherent image information, and the method for exporting the single image information, it is able to ascend display effect.
Description
Technical field
The invention belongs to naked eye three-dimensional image and field of video processing, are related to a kind of promotion naked eye three-dimensional (" 3D ") mosaic screen
The method of three dimensional mass improves image after mosaic screen rendering especially by the mode of optimization pixel and depth map allocation proportion
The three dimensional mass of information.
Background technique
With the development of science and technology, people are higher and higher to naked eye three-dimensional video display requirements, in particular to large scale is shown
Screen.Naked eye three-dimensional mosaic screen is one of the solution for meeting higher 3 D video display and requiring.Naked eye three in the prior art
Tie up mosaic screen is the method based on two-dimentional mosaic screen, and entire display video is distributed equally according to the quantity of display screen,
Then corresponding data are transferred to each display screen, carry out three-dimensional rendering after automatically processing video data by decoder, finally
The video that three-dimensional rendering is crossed is shown in each display.But the calculating of three-dimensional rendering method has specific aim, that is, the party
Method is different to the video process range with different depth value.Such as by the approach application of two-dimentional mosaic screen data segmentation range
Onto 3 D video, video treatment effect can be reduced, influences the experience effect of user's naked eye three-dimensional.
Summary of the invention
The purpose of the present invention is to provide a kind of methods for promoting naked eye three-dimensional mosaic screen three dimensional mass, each aobvious to improve
Display screen and mosaic screen combine the three-dimensional rendering effect of part, so that it is naked to promote the large scale being made of mosaic screen on the whole
The display effect of eye Three-dimensional Display wall.
The method proposed by the present invention for promoting naked eye three-dimensional mosaic screen Three-dimensional Display quality, especially by effective distribution three
The method that the picture data shown after rendering mosaic screen video data format corresponding with adjustment is formulated is tieed up to promote Three-dimensional Display
Quality.
The method that the present invention uses is: sending each display of the data for increasing indication range into mosaic display screen
Screen;Optimize the allocation proportion of pixel map and depth map;The position that each display screen in mosaic display screen combines, while wash with watercolours
The image information of adjacent display screen is contaminated, and the image information after rendering is combined and generates coherent image information.
One aspect of the present invention transmits image information, described image letter using the three-dimensional input mode of two-dimentional plus depth figure
Breath is made of half pixel map and half depth map;Increase the width of inputted pixel map, it is each in mosaic display screen to improve
The input search range of display screen three-dimensional rendering.
Another aspect of the present invention, since the pixel that each display screen in the mosaic display screen needs is greater than it
The region of display is distributed to the pixel of each display screen and distributes to the pixel of the adjacent display screen of its horizontal direction and have overlapping
Part.
Another aspect of the invention passes through the identical depth information of three primary colors (R, G, B) channel transfer with conventional method
Difference, the depth map are single channel (8-bit) pixel informations;Different pixel depth values is stored in described image information not
In same color channel, thus compression depth region.
Further aspect of the invention, in the step of optimizing the allocation proportion of pixel map and depth map, simultaneously
The border width of amendment horizontally and vertically.
Since present invention employs the above method, each display screen is required to more pixels as rendering data, ability
The rendering of more preferable 3-D effect is realized in the junction of mosaic screen.
Detailed description of the invention
It to describe the technical solutions in the embodiments of the present invention more clearly, below will be to needed in the embodiment
Attached drawing is briefly described.It should be evident that the accompanying drawings in the following description is only some examples of the invention, for this field
For those of ordinary skill, under the premise of not paying innovative labor, it is also possible to obtain other drawings based on these drawings.
Fig. 1 is the naked eye three-dimensional mosaic screen schematic diagram of one kind 2 × 2;
Fig. 2 is the texture schematic diagram of the naked eye three-dimensional mosaic screen as shown in Figure 1 comprising video image;
Fig. 3 is the depth schematic diagram of the video image corresponding to Fig. 2;
Fig. 4 is located at the texture schematic diagram of 1 part of upper right corner mosaic screen for the video image that is included corresponding to Fig. 2;
Fig. 5 is the depth schematic diagram for the video image for being included corresponding to Fig. 4;
Fig. 6 is the split schematic diagram carried out Fig. 3 and Fig. 4 respectively after horizontal adjustment;
Fig. 7 is that when rendering certain viewpoint, the positional relationship texture of video image 203 and foreground image 201 is illustrated in an example
Figure;
Fig. 8 is when Fig. 7 renders certain viewpoint positioned at the texture schematic diagram of the video image 203_1_RD of upper left corner mosaic screen 1;
Fig. 9 is when Fig. 7 renders certain viewpoint positioned at the texture schematic diagram of the video image 203_2_RD of upper right corner mosaic screen 2;
Figure 10 is that when rendering certain viewpoint, video image 203 and the positional relationship texture of foreground image 201 show in another example
It is intended to;
Figure 11 is when rendering certain viewpoint in example shown in Figure 10, positioned at the line of the video image 1010_1_RD of upper left corner mosaic screen 1
Manage schematic diagram;
Figure 12 is when rendering certain viewpoint in example shown in Figure 10, positioned at the line of the video image 1010_2_RD of upper right corner mosaic screen 2
Manage schematic diagram;
Figure 13 is the schematic diagram that pixel and depth format are redistributed in an example;
Figure 14 is the schematic diagram that 2 × 2 mosaic screens extend pixel and depth bounds in Figure 13 example;
It is each display screen divides pixel and depth information in 2 × 2 mosaic screens schematic diagram that Figure 15, which is in Figure 13 example,;
Figure 16 is the output image of 2 × 2 mosaic screens in Figure 13 example;
Figure 17 is the schematic diagram that 3 × 3 mosaic screens extend pixel and depth bounds in another example;
Figure 18 is that each display screen divides the schematic diagram of pixel and depth information in 3 × 3 mosaic screens in Figure 17 example;
Figure 19 is the output image of 3 × 3 mosaic screens in Figure 17 example.
Specific embodiment
Now in conjunction with corresponding attached drawing, specific embodiments of the present invention are described.However, the present invention can with it is a variety of not
Same form is implemented, and should not be construed as being limited to the embodiment shown herein.These embodiments are provided and are intended merely to this hair
It is bright can be detailed and comprehensive, so as to be described entirely by the scope of the present invention to those skilled in the art.It is said in attached drawing
Wording used in the detailed description of bright embodiment should not cause to limit to the present invention.
The mosaic screen example for 2 × 2 is hereafter concentrated to be described, those of ordinary skill in the art can have no doubtful strange land and push away
It measures, the method disclosed in the present, other than the mosaic screen that can be applied to 2 × 2, can be applied equally to various numbers
The mosaic screen spliced, such as 3 × 2,3 × 3,4 × 3,4 × 4 ... ..., etc.;In addition, the pixel resolution of mosaic screen can
Think various resolution ratio, such as 1980 × 1080,3840 × 2160 ... ..., etc..
Fig. 1 is the schematic diagram for the naked eye three-dimensional mosaic screen 101 that the method disclosed in the present is suitable for 2 × 2.In this implementation
In example, total have four pieces of mosaic screens, and every piece of mosaic screen is rectangle, and the area equation of every piece of mosaic screen, is equably arranged in big
Type rectangular array.The method disclosed in the present is not limited to the mosaic screen of area equation.Wherein four pieces of mosaic display screens connect each other
The reason of positional relationship of contact portion point is right angle, uses right angle is current mainstream and optimal display screen connecting method is right angle
Splicing.But the method disclosed in the present is also not necessarily limited to the mosaic screen of rectangular or square, but it is suitable for any shape
Mosaic screen, and the method disclosed in the present is mainly reflected in the splicing of horizontal direction, does not include only splicing in vertical direction.
When describing one embodiment of the present of invention, each display screen is using 1920 × 1080 pixels.But as described above,
The display screen can use various resolution ratio.The number marked on display screen is display number, such as the display screen in the upper left corner is
Number one, the display screen in the upper right corner are No. second, are so analogized.And traditional two-dimentional method for processing video frequency without depth map, no
It is including depth map and connect, but the display screen of 3840 × 2160 pixels is equally divided into four of 4 1920 × 1080 pixels
Display screen, and each piece of display screen can only receive the content of corresponding portion;And in the present invention, although each display screen is still
It is 1920 × 1080 pixels, but is that image and depth map are compressed into half on the width respectively in the content of display screen output,
Then it stitches and fastens again.Due to being readjusted to image and depth map, compared with traditional method, place of the invention
Reason method can cover bigger display area, and hereafter the method will be described in detail.
Fig. 2 is the texture schematic diagram of the naked eye three-dimensional mosaic screen as shown in Figure 1 comprising video image.Fig. 2 illustrates spelling
The video image 203 shown in screen is connect, which includes foreground object 201, and the foreground object 201 is with higher
Depth value represents the physical object position earlier above;Video image 203 has lower depth value, represents the object of the part scenery
After managing position relatively.It include three-dimensional rendering part 202 in the background of video image 203, the three-dimensional rendering part 202 is by dotted line frame
Out, corresponding with the three-dimensional rendering part 202_RD in lower Fig. 7 and Fig. 8.
Fig. 3 is the depth schematic diagram for the video image for being included corresponding to Fig. 2.Wherein, in depth map prospect object meeting
It is shown with brighter gray scale 201_D, represents that it is closer apart from video camera, that is, possess biggish parallax value.And the object of background is then
It is shown with darker gray scale 203_D, represents it apart from video camera farther out, that is, possess smaller vision difference.As shown in figure 3, object
Remoter, the gray scale of display is darker.Therefore, if being measured with the gray scale of 8 bits, farthest object will be with black in three-dimensional space
Colour code shows (R, G, B)=(0,0,0);And nearest object will indicate (R, G, B)=(255,255,255) with white, it is such
Labeling method most multipotency indicates 256 depth queuings.
Fig. 4 is located at the texture schematic diagram of 1 part of upper left corner mosaic screen for the video image that is included corresponding to Fig. 2.On a left side
The a quarter therein of video image 203 is shown in upper angle mosaic screen 1, i.e. video image 203_1, it includes foreground object 201_
1 part.
Fig. 5 is the depth schematic diagram for the video image for being included corresponding to Fig. 4.Display is located in upper left corner mosaic screen 1
The depth image 203_D1 of video image 203_1, and the depth of the foreground image section 201_1 in upper left corner mosaic screen 1
Spend image 201_D1.
Fig. 6 is the usual transmission method of 2D+Z, and Fig. 4 and Fig. 5 are carried out to the split schematic diagram of width compression half respectively.It adopts
It is more easily to be compatible with existing system with the purpose of width compression half or saves the bandwidth of transmission.Wherein, by the position Fig. 4
Video image 203_1 in upper left corner mosaic screen 1 generates video image 203_1_ in the half that width adjustment is full size
HLF;And Fig. 5 is located at the video image 203_D1 in upper left corner mosaic screen 1 and generates view in the half that width adjustment is full size
Frequency image 203_D1_HLF.Due to each display screen pixel be 1920 × 1080, video image 203_1_HLF adjusted with
Depth image 203_D1_HLF pieces together complete 1920 × 1080 video image 203_CB1.Jointing video figure after generation
As 203_CB1 is transmitted by the way of bidimensional image and its corresponding depth map (2D+Z), i.e. half pixel map, half
Depth map, such as: 2K video resolution (1920 × 1080) or 4K video resolution (3840 × 2160).
Naked eye three-dimensional display screen before display, after decoder processes video data, using texture maps and depth map into
Row calculates, while carrying out the multiple and different viewpoint figure of three-dimensional rendering, generally includes from a left side, in, to right multiple viewpoints.Later more
A viewpoint figure is combined into mode corresponding with the three-dimensional lens used.The figure being displayed on the screen can be projected through lens, most
Different viewpoint figures can be watched in different vision areas eventually.Fig. 7 is to generate some multi-view video image of left in example after rendering
Schematic diagram.
During rendering, three-dimensional is carried out by the method for parallax compensation to each pixel of raw video image Fig. 2
Rendering.If pixel depth value is greater than 128, the pixel portion of foreground image 201 can be horizontally moved to the right.Depth value is got over
Greatly, it moves right more.Otherwise pixel depth value can be horizontally moved to the left less than 128.Depth value is smaller, is moved to the left
It is more.Each pixel after treatment, generates completely new view frame, and each generation viewpoint simulation watches shadow in different angle
Piece.In the example in figure 7, the background depth of pixel portion 202 can be horizontally moved, such as to the left less than 128 in rendering
Fig. 7 small arrow direction.And upper right corner mosaic screen 1 needs video image background pixel portion 202 during rendering left viewpoint
Video image data.
Fig. 8 is when Fig. 7 renders certain viewpoint positioned at the texture schematic diagram of the video image 203_1_RD of upper left corner mosaic screen 1.
It, should be partially due to having carried out the translation of left direction and having appeared in upper left when rendering the pixel portion 202_RD of left viewpoint
In the video image of angle display screen 1, equally, upper left corner display screen 1 needs the video image data of the part.Fig. 8 small arrow table
Show the direction that the pixel portion 202_RD of the left Fig. 8 viewpoint is moved horizontally to by Fig. 2 video image background pixel portion 202.
Fig. 9 is when Fig. 7 renders certain viewpoint positioned at the texture schematic diagram of the video image 203_2_RD of upper right corner mosaic screen 2.
The part is not shown in Fig. 9 in renders three-dimensional rendering part 202_RD() when, because of the depth of foreground pixel part 201_2_RD
Degree is greater than 128, can be horizontally moved to the right in rendering.Therefore, before upper right corner mosaic screen 2 needs this part during rendering
The video image data of scape image 201_2_RD (oblique line portion).Fig. 9 small arrow indicates horizontal by Fig. 2 foreground pixel part 201
It is moved to the direction of Fig. 9 foreground pixel part 201_2_RD.
Figure 10 be in another example when render some viewpoint of right video image 203 and foreground pixel part 201
Positional relationship texture schematic diagram.In another example shown in Fig. 10, parallax compensation is passed through to some viewpoint of right side
Method is rendered, and is calculated using texture maps and depth map, and the image 1010 of some viewpoint of right is generated.In Fig. 7
Example it is different, if pixel depth value is greater than 128, can be horizontally moved to the left.Depth value is bigger, is moved to the left more.
Otherwise pixel depth value can be horizontally moved to the right less than 128.Depth value is smaller, moves right more.
Figure 11 is when rendering some viewpoint of right in example shown in Figure 10, positioned at the video image of upper left corner mosaic screen 1
The texture schematic diagram of 1010_1_RD.It, should be partially due to having carried out left direction when rendering some viewpoint of right 1010_RD
Translation and appeared in the video image of upper left corner display screen 1, equally, upper left corner display screen 1 need the part video
Image data.Because the depth of foreground pixel part 1011_1_RD is greater than 128, can be horizontally moved to the left in rendering.Cause
This, upper left corner mosaic screen 1 shows the data that this partial movement comes during rendering, i.e. in foreground pixel part 1011_1_RD
Image data described in circular segment.Figure 11 small arrow indicates to be moved horizontally to Figure 11 prospect picture by Fig. 2 foreground pixel part 201
The direction of plain part 1011_1_RD.
Figure 12 is when rendering some viewpoint of right in example shown in Figure 10, positioned at the video image of upper right corner mosaic screen 2
The texture schematic diagram of 1010_2_RD.Because video image 1010_2_RD depth less than 128, can carry out to the right level in rendering
It is mobile.Therefore, upper right corner mosaic screen 2 shows this partial data during rendering, i.e. picture number described in part in image 203_1
According to.Figure 12 small arrow indicates the pixel portion that Figure 12 video image is moved horizontally to by the 203_1 of Fig. 4.
Figure 13 is the schematic diagram that pixel and depth format are redistributed in an example.2 × 2 mosaic screens in Fig. 1 example
Each, the video format in the method for the invention can be received.Example pixel and depth map as shown in Figure 13
The ration of division is 2:1.That is, for 1920 × 1080 one of mosaic screen, 1280 pixels in left side 2/3
For pixel map, 640 pixels on right side 1/3 are depth map.
Figure 14 is the schematic diagram that 2 × 2 mosaic screens extend pixel and depth bounds in Figure 13 example.For one embodiment of the invention
(2x2) naked eye three-dimensional mosaic screen, the increment in image or so and depth map or so 4 areas in total obtains the width compensation in example
Pixel increment.Depth map extension processing will be with image as.Because three-dimensional rendering does not need to increase vertical pixel range,
Bezel height amendment.
It is each display screen divides pixel and depth information in 2 × 2 mosaic screens schematic diagram that Figure 15, which is in Figure 13 example,.Figure
16 be the output image of 2 × 2 mosaic screens in Figure 13 example.Figure 17 is that 3 × 3 mosaic screens extend pixel and depth model in another example
The schematic diagram enclosed.Figure 18 is that each display screen divides the schematic diagram of pixel and depth information in 3 × 3 mosaic screens in Figure 17 example.
Figure 19 is the output image of 3 × 3 mosaic screens in Figure 17 example.
The part of the lower left of Figure 15,17 and 18 is the split screen output of the first perpendicular column, and wherein left-half 2/3rds is picture
Sketch map, right half part one third are compression depth figure.When pixel map and depth map ratio extend to same size, due to depth
Degree figure is the depth value of pixel map, therefore the depth value of each pixel coordinate of pixel map can correspond to the same coordinate of depth map.
It in each split screen, is augmented using the pixel of every 160 points in side as increment, it is to make that every side, which increases by 160 pixels,
Segmentation becomes the ratio of complete pixel image and depth map 2:1, while pixel map and depth map can be by the pro rates of 2:1
1920 × 1080 resolution ratio, wherein the segmentation refer to by entire pixel image and depth map segmentation be lesser figure so as to
It is input to each display.In order in the screen of 1920 width with the pro rate pixel map and depth map of 2:1, pixel map
As needing to become 1280 pixels, depth map needs to become 640 pixels.To generate this ratio, while it is more to increase each high definition
The output bandwidth of media interface (HDMI).The every of pixel map augments 160 pixels on one side, and both sides amount to 320 pixels, to reach
The target of 1280 pixels;By the way of similar, the every of depth map augments 160 pixels, the total supplement in both sides on one side
320 pixels;Then 1280 pixels of depth map are compressed into 640 pixels, reach the target of compression depth figure.
Since the naked eye three-dimensional mosaic screen used is 256 pixels of original picture (every side 128) in depth capacity parameter,
So picture need every side increase about 6~7% width, the increment acquirement in image or so and depth map or so 4 areas in total
Width compensation increment in example is shown in Figure 14.This width increment should reduce to the greatest extent to prevent the original ratio because of modification source images from leading
The anamorphose of cause.User can set the size of image increment according to exclusive three-dimensional rendering method.Because three-dimensional rendering is not
Need to increase vertical pixel range, it is only necessary to do bezel height amendment:
Mosaic screen vertical direction number × single screen pixels tall+(mosaic screen vertical direction number -1) × bezel height amendment
(1);Also,
The size that the every row of vertical separation is shown, from+1 (2) of (i-1) × (single screen pixels tall+bezel height amendment) to
(i-1) × (single screen pixels tall+bezel height amendment)+single screen pixels tall (i=1 ..., represent mosaic screen vertical direction
Number) (3).
Because the left-hand side of the right-hand side of first screen and the last one screen is in the boundary of video, not adjacent video
Therefore data can replicate last line closest to the data on boundary or with other methods, such as: pixel map and depth map
(mosaic screen horizontal direction number × single screen pixel wide+width compensation pixel × 4)/2 (4) are expanded to respectively.
Since combination has frame, it is therefore desirable to be modified to frame:
(mosaic screen horizontal direction number × (single screen pixel wide+border width corrects number)+width compensation pixel × 4)/2
(5).
By taking the mosaic screen of in Figure 17 3 (horizontal direction) × 3 (vertical direction) as an example,
(mosaic screen horizontal direction number × (single screen pixel wide+border width corrects number)+width compensation pixel × 4)/2
(6);
By taking the mosaic screen of in Figure 14 2 (horizontal direction) × 2 (vertical direction) as an example,
Mosaic screen horizontal direction number × (single screen pixel wide+border width amendment)+width compensation pixel × 4)/2 (7).
In the step of taking out the pixel of the pixel and depth map that belong to the first perpendicular column display screen respectively, (single screen is filled up first
Pixel wide/12- width compensation pixel) pixel, since this part is not used in rendering, then without recording data.That is,
The width of first perpendicular column pixel=single screen pixel wide/2+ width compensation pixel+single screen pixel wide/12 (8).
Due to the frame having on combination, need to be modified frame:
Fill up pixel=single screen pixel wide/12- border width amendment/4- width compensation pixel (9);
The width of first perpendicular column pixel=single screen pixel wide/2+ border width amendment/4+ width compensation pixel+single screen pixel
Width/12 (10).
Similar with the above method, depth map is distributed using Same Way, is then compressed to depth map, is formed only by picture
The depth map of sketch map half.Wherein, depth map width=1280/2=640.Then, referring to Figure 15 and Figure 18, extremely distribution
The pixel portion of first split screen, respective pixel figure after depth map compression, in this, as the output of the first perpendicular column.It is perpendicular in completion first
After column, prepare the output distribution of other 2 to N-1 perpendicular column.Wherein, second it is perpendicular arrange first pixel-(n=2)=width compensation pixel+
(single screen pixel wide/2+ border width amendment/2) × (n-1)-(single screen pixel wide/6-border width amendment/4) (11).
In one embodiment, the second perpendicular first pixel=width compensation pixel+(single screen pixel wide/2+ border width is repaired of arranging
Just/2) * (2-1)-(single screen pixel wide/6-border width amendment/4);The second first pixel of the perpendicular perpendicular column of last pixel=the second of column+
Single screen pixel wide × 2/3-1;And so on, when being assigned to the last one, distribution pixel, which is that N is perpendicular, arranges first pixel=width
Compensation pixel+(single screen pixel wide/2+ border width amendment/2) × (N-1)-(single screen pixel wide/6- border width amendment/
4) residual pixel to after extending.
In the example of Figure 18, by taking the mosaic screen of 3 (horizontal direction) × 3 (vertical direction) as an example, i.e. N=3.The perpendicular column of third
First pixel=width compensation pixel+(single screen pixel wide/2+ border width amendment/2) × (N-1)-(single screen pixel wide/side 6-
Width of frame amendment/4);Overall width after the perpendicular last pixel=extension of column of third;Beam overall after width=extension of the perpendicular column pixel of third
Degree-third is perpendicular to arrange first pixel;Residual pixel=pixel map width-third erects the width of column pixel after to extension.This part is similar
In the pixel of the first perpendicular column starting, since this part is not used in rendering, then without recording data.
In the example of fig. 15, for for the mosaic screen of 2 (horizontal direction) × 2 (vertical direction), i.e. N=2.Second perpendicular column
First pixel=width compensation pixel+(single screen pixel wide/2+ border width amendment/2) × (N-1)-(single screen pixel wide/side 6-
Width of frame amendment/4);Overall width after last pixel=extension of second perpendicular column;Beam overall after width=extension of second perpendicular column pixel
Degree-the second is perpendicular to arrange first pixel;The width of the perpendicular column pixel of residual pixel=pixel map width-the second after to extension.This part is similar
In the pixel of the second perpendicular column starting, since this part is not used in rendering, then without recording data.
The compress mode of depth map: depth map width can be reduced half by this compress mode, because depth map only includes grey
The numerical value of pixel value, (R, G, B) three frequency is identical, it is possible to go a depth map laterally to press using the mode rearranged
Contracting.According to call format, depth will reduce script picture size half, and the original pixel value of odd number column, which can be assigned to, to be subtracted
The red channel of few half width images, biserial original pixel value can be assigned to the green frequency for reducing half width images
Road.Because compression factor is enough in scheme, blue panel may be used as redundancy check, as (red channel+green panel)/2
Or the duplication of green panel.For example, being compressed with the depth for inputting 1280 × 1080, pixel (1,0) originally can be corresponded to
The red channel of compressed pixel (1,0), pixel (2,0) originally can correspond to the green channel of compressed pixel (1,0).
The splicing provided by the invention for promoting naked eye three-dimensional mosaic screen three dimensional mass, can do three dimensional video data
Targetedly processing, so that the video three dimensional mass that makes that treated more preferably, improves the experience effect of user.
The above is only used to illustrate the technical scheme of the present invention, any those of ordinary skill in the art can without prejudice to
Under spirit and scope of the invention, modifications and changes are made to the above embodiments.Therefore, the scope of the present invention should regard
Subject to scope of the claims.The present invention has combined example to be expounded above.However, within the open scope of the present invention
Other embodiments other than above-described embodiment are equally possible.Different features and step of the invention can be to be different from being retouched
The other methods stated are combined.The scope of the present invention is limited solely by appended claims.More generally, this field is common
Technical staff can be readily understood upon all parameters described herein, and size, material and configuration are reality for demonstration purpose
Parameter, size, material and/or configuration will depend on specific application or present invention teach that used application.
Claims (9)
1. a kind of method for promoting naked eye three-dimensional mosaic screen three dimensional mass, which comprises the steps of:
Send each display screen of the data for increasing indication range into mosaic display screen;
Optimize the allocation proportion of pixel map and depth map;
The position that each display screen in mosaic display screen combines, while the image information of adjacent display screen is rendered, and will
Image information after rendering, which combines, generates coherent image information.
2. it is according to claim 1 promoted naked eye three-dimensional mosaic screen three dimensional mass method, which is characterized in that further include as
Lower step:
Image information is transmitted using the three-dimensional input mode of two-dimentional plus depth figure, described image information is by half pixel map and half
Depth map is constituted;
Increase the width of inputted pixel map, searches for model to improve the input of each display screen three-dimensional rendering in mosaic display screen
It encloses.
3. the method according to claim 1 or 2 for promoting naked eye three-dimensional mosaic screen three dimensional mass, which is characterized in that due to
The pixel that each display screen in the mosaic display screen needs is greater than the region of its display, distributes to the picture of each display screen
Element and distribute the part for having overlapping to the pixel of the adjacent display screen of its horizontal direction.
4. the method according to claim 1 or 2 for promoting naked eye three-dimensional mosaic screen three dimensional mass, which is characterized in that also wrap
Include following steps:
The depth map is single channel (8-bit) pixel information;
Different pixel depth values is stored in the different color channel of described image information, thus compression depth region.
5. it is according to claim 3 promoted naked eye three-dimensional mosaic screen three dimensional mass method, which is characterized in that further include as
Lower step:
The depth map is single channel (8-bit) pixel information;
Different pixel depth values is stored in the different color channel of described image information, thus compression depth region.
6. the method according to claim 1 or 2 for promoting naked eye three-dimensional mosaic screen three dimensional mass, which is characterized in that excellent
In the step of allocation proportion of change pixel map and depth map, while correcting border width horizontally and vertically.
7. the method according to claim 3 for promoting naked eye three-dimensional mosaic screen three dimensional mass, which is characterized in that in optimization picture
In the step of allocation proportion of sketch map and depth map, while correcting border width horizontally and vertically.
8. the method according to claim 4 for promoting naked eye three-dimensional mosaic screen three dimensional mass, which is characterized in that in optimization picture
In the step of allocation proportion of sketch map and depth map, while correcting border width horizontally and vertically.
9. the method according to claim 5 for promoting naked eye three-dimensional mosaic screen three dimensional mass, which is characterized in that in optimization picture
In the step of allocation proportion of sketch map and depth map, while correcting border width horizontally and vertically.
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WO2004057879A1 (en) * | 2002-12-13 | 2004-07-08 | Sharp Kabushiki Kaisha | Image data creation device and image data reproduction device for reproducing the data |
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