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Unity-based immersive content rendering improvement method and device and storage medium

An immersive, content technology, applied in image communication, electrical components, stereo systems, etc., can solve the problems of high requirements for rendering configuration, inconsistent effective resolution, and many algorithm calculation parameters, so as to achieve simple and easy-to-understand algorithms and reduce Hardware performance requirements, the effect of improving rendering efficiency

Pending Publication Date: 2021-09-03
筑友建筑装饰装修工程有限公司
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  • Summary
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  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0007] Disadvantages of the existing technology (only for 4-screen glasses-free 3D immersive image algorithm): the actual rendering resolution is inconsistent with the effective resolution. There are many calculation parameters

Method used

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  • Unity-based immersive content rendering improvement method and device and storage medium
  • Unity-based immersive content rendering improvement method and device and storage medium
  • Unity-based immersive content rendering improvement method and device and storage medium

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Embodiment Construction

[0023] In this embodiment, in a standard immersive projection space, the size of the space is configured as follows: front projection screen size: 4m*2.51m; left and right projection screen size: 4m*2.51m; bottom projection screen size: 4m*3m ;The distance between the observation point and the front screen: 3.5 meters; the height of the observation point: 1.6 meters; figure 1 shown.

[0024] Traditional computing methods, such as figure 2 Shown:

[0025] (1) Obtain relevant parameters according to the actual scene size, such as screen length, width, height, distance from the observation point (camera) to the front screen, and vertical height distance from the bottom screen of the observation point.

[0026] (2) Create a camera array, corresponding to the front, left, right, and bottom respectively.

[0027] (3) Calculate the FOV of the camera’s field of view. The calculation formula is: FOV = (atan(screen width / 2+(left and right offset between the abs camera and the center...

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Abstract

The invention relates to a Unity-based immersive content rendering improvement method and device and a storage medium, and the method comprises the steps: obtaining related parameters according to the size of an actual scene, creating a camera array, respectively corresponding to the front, left, right and bottom, setting the focal length of a camera according to known parameters, calculating the lens offset parameter of the camera according to the relation between the position of the camera and a corresponding screen, and obtaining a final correct rendering picture. The rendering resolution is consistent with the effective resolution, immersive pictures with higher resolution can be rendered, the details of the finally presented immersive content are ensured, the algorithm is simple and easy to understand, related art workers can conveniently and quickly adjust parameters according to the size of the actual application site of the naked eye 3D immersive digital prototype room, the real-time performance of the naked eye 3D immersive digital prototype room is improved, and the software to adapt the content is configured to the display site. Rendering efficiency is improved, hardware performance requirements are reduced, and cost investment is effectively reduced.

Description

technical field [0001] The invention relates to an improved method, device and storage medium for rendering immersive content based on Unity. Background technique [0002] In the process of producing the digital content of "Naked Eye 3D Immersive Digital Model Room", we will use the Cave folding screen system to render and display the produced digital content, which is divided into front view screen, left view screen, right view screen and Bottom view screen. [0003] In the actual rendering process, using the known plug-in algorithm, the image rendered by each camera corresponding to the image is much larger than the actual size of the image projected in the immersive space, and the configuration with low performance often cannot run normally, or due to long-term The high-load calculation of time will cause the relevant software to crash. [0004] Since the rendering resolution of the camera in the actual engine is larger than the image projected in the actual scene, in o...

Claims

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Application Information

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IPC IPC(8): H04N13/122H04N13/302
CPCH04N13/122H04N13/302
Inventor 陈梦龙陈英才李东马振江
Owner 筑友建筑装饰装修工程有限公司
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