Ultrahigh-resolution immersive scene rendering method based on hexagonal picture segmentation

By using a hexagonal image segmentation method, the problem of ultra-high resolution rendering on irregular curved surfaces in CAVE technology is solved, realizing high-resolution image rendering on irregular curved surfaces, avoiding pixel stretching and loss, and the resolution upper limit is close to infinity.

CN120976399APending Publication Date: 2025-11-18HARBIN AIWELL TECH CO LTD
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Patent Information

Application Number
CN202510810553.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-17
Publication Date
2025-11-18

AI Technical Summary

Technical Problem

Existing CAVE technology cannot effectively render ultra-high resolution images of irregular curved surfaces such as spherical and cylindrical spaces, resulting in image blurring and stretching.

Method used

The hexagonal screen segmentation method is adopted. By determining the hexagonal segmentation style of the immersive display surface, it is unfolded into a plane, the local coordinate system and view frustum are calculated, the masking area is set for rendering, and the ultra-high resolution immersive scene rendering is achieved by using OpenGL's piecewise rendering technology.

Benefits of technology

It achieves uniform rendering of high-resolution images on irregular curved surfaces, avoiding pixel stretching and loss, with a resolution upper limit close to infinity, adapting to the resolution requirements of different displays.

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Abstract

The invention discloses an ultrahigh-resolution immersive scene rendering method based on hexagonal picture segmentation. The method comprises the following steps: 1, determining a hexagonal segmentation style of an immersive display surface; 2, unfolding the immersive display surface into a plane; 3, acquiring 3D point information of each hexagonal surface, respectively calculating the width W and the height H of the enveloping quadrilateral surface, and calculating a local coordinate system V of the hexagonal surface S; 4, using W, H and V to construct a view cone and a viewpoint matrix of the three-dimensional scene; 5, setting a shade M of a plane expansion view for the hexagonal surface S; 6, calling a rendering scene of the 3D scene for the mask region by using information of the view cone and the viewpoint matrix, and rendering the mask region into a picture at the position S of the hexagonal surface; and 7, repeating the steps 5-6, and sequentially carrying out the same treatment on each hexagonal surface. According to the method and the device, the ultrahigh-resolution picture can be rendered in a scene segmentation form, and the method and the device are suitable for ultrahigh-resolution picture rendering under immersive display equipment.
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Description

TECHNICAL FIELD

[0001] The present application relates to a kind of rendering methods of 3D scene under super high resolution, specifically relates to a kind of super high resolution immersive scene rendering method based on hexagonal picture segmentation. BACKGROUND

[0002] With the development of computer graphics, the demand of super high resolution computer image rendering is more and more big.In order to solve this contradiction between supply and demand, through some mathematical calculations, a kind of large picture is rendered without distortion by region, and the tile rendering technology can render images of any size.This kind of tile rendering technology is suitable for planar scene rendering, but there will be limitations for immersive scene.Cave CAVE is a common method to solve the tile rendering technology used for rendering immersive scene.He is essentially a four square, consisting of six rectangular faces.The rectangular face is very suitable for using the tile rendering technology of OpenGL, and the perspective correction of scene segmentation and perspective can be realized by using the frustum function of OpenGL.

[0003] But in other special-shaped curved surface, such as spherical space, cylindrical space, CAVE technology cannot be directly rendered to these special-shaped curved surface, and needs to be mapped to spherical and curved surface space by mapping a cube map (actually the output of CAVE).Here, rendering target or frame buffer in game engine is used to store cube map, and due to the limitation of game engine itself, the storage resolution is usually constrained to 8K.When the resolution of the target display is larger than 8K, the image will be blurred and stretched due to stretching. SUMMARY

[0004] The present application provides a kind of super high resolution immersive scene rendering method based on hexagonal picture segmentation, which can solve the problem of traditional cube map resolution limitation by using hexagonal tile processing method, so that the system can render higher resolution images on immersive surface.The present application can render super high resolution pictures in the form of scene segmentation, and is suitable for super high resolution picture rendering on immersive display device.

[0005] The purpose of the present application is achieved by the following technical solutions:

[0006] A kind of super high resolution immersive scene rendering method based on hexagonal picture segmentation, comprising the following steps:

[0007] Step one: determine the hexagonal segmentation style of immersive display surface;

[0008] Step two: unfold the immersive display surface into a plane;

[0009] Step three: obtain 3D point information of each hexagonal surface, calculate the width W and height H of the envelope quadrilateral face Q respectively, and calculate the local coordinate system V=(d1, d2, d3) of the hexagonal face S, d1, d2, and d3 are vectors of the XYZ three axes of the coordinate system, W=dist(v2, v3), H=dist(v0, v4), d1=normalize(v3-v2), d2=normalize(v0-v4), d3=cross(d1, d2), wherein: dist is a distance function of two points, normalize is a normalization function of a vector, and cross is a cross product function of two vectors;

[0010] Step four: use W, H, and V=(d1, d2, d3) to construct a view frustum and a view point matrix of a three-dimensional scene;

[0011] Step five: set a plane unfolding diagram mask M for the hexagonal face S, and the mask M represents an area in a rendering buffer that can write pixels;

[0012] Step six: call a rendering scene of a 3D scene using the information of the view frustum and the view point matrix for the mask area, and render the mask area into a picture at the hexagonal face S;

[0013] Step seven: repeat steps five to six to sequentially process each hexagonal face in the same way.

[0014] Compared with the prior art, the present application has the following advantages:

[0015] 1. The problem that the CAVE technology based on quadrilaterals cannot render high-resolution pictures of other forms (such as a spherical screen and a cylindrical screen) is solved, and the rendering of high-resolution pictures can be solved by using the tessellation rendering of the graphic API through the splicing of hexagons. Figure 3 ).

[0016] 2. The hexagonal face can be used to approximate the shape of the display surface, and will not cause too much deformation, and the rendered pixel distribution is uniform, and will not cause pixel stretching and loss caused by CAVE mapping.

[0017] 3. The resolution can be close to infinity. The upper limit of the resolution of the traditional CAVE cubic map is 8K, and if the resolution that can be rendered by the envelope polygon of each hexagon is s, then the final rendering resolution is the product of the number n of polygons and s, which means that the present application can match the resolution of the terminal display by setting the resolution s of each polygon and the number n of subdivided polygons, so that the upper limit of the resolution depends on the upper limit of the hardware in theory. Attached Figure Description

[0018] Figure 1 This is OpenGL's piecewise rendering technique;

[0019] Figure 2 It uses CAVE technology;

[0020] Figure 3 The hexagonal shape allows for transformation from flat display to irregularly shaped display;

[0021] Figure 4 The dome screen is divided into hexagonal sections;

[0022] Figure 5 To unfold and flatten the spherical display onto a plane;

[0023] Figure 6 A quadrilateral that encloses a hexagon;

[0024] Figure 7 This represents the mapping relationship of the surfaces;

[0025] Figure 8 It features an immersive cylindrical LED display.

[0026] Figure 9 It provides a 3D immersive rendering effect. Detailed Implementation

[0027] The technical solution of the present invention will be further described below with reference to the accompanying drawings, but it is not limited thereto. Any modifications or equivalent substitutions to the technical solution of the present invention that do not depart from the spirit and scope of the technical solution of the present invention should be covered within the protection scope of the present invention.

[0028] This invention provides an ultra-high resolution immersive scene rendering method based on hexagonal screen segmentation. Taking a spherical LED screen as an example, the method performs screen segmentation and scene segmentation rendering according to the following steps:

[0029] Step 1: Determine the hexagonal segmentation style of the immersive display surface, such as... Figure 4 As shown.

[0030] Step 2: Unfold the immersive display surface into a flat plane, such as... Figure 5 As shown.

[0031] Step 3: Obtain the 3D point information of each hexagonal surface, calculate the width W and height H of the enclosing quadrilateral surface Q (referring to the quadrilateral that can perfectly accommodate this hexagonal surface), and calculate the local coordinate system V=(d1,d2,d3) of the hexagonal surface S, where d1, d2, and d3 are the vectors of the X, Y, and Z axes of the coordinate system, respectively. From Figure 6As can be seen, W=dist(v2,v3), H=dist(v0,v4), d1=normalize(v3-v2), d2=normalize(v0-v4), d3=cross(d1,d2), where: dist is the distance function between two points, normalize is the normalization function of the vector, and cross is the cross product function of two vectors.

[0032] The fourth step is to use W, H, and V=(d1,d2,d3) to construct the view frustum and viewpoint matrix of the 3D scene in preparation for rendering.

[0033] Step 5: Set a mask M for the planar unfolded image of the hexagonal surface S. The mask represents the area in the render buffer where pixels can be written, such as... Figure 7 As shown.

[0034] Step 6: Use the information from the view frustum and viewpoint matrix to call the rendering scene of the 3D scene for the masked area, and then the area will be rendered as the scene at the hexagonal surface S.

[0035] Step 7: Repeat the same process for each hexagonal face.

[0036] Figure 8 This is a real-world project (an irregularly shaped cylindrical LED screen display) with a total resolution >13K, used for immersive content display. The 3D immersive rendering effect achieved using the method of this invention is as follows: Figure 9 As shown.

Claims

1. A method for rendering ultra-high resolution immersive scenes based on hexagonal image segmentation, characterized in that... The method includes the following steps: Step 1: Determine the hexagonal segmentation pattern of the immersive display surface; Step 2: Unfold the immersive display surface into a flat plane; Step 3: Obtain the 3D point information of each hexagonal surface, calculate the width W and height H of the enclosing quadrilateral surface Q, and calculate the local coordinate system V of the hexagonal surface S; Step 4: Using W, H, and V, construct the view frustum and viewpoint matrix of the 3D scene; Step 5: Set a mask M for the planar unfolded image of the hexagonal surface S. Mask M represents the area in the rendering buffer where pixels can be written. Step 6: Use the information from the view frustum and viewpoint matrix to call the rendering scene of the 3D scene for the masked area, and render the masked area as the image at hexagonal surface S. Step 7: Repeat steps 5 and 6, performing the same process on each hexagonal face in turn.

2. The ultra-high resolution immersive scene rendering method based on hexagonal image segmentation according to claim 1, characterized in that... The value V = (d1, d2, d3) is given by d1, d2, and d3, which are vectors along the X, Y, and Z axes of the coordinate system, respectively.

3. The ultra-high resolution immersive scene rendering method based on hexagonal image segmentation according to claim 2, characterized in that... The functions W = dist(v2,v3), H = dist(v0,v4), d1 = normalize(v3-v2), d2 = normalize(v0-v4), and d3 = cross(d1,d2) are defined as follows: dist is the distance function between two points, normalize is the normalization function of the vector, and cross is the cross product function of the two vectors.

Citation Information

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