Anti-dazzling wide dynamic technology application method based on virtual reality
By suppressing the strong light area and enhancing the dark details of VR images in virtual reality technology, and dynamically adjusting the field of view with eye tracking technology, the problem of dazzling and visual perception mismatch in virtual reality is solved, significantly improving the comfort and immersion of the user experience.
Patent Information
- Application Number
- CN202411956558.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-29
- Publication Date
- 2025-04-25
AI Technical Summary
In the existing virtual reality technology, the highlights in the VR image are prone to dazzling phenomena, and the vision and motion perception are mismatched, resulting in users who may feel dizzy or discomfort when using VR devices.
By suppressing the strong light areas in VR images, dark details are enhanced, and the image field of view is dynamically adjusted with eye tracking technology to improve image clarity and detail performance.
It achieves anti-glare effects, reduces user dizziness, improves the comfort and immersion of the user experience, and provides a broader virtual environment experience.
Smart Images

Figure CN119893066A_ABST
Abstract
Description
Technical Field
[0001] The invention belongs to the technical field of virtual reality, and in particular relates to an anti-glare wide dynamic technology application method based on virtual reality. Background Art
[0002] Virtual reality technology encompasses computers, electronic information, and simulation technology. Its basic implementation method is to use computer technology as the main method and integrate the latest developments in multiple high technologies such as three-dimensional graphics technology, multimedia technology, simulation technology, display technology, and server technology. With the help of computers and other equipment, a realistic three-dimensional virtual world with multiple sensory experiences such as vision, touch, and smell is created, thereby giving people in the virtual world a sense of being immersed in the world.
[0003] At present, immersive virtual reality technology is a technology that simulates real or fictional scenes. Through a highly realistic virtual environment, users feel as if they are really in it, achieving a high degree of interaction and realism. This technology transfers the user interface from the traditional flat screen to a panoramic display with a strong sense of three-dimensionality, allowing users to enter the virtual world and interact with the environment, objects, and characters by wearing a head-mounted display or other devices, such as half-body tracking, hand tracking, etc., so as to obtain real visual, auditory, tactile and other feelings. Therefore, the user interface design method based on immersive virtual reality came into being and became a research hotspot in the current field of interface design.
[0004] However, in some scenarios of playing virtual reality content in the existing technology, people can participate in the virtual reality world. During the experience, the highlight parts in the VR image often cause glare. At the same time, due to the mismatch between visual and motion perception, users may feel dizzy or uncomfortable when using VR devices. It can be seen that glare and insufficient dynamic range are common problems in virtual reality technology, which will greatly reduce the user's immersion and comfort in the virtual reality world.
[0005] Therefore, there is a need for an anti-glare wide dynamic technology application method based on virtual reality to solve the problem in the prior art that users may feel dizzy or uncomfortable when using VR devices due to the mismatch between visual and motion perception. Summary of the invention
[0006] In order to solve the above technical problems, a method for applying anti-glare wide dynamic technology based on virtual reality is provided. This technical solution suppresses the strong light area in the VR image, enhances the dark details, achieves anti-glare effect, reduces the user's dizziness, and improves the user's experience comfort; dynamically predicts the user's future field of view requirements according to the user's line of sight direction, dynamically adjusts the image field of view in advance, improves image clarity and detail expression, achieves wide dynamic field of view effect, avoids the mismatch between visual, auditory and motion perception, and provides users with a broader virtual environment experience.
[0007] To achieve the above object, the present invention provides the following technical solution: a method for applying anti-glare wide dynamic technology based on virtual reality, comprising: S1. Obtain an input VR image and preprocess the image; S2, suppress the bright light area of the image based on DSP technology; S3, capturing the user's eye movement data in real time through a virtual reality device to obtain the user's line of sight and eye movement trajectory; S4, predicting the user's future vision requirements based on the user's line of sight and eye movement trajectory information, and dynamically adjusting the image field of view in advance; S5. Based on the predicted adjusted field of view, the image clarity and detail are improved. For areas outside the field of view, the rendering quality is appropriately reduced to save computing resources.
[0008] It should be noted that the preprocessing of the image in step S1 includes denoising the image to reduce noise interference in the image and enhance the image's contrast, brightness and other attributes to make the difference between the highlight part and the surrounding area more obvious, thereby making subsequent processing easier. Filter-based denoising methods, such as Gaussian filtering and mean filtering, reduce noise by smoothing the image.
[0009] It is further worth noting that the S2 step includes: The DSP processor analyzes the image pixel by pixel to detect the bright light area, and sets a threshold to determine which pixels belong to the bright light area. The threshold selection needs to be adjusted according to the actual image situation and application scenario; The detected strong light area is suppressed, and the DSP processor applies a nonlinear transformation formula to adjust its brightness value. The linear transformation formula is usually expressed as in, is the brightness value of the input image, is the brightness value of the output image, and f is a nonlinear function. In strong light suppression, a suitable nonlinear function can be selected to reduce the brightness value of the strong light area while keeping the brightness of the surrounding area unchanged or slightly enhanced; The image after suppressing glare is further optimized, including denoising, filtering, and sharpening steps, to improve the overall quality and clarity of the image.
[0010] Among them, DSP (Digital Signal Processing) is a technology that uses digital computers or special processing equipment to collect, transform, filter, compress, and identify signals in digital form. The core of DSP technology lies in the digital signal processor, which has a special software and hardware structure and can perform addition, subtraction, multiplication, and division operations very quickly. It is particularly suitable for signal processing tasks with high real-time requirements.
[0011] DSP technology is used to process the bright areas in the image and adjust the signal brightness of the video to a normal range to avoid excessive contrast between the front and back of the same image. This can not only improve image quality and retain detail information, but also enhance visual comfort and image recognition capabilities, providing strong support for various image processing applications.
[0012] It should be further explained that the eye tracking sensor technology in step S3 is a biomedical engineering technology that tracks and measures eye movements by monitoring the tiny movements of the eyeballs. This technology can capture the user's eye movement trajectory in real time, thereby determining the user's line of sight.
[0013] It is understandable that in the imaging process of the human eye, the foveal field of view is clear, covering a smaller field of view but with high visual acuity; the peripheral field of view is blurred. Eye tracking technology combines this feature to only render the image area at the focus of the user's line of sight, improving the clarity and detail of this area, while blurring the peripheral field of view to reduce the load on the graphics processor. The eye tracking system usually includes an eye tracking sensor, a processing unit, and a display control module. The sensor is responsible for capturing eye movement data, the processing unit processes and analyzes the data, determines the direction of sight, and then the display control module dynamically adjusts the image rendering area according to the direction of sight.
[0014] It should be further explained that the step S4 includes: Pre-process the data collected by the eye tracking sensor; Extracting features related to the user's line of sight from the preprocessed data, including the gaze point location; Predicting the user's gaze point based on linear regression model Based on the predicted gaze point location, the field of view is adjusted.
[0015] As a preferred implementation, the linear regression model is used to predict the user's gaze point position, including the calculation formula: in, is the predicted gaze point position, which is a two-dimensional coordinate ; is the intercept term; , , ..., is the regression coefficient; , , ..., are the coordinate values of multiple gaze point positions.
[0016] As a preferred implementation, the adjusting the visual field based on the predicted gaze point position includes: Assume that the coordinates of the current field of view center are , sight line offset Calculated as: according to and The symbol can determine the direction in which the field of view should be adjusted; in, are the left, top, right, and bottom boundary values of the original field of view, respectively. are the left, top, right and bottom boundary values of the adjusted field of view, respectively; k is the adjustment ratio, which is a fixed value and determines the adjustment amplitude of the field of view.
[0017] As a preferred implementation, the S5 step includes applying the calculated field of view adjustment parameters to the rendering engine of the virtual reality device. The rendering engine recalculates the rendering area and size of the image based on these parameters, thereby achieving dynamic adjustment of the field of view.
[0018] Furthermore, high-definition rendering technologies, such as anti-aliasing and texture detail enhancement, are applied within the predicted field of view to ensure that images in these areas have higher resolution and richer details; within the secondary field of view, lower resolution is used for rendering, which can significantly reduce the consumption of computing resources while ensuring the smoothness of the overall picture.
[0019] Compared with the prior art, the present invention provides a method for applying the anti-glare wide dynamic technology based on virtual reality, which has at least the following beneficial effects: By suppressing the strong light areas in the VR image, the dark details are enhanced, the anti-glare effect is achieved, the user's dizziness is reduced, and the user's experience comfort is improved; the user's future field of view needs are dynamically predicted according to the user's line of sight direction, and the image field of view is dynamically adjusted in advance to improve image clarity and detail performance, achieve a wide dynamic field of view effect, avoid the mismatch between visual, auditory and motion perception, provide users with a broader virtual environment experience, and significantly improve the user experience of virtual reality devices. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] Figure 1 The figure is a flow chart of the anti-glare wide dynamic technology application method based on virtual reality of the present invention. DETAILED DESCRIPTION
[0021] The following description is used to disclose the present invention so that those skilled in the art can implement the present invention. The preferred embodiments described below are only examples, and those skilled in the art may think of other obvious variations.
[0022] Reference Figure 1 As shown, the present invention provides an anti-glare wide dynamic technology application method based on virtual reality, comprising: S1. Obtain an input VR image and preprocess the image; S2, suppress the bright light area of the image based on DSP technology; S3, capturing the user's eye movement data in real time through a virtual reality device to obtain the user's line of sight and eye movement trajectory; S4, predicting the user's future vision requirements based on the user's line of sight and eye movement trajectory information, and dynamically adjusting the image field of view in advance; S5. Based on the predicted adjusted field of view, the image clarity and detail are improved. For areas outside the field of view, the rendering quality is appropriately reduced to save computing resources.
[0023] It is understandable that the image preprocessing in step S1 includes denoising the image to reduce noise interference in the image and enhance the image's contrast, brightness and other attributes to make the difference between the highlight part and the surrounding area more obvious, thereby making subsequent processing easier. Filter-based denoising methods, such as Gaussian filtering and mean filtering, reduce noise by smoothing the image.
[0024] It can be understood that the S2 step includes: The DSP processor analyzes the image pixel by pixel to detect the bright light area, and sets a threshold to determine which pixels belong to the bright light area. The threshold selection needs to be adjusted according to the actual image situation and application scenario; The detected strong light area is suppressed, and the DSP processor applies a nonlinear transformation formula to adjust its brightness value. The linear transformation formula is usually expressed as in, is the brightness value of the input image, is the brightness value of the output image, and f is a nonlinear function. In strong light suppression, a suitable nonlinear function can be selected to reduce the brightness value of the strong light area while keeping the brightness of the surrounding area unchanged or slightly enhanced; The image after suppressing glare is further optimized, including denoising, filtering, and sharpening steps, to improve the overall quality and clarity of the image.
[0025] DSP, or digital signal processing, is a technology that uses digital computers or special processing equipment to collect, transform, filter, compress, and identify signals in digital form. The core of DSP technology lies in the digital signal processor, which has a special hardware and software structure and can perform addition, subtraction, multiplication, and division operations very quickly, making it particularly suitable for signal processing tasks with high real-time requirements.
[0026] DSP chips integrate multiple functional units and can execute multiple instructions at the same time. They have extremely fast computing speeds and can execute tens of millions of complex instruction programs per second. Programmability: DSP chips are usually programmable and can be programmed and configured according to different application requirements to achieve flexible and diverse signal processing algorithms. Low power consumption: With the advancement of manufacturing technology, the power consumption of DSP chips continues to decrease, making them suitable for various portable devices and embedded systems. High precision: DSP technology can achieve accurate processing and analysis of signals to meet the needs of high-precision applications.
[0027] DSP technology is used to process the bright areas in the image and adjust the signal brightness of the video to a normal range to avoid excessive contrast between the front and back of the same image. This can not only improve image quality and retain detail information, but also enhance visual comfort and image recognition capabilities, providing strong support for various image processing applications.
[0028] The eye tracking sensor technology in step S3 is a biomedical engineering technology that tracks and measures eye movements by monitoring the tiny movements of the eyeballs. This technology can capture the user's eye movement trajectory in real time, thereby determining the user's line of sight.
[0029] It is understandable that in the imaging process of the human eye, the foveal field of view is clear, covering a smaller field of view but with high visual acuity; the peripheral field of view is blurred. Eye tracking technology combines this feature to only render the image area at the focus of the user's line of sight, improving the clarity and detail of this area, while blurring the peripheral field of view to reduce the load on the graphics processor. The eye tracking system usually includes an eye tracking sensor, a processing unit, and a display control module. The sensor is responsible for capturing eye movement data, the processing unit processes and analyzes the data, determines the direction of sight, and then the display control module dynamically adjusts the image rendering area according to the direction of sight.
[0030] The S4 step includes: Pre-process the data collected by the eye tracking sensor; Extracting features related to the user's line of sight from the preprocessed data, including the gaze point location; Predicting the user's gaze point based on linear regression model Based on the predicted gaze point location, the field of view is adjusted.
[0031] It is understandable that the prediction of the user's gaze point position based on the linear regression model includes the calculation formula in, is the predicted gaze point position, which is a two-dimensional coordinate ; is the intercept term; , , ..., is the regression coefficient; , , ..., are the coordinate values of multiple gaze point positions.
[0032] Further, adjusting the visual field based on the predicted gaze point position includes: Assume that the coordinates of the current field of view center are , sight line offset Calculated as: according to and The symbol can determine the direction in which the field of view should be adjusted; in, are the left, top, right, and bottom boundary values of the original field of view, respectively. are the left, top, right and bottom boundary values of the adjusted field of view, respectively; k is the adjustment ratio, which is a fixed value and determines the adjustment amplitude of the field of view.
[0033] In the process of expanding the user's field of view, the hardware design can be optimized. For example, a wide-angle lens design can be used to capture a wider angle by adjusting the focal length and lens shape, while optical correction technology can be used to reduce image distortion. Improving the resolution and refresh rate of VR display devices can significantly improve the clarity and smoothness of the picture, thereby enhancing the user's visual experience. Choosing high-resolution displays, such as OLED or Mini LED, can provide higher color saturation and contrast, making the picture more vivid and realistic. Using high-precision sensors, such as gyroscopes, accelerometers, and magnetometers, can accurately track the user's head and hand movements to achieve a more natural interactive experience. Introducing multi-screen splicing technology to splice multiple small screens into a larger display area, achieve seamless connection through image splicing and fusion algorithms, and expand the user's field of view. By improving the material and design of VR headsets, such as using soft headbands and breathable materials, as well as reasonable weight distribution, the burden on users can be reduced. Adding vents and regulators to maintain a suitable temperature for the head and improve user comfort.
[0034] The step S5 includes applying the calculated field of view adjustment parameters to the rendering engine of the virtual reality device. The rendering engine recalculates the rendering area and size of the image according to these parameters, thereby realizing dynamic adjustment of the field of view.
[0035] Furthermore, high-definition rendering technologies, such as anti-aliasing and texture detail enhancement, are applied within the predicted field of view to ensure that images in these areas have higher resolution and richer details; within the secondary field of view, lower resolution is used for rendering, which can significantly reduce the consumption of computing resources while ensuring the smoothness of the overall picture.
[0036] Dynamically adjusting and predicting the rendering quality of different areas based on changes in the user's line of sight can effectively reduce the rendering quality of areas outside the line of sight while ensuring image clarity and detail, thereby saving computing resources and improving overall performance.
[0037] To sum up, the advantages of the present invention are: by suppressing the strong light area in the VR image, the dark details are enhanced, the anti-glare effect is achieved, the user's dizziness is reduced, and the user's experience comfort is improved; the user's future field of view requirements are dynamically predicted according to the user's line of sight direction, the image field of view range is dynamically adjusted in advance, the image clarity and detail expression are improved, the wide dynamic field of view effect is achieved, and the mismatch between visual, auditory and motion perception is avoided, thereby providing users with a broader virtual environment experience and significantly improving the user experience of virtual reality devices.
[0038] The above shows and describes the basic principles, main features and advantages of the present invention. Those skilled in the art should understand that the present invention is not limited to the above embodiments. The above embodiments and descriptions only describe the principles of the present invention. The present invention may be subject to various changes and improvements without departing from the spirit and scope of the present invention. These changes and improvements fall within the scope of the present invention. The scope of protection claimed by the present invention is defined by the attached claims and their equivalents.
Claims
1. A method for applying anti-glare wide dynamic technology based on virtual reality, characterized in that: include: S1. Obtain an input VR image and preprocess the image; S2, suppress the bright light area of the image based on DSP technology; S3, capturing the user's eye movement data in real time through a virtual reality device to obtain the user's line of sight and eye movement trajectory; S4, predicting the user's future vision requirements based on the user's line of sight and eye movement trajectory information, and dynamically adjusting the image field of view in advance; S5. Based on the predicted adjusted field of view, the image clarity and detail are improved. For areas outside the field of view, the rendering quality is appropriately reduced to save computing resources.
2. The method for applying anti-glare wide dynamic technology based on virtual reality according to claim 1, characterized in that: The image preprocessing in step S1 includes denoising the image to reduce noise interference in the image and enhance the image's contrast, brightness and other attributes to make the difference between the highlight part and the surrounding area more obvious, thereby making subsequent processing easier.
3. The method for applying anti-glare wide dynamic technology based on virtual reality according to claim 2, characterized in that: The S2 step includes: The DSP processor analyzes the image pixel by pixel to detect the bright light area, and sets a threshold to determine which pixels belong to the bright light area. The threshold selection needs to be adjusted according to the actual image situation and application scenario; The detected strong light area is suppressed, and the DSP processor applies a nonlinear transformation formula to adjust its brightness value. The linear transformation formula is usually expressed as in, is the brightness value of the input image, is the brightness value of the output image, and f is a nonlinear function. In strong light suppression, a suitable nonlinear function can be selected to reduce the brightness value of the strong light area while keeping the brightness of the surrounding area unchanged or slightly enhanced; The image after suppressing glare is further optimized, including denoising, filtering, and sharpening steps, to improve the overall quality and clarity of the image.
4. The method for applying anti-glare wide dynamic technology based on virtual reality according to claim 3, characterized in that: The S4 step includes: Pre-process the data collected by the eye tracking sensor; Extracting features related to the user's line of sight from the preprocessed data, including the gaze point location; Predicting the user's gaze point based on linear regression model Based on the predicted gaze point location, the field of view is adjusted.
5. The method for applying anti-glare wide dynamic technology based on virtual reality according to claim 4, characterized in that: The method of predicting the user's gaze point position based on the linear regression model includes a calculation formula in, is the predicted gaze point position, which is a two-dimensional coordinate ; is the intercept term; , , ..., is the regression coefficient; , , ..., are the coordinate values of multiple gaze point positions.
6. The method for applying anti-glare wide dynamic technology based on virtual reality according to claim 5, characterized in that: The adjusting of the visual field range based on the predicted gaze point position includes: Assume that the coordinates of the current field of view center are , sight line offset Calculated as: according to and The symbol can determine the direction in which the field of view should be adjusted; in, are the left, top, right, and bottom boundary values of the original field of view, respectively. are the left, top, right and bottom boundary values of the adjusted field of view, respectively; k is the adjustment ratio, which is a fixed value and determines the adjustment amplitude of the field of view.
7. The method for applying anti-glare wide dynamic technology based on virtual reality according to claim 6, characterized in that: The step S5 includes applying the calculated field of view adjustment parameters to the rendering engine of the virtual reality device. The rendering engine recalculates the rendering area and size of the image according to these parameters, thereby realizing dynamic adjustment of the field of view.