Glasses structure for VR (virtual reality) wide-screen display of mobile phone

By using wedge deflection mirror or cropped image in mobile VR glasses, the problems of low display resolution and obvious screen effect of mobile VR are solved, and a larger field of view angle and higher angle resolution are achieved, which improves the display quality of mobile VR.

CN119987025APending Publication Date: 2025-05-13JIANGSU XUANWEI IMAGING TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202311498957.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-13
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

The VR display of existing mobile phones has low resolution, obvious OLED screen effect, and small FOV, resulting in low clarity, low pixel utilization, and poor display quality when playing 3D or VR videos on widescreen mobile phones.

Method used

A widescreen VR glasses structure is adopted. By adding a wedge deflection mirror or cropped image to the VR lens to increase the afterglow area, 3D parallax fusion is achieved, the width of the display window is increased, the mobile phone screen pixels are maximized, and the display resolution and field of view angle are improved.

Benefits of technology

It significantly improves the field-of-view angle and angular resolution of mobile phone VR display, reduces the screen effect, improves pixel utilization and display quality, and makes mobile phone VR have higher application potential on widescreen mobile phones.

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Abstract

The invention discloses a glasses structure and a display method for VR (virtual reality) wide-screen display of a mobile phone. Wide-screen VR glasses are composed of a glasses frame (14), VR lenses (15) and a shielding sheet (12). The VR lens (15) is formed by bonding one or more structures of a plano-convex lens (17), a VR display enhancing lens (18), a wedge-shaped deflection lens (19) and a screen window eliminating phase plate (20); the shielding sheet (12) is made of a white sheet material with scattering light transmission, and the VR display enhancing lens (18) is driven by a synchronizing signal and voltage provided by a mobile phone USB port to cooperate with frequency doubling refreshing of sub-images, so that the number of pixels of a screen can be increased to 2 times or 4 times. According to the VR glasses structure adopting the deflection scheme and the residual light scheme, full-screen 3D display of a wide-screen mobile phone with the screen width exceeding 130 mm can be supported, compared with an existing mobile phone box, the field angle and the display definition are greatly improved, and the screen window effect of an OLED screen is well restrained. The mobile phone VR glasses can be applied to scenes such as film watching, live broadcasting, light interaction VR games, 3D electronic photo albums, texts and travels, 3D video telephones, visual educational training and meta-universe communities, the mobile phone VR glasses are plug-and-play, fragmented time can be fully utilized, and VR and meta-universe application popularization is facilitated.
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Description

Technical field:

[0001] The present invention relates to a glasses structure for realizing VR display on a mobile phone, and more specifically, to a VR glasses capable of increasing the display field of view FOV, reducing screen door effect, and improving display resolution. The structure is mainly used on wide-screen mobile phones to realize VR and 3D display. Background technology:

[0002] At present, the FOV of mainstream VR headsets is about 110°, the angular resolution is 20PPD, and dual LCD displays, such as Quest3; high-end MR headsets have a FOV of about 100°, an angular resolution of 35PPD, and a Micro OLED screen, such as Vision Pro. These headsets have basically overcome the screen door effect and have high display quality, but so far they are less popular.

[0003] The user base of PCVR and VR all-in-one machines is too small, and most application scenarios except games are difficult to implement. Compared with VR all-in-one machines, mobile VR is a more basic and lower-threshold product in terms of form. In order to simplify the structure, the 6DoF handle is cancelled and the 3DoF interaction provided by the mobile phone itself is adopted. It has obvious advantages in ease of use, popularity, and content ecology. As long as the shortcomings of interactivity and wearability are avoided, the difficulty of VR application implementation will be greatly reduced.

[0004] As a relatively complete mobile computing terminal, mobile phones include basic elements such as power, computing power, storage, communication, display, and positioning. Therefore, the VR solution based on mobile phones can be very simple. As long as VR glasses are added, some light VR applications can be realized. It is the most convenient way to popularize VR applications, such as Google Cardboard VR and various VR glasses boxes. Mobile VR displays have defects such as low resolution, obvious screen effect of OLED screens, and small FOV. Due to the lack of technological innovation and lack of VR content resources, mobile VR has gradually disappeared from the market.

[0005] The width of the display screen of mainstream mobile phones has long exceeded twice the average pupil distance of 65mm. The screen aspect ratio has been increased from 16:9 to 20:9 or even 21:9. The parallax of 3D image split screen display exceeds the comfortable parallax. Therefore, when playing 3D or VR videos on current wide-screen mobile phones, it is necessary to abandon the left and right sides of the screen and only use the middle part of the screen for display. Figure 3 The image display area (8) limited within the thin solid line frame is not used to meet the requirement of pupil distance, resulting in the definition of 3D movies played in split screen on a high-definition 2K screen mobile phone is no higher than 720P. The low pixel utilization further reduces the quality of mobile phone VR and 3D display. Summary of the invention:

[0006] The present invention discloses a mobile phone VR widescreen display glasses structure and a display method. The widescreen VR glasses are composed of a glasses frame (14), a VR lens (15), and a shielding sheet (12). Figure 4 shown.

[0007] Different from the circular display window formed by the mask in the mainstream VR head display, the mobile VR disclosed in the present invention divides the full screen into two rectangular display windows arranged side by side in the middle, such as Figure 3 The width of the display window exceeds the 65mm pupil distance limit. In the simplest visual axis straight-through VR glasses, the distance between the farthest objects in the left and right images on the screen should not be greater than the pupil distance to obtain a more comfortable stereoscopic vision. Too large a display window center distance will cause the binocular parallax to be unable to merge into a 3D image, causing a strong sense of dizziness.

[0008] The left and right images of 3D video and VR3D video contain basically the same field of view except for parallax, unlike the left and right eye fields of human beings, which have great differences, i.e., the left and right peripheral vision areas. Figure 2 The present invention adds a wedge-shaped deflection mirror (19) to the VR lens (15) to deflect the display window toward the middle, thereby reducing the center distance between the left and right images to achieve 3D fusion, which is referred to as the deflection solution. Figure 6 As shown; or the right side of the left image and the left side of the right image are cut and translated to and close to the left and right display window dividing line (2), respectively, the width of the binocular common area of ​​the left and right images is reduced, the side light areas are increased, and the center distance of the binocular common area of ​​the left and right display windows is reduced to achieve 3D fusion, which is referred to as the side light solution, such as Figure 5 and Figure 7 As shown in the figure, a further improvement scheme is to gradually transition the pixels at the edges of the mobile phone screen to black to weaken the sense of the edge, apply anti-distortion to perform barrel correction on the image to improve the display quality, and use the binocular common area visual axis center (9) instead of the display window (1) center as the barrel correction center, as shown in the figure. Figure 5 As shown. The binocular field of view FOV is composed of the left eye peripheral vision FOV L , binocular common F0V0, right eye peripheral vision FOV R Composition, that is, FOV = FOV L +FOV0+FOV R The above FOV, FOV L ,FOV0,FOV R All refer to the horizontal field of view. Since the vertical FOV of the areas described are the same, the vertical field of view is intentionally ignored when describing the area field of view angle below.

[0009] In the deflection scheme, the left and right images of the display window (1) are fused through a wedge-shaped deflection mirror to achieve 3D parallax. L FOV RSmall enough to be negligible, FOV≈FOV0. At this time, the binocular public field of view image occupies the left and right display windows (1) respectively, and the FOV0 value reaches the maximum, both of which are in the 3D comfort zone.

[0010] The VR lens (15) of the deflection scheme is formed by bonding a plano-convex lens (17) and a wedge-shaped deflection mirror (19), wherein the sharp edge of the wedge-shaped deflection mirror faces the center of the double mirrors, and deflects the display window (1) inwards, such as Figure 6 The dotted line shows the window (1). The weight-reducing and thinning alternative to the plano-convex lens (17) and the wedge-shaped deflection mirror (19) is Fresnelization, that is, replacing the plano-convex lens with a Fresnel lens and replacing the wedge-shaped deflection mirror with a sawtooth grating sheet. In the present invention, the two are considered equivalent and are included in the claims together.

[0011] The VR lens (15) of the peripheral vision solution does not require a wedge-shaped deflection mirror to deflect the image, and cuts off about 20% of the right side of the left image and the left side of the right image, and centers the left and right display window separation lines (2) to reduce the common field of view of the left and right images and increase the peripheral vision fields on both sides. The common field of view realizes 3D fusion due to the reduced center distance, and FOV L FOV R Larger,

[0012] FOV=FOV L +FOV0+FOV R

[0013] The binocular public field of view image FOV0 occupies the middle of the mobile phone display screen, and the peripheral vision FOV L FOV R On both sides of the display screen, the FOV0 is reduced compared to the deflection solution, but the binocular field of view FOV is larger, such as Figure 5 As shown; further reduce FOV0 and increase the peripheral vision FOV L and FOV R , can increase the binocular field of view FOV, and bring the scene and subject closer. The stereoscopic sense of the left and right peripheral vision zones comes from the extension and suggestion of the stereoscopic sense of the monocular stereoscopic vision and the binocular common area. The shielding sheet that separates the left and right images is set in the middle of the mobile phone screen, and forms an obvious residual image at the boundary line (7) between the binocular common area and the peripheral vision zone of the binocular field of view, which affects the effect of 3D display. One of the purposes of the present invention is to weaken and eliminate the residual image in the field of view.

[0014] The shielding sheet (12) described in the peripheral vision solution is arranged between the two mirrors, with one side of the screen close to the VR lens (15). When both eyes focus on the screen, the shielding sheet (12) is defocused and blurred to block and isolate the left and right images, so that the left eye can only see the left image and the right edge of the left image is in a blurred transition state, and the right eye can only see the right image and the left edge of the right image is in a blurred transition state, thereby weakening the residual image near the boundary line (7) between the binocular common area and the peripheral vision area. Figure 7As shown; the left and right display windows (1) of the mobile phone screen are spliced ​​without spacing, that is, the pixel width of the dividing line is 0, and in a rectangular area (16) with the dividing line as the center and extending w pixels to the left and right, the image is Gaussian blurred, or a brightness gradient filter is set in this area to make the brightness on both sides of the dividing line converge, which can solve the problem of insufficient occlusion caused by human eye movement or pupil distance difference, such as Figure 5 As shown, the range of w is 10 to 50.

[0015] Specifically, the peripheral vision solution eyeglass frame (14) is an open type foldable eyeglass structure, such as Figure 1 As shown, a pair of VR lenses (15) can be folded in half and stacked together to reduce the storage volume, and the shielding sheet (12) is arranged on the crossbeam of the glasses frame (14) and is parallel to the screen. When folded and stored, the shielding sheet (12) is turned 90 degrees and is perpendicular to the screen and is sandwiched between the two lenses; or, the glasses frame (14) is a closed glasses box structure, and the shielding sheet (12) is arranged between the two VR lenses on one side of the screen and close to the VR lenses, as shown in FIG. Figure 4 Crossbar position shown.

[0016] In all solutions including the deflection solution and the afterglow solution, the open folding structure and the closed glasses box structure, the shielding sheet (12) can also be arranged at the inner edge of the cup barrel (13) fixing the VR lens (15), such as Figure 4 The position of the cup bucket (13) is shown. The shielding sheet (12) is preferably a white sheet material with scattering light transmittance, which can not only shield the image but also change with the brightness of the screen image, which is conducive to weakening the residual image in the binocular field of view. Figure 4 In the embodiment, the shielding sheet (12) can be placed at any one of the two positions of the crossbeam and the cup bucket, and does not need to be repeatedly arranged.

[0017] The VR lens (15) of the deflection scheme is formed by gluing a plano-convex lens (17), a screen-eliminating phase plate (20) and a wedge-shaped deflection mirror (19). The screen-eliminating phase plate (20) is formed by superimposing an orthogonal image-splitting grating and an orthogonal cylindrical grating, which can better eliminate the screen-eliminating effect while retaining the sharpness and details of the image. The structure of the orthogonal image-splitting grating can refer to patent application 2023209818481. Four staggered images are displayed on the screen through the orthogonal image-splitting grating, which fill the non-luminous areas with each other and increase the density of pixels in a non-diffuse manner, thereby eliminating the screen-eliminating effect. The orthogonal cylindrical grating can refer to patent application ZL2022218337077, which can diffuse the pixel luminous points on the screen to the surrounding non-luminous areas to eliminate the screen-eliminating effect. The screen-eliminating phase plate (20) is not marked in the figure and can be directly replaced. Figure 6 , Figure 7 The VR indicated in FIG. 1 shows the location of the enhanced lens (18).

[0018] The VR lens (15) of the deflection solution is formed by bonding a plano-convex lens (17), a VR display enhancement lens (18) and a wedge-shaped deflection mirror (19). Figure 6 As shown. The VR display enhancement lens (18) is driven by the synchronization signal and voltage provided by the mobile phone USB port, and cooperates with the frequency doubling refresh of the sub-image to increase the number of screen pixels to 2 or 4 times, greatly improving the VR display clarity. The specific structure and principle of the VR display enhancement lens (18) can refer to the patent application 2023209818481 and the patent application 2023215096637.

[0019] The VR lens (15) of the afterglow solution is formed by gluing a plano-convex lens (17) and a screen-eliminating window phase plate (20).

[0020] The VR lens (15) of the residual light solution is formed by bonding a plano-convex lens (17) and a VR display enhancement lens (18).

[0021] The wedge-shaped deflection mirror (19) of the deflection scheme can deflect the left and right images inward by 6 to 12 degrees, thereby increasing the width of the display window (1) and the 3D video. The thickness of the wedge-shaped deflection mirror is large and can be thinned by Fresnel to form a sawtooth grating with a grating pitch of 0.6 to 1 mm. The plano-convex lens (17), the screen-eliminating window phase plate (20), and the sawtooth grating (19) are glued together to form a VR lens (15) as a whole.

[0022] The center distance of the two VR lenses (15) in the VR widescreen glasses of the present invention is adjustable within a range of 65±3 mm, or the center distance of the VR lenses (15) is fixed and cannot be adjusted, and the display APP matches the user's pupil distance by adjusting the distance between the visual axis centers (9) of the binocular common area of ​​the left and right images.

[0023] The left and right display windows (1) of the widescreen mobile phone VR disclosed by the present invention are rectangular, bisecting the entire mobile phone screen, and making maximum use of the screen pixels. When the deflection scheme displays 3D video, the left and right images are directly read and displayed in the left and right display windows (1) respectively; when the deflection scheme displays VR video, the corresponding area data of the left and right images of the VR video are read according to the display window field of view FOV0 and the target gyroscope pointing, and are displayed in the left and right display windows (1) respectively.

[0024] When the peripheral vision scheme displays 3D video, the left and right sides of the left image and the right image are set as peripheral vision areas, and the middle is set as a binocular common area. The data of the left peripheral vision area (5) of the left image and the binocular common area (21) of the left image are read and displayed on the left display window (1), and the data of the binocular common area (22) of the right image and the right peripheral vision area (6) of the right image are read and displayed on the right display window (1); when the peripheral vision scheme displays VR video, the target gyroscope points to the visual axis center (9) of the binocular common area, and the FOV is read from the left image of the VR video according to the direction of the gyroscope. L+FOV0 area data is displayed in the left display window (1), and FOV0+FOV is read from the right image of the VR video. R The zone data is displayed in the right display window (1).

[0025] Compared with the circular display window, the rectangular display window has a higher pixel utilization rate when playing 3D videos. With the support of the screen-free window phase plate and VR display enhancement lens, the field of view and angular resolution of the mobile phone VR display are significantly improved. Several typical mobile phone split-screen display window parameters: ordinary screen 2*1200*1080, high-definition 2K screen 2*1600*1440, ultra-high-definition 4K screen 2*1920*1644. Taking the 2K OLED screen as an example, the screen pixel is 3200*1440, the aspect ratio is 20:9, the horizontal FOV of the display window is 80°, and the angular resolution is 20PPD under the deflection scheme; the horizontal FOV is 96°, the diagonal FOV is 120°, and the angular resolution is 20PPD under the residual light scheme; the angular resolution is 28PPD in the 2X mode of the VR display enhancement lens, and the angular resolution reaches 40PPD in the 4X mode; for Sony 4K screen mobile phones, the angular resolution reaches 48PPD in the 4X mode, and the diagonal FOV is 120°. Description of the drawings:

[0026] Figure 1 Foldable VR glasses and mobile phone glasses box.

[0027] Figure 2 This is a schematic diagram of the distribution of the human eye's binocular field of view.

[0028] Figure 3 It is a schematic diagram of the split-screen display window for small-screen and wide-screen mobile phones.

[0029] Figure 4 It is a schematic diagram of the structure of widescreen mobile VR glasses.

[0030] Figure 5 It is a schematic diagram of the display window gradual transition and anti-distortion correction.

[0031] Figure 6 It is a schematic diagram of the structure of the deflected VR glasses and the deflection of the display window.

[0032] Figure 7 This is a schematic diagram of the structure of peripheral vision VR glasses.

[0033] The diagram numbers in the above drawings are:

[0034] 1 display window, 2 dividing line between left and right display windows, 3 3D video left image, 4 3D video right image, 5 left peripheral light area of ​​left image, 6 right peripheral light area of ​​right image, 7 boundary line between binocular common area and peripheral light area, 8 image display area restricted within thin solid frame of widescreen mobile phone, 9 visual axis center of binocular common area, 10 boundary sight line of shielding film, 11 visual axis center sight line, 12 shielding film, 13 cup barrel, 14 glasses frame, 15 VR lens, 16 dividing line gradient rectangular area, 17 plano-convex lens, 18 VR display enhancement lens, 19 wedge-shaped deflection mirror, 20 screen-eliminating window phase plate, 21 binocular common area of ​​left image, 22 binocular common area of ​​right image.

[0035] The glasses structure of the widescreen mobile phone VR disclosed in the present invention is simple, compact and easy to use. Compared with previous mobile phone boxes, the field of view and display clarity are greatly improved, and the screen effect of the OLED mobile phone screen is well suppressed. Mobile phone VR has a 3DOF tracking function and can be applied in scenes such as watching movies, live broadcasts, light interactive VR games, 3D electronic photo albums, cultural travel, 3D video calls, visual education and training, and metaverse communities, solving the pain point that most application scenarios are difficult to implement due to the small user base of VR headsets. Compared with VR headsets, mobile phone VR is a more elementary and lower-threshold product in terms of form. As long as we avoid its shortcomings in interactivity and wearability, it has obvious advantages in ease of use and content ecology. Mobile phone VR glasses are plug-and-play, which can make full use of fragmented time and contribute to the popularization of VR and metaverse applications. Specific implementation method:

[0036] Implementation case 1: The structure of the deflection VR glasses is as follows Figure 4 and Figure 6 As shown, it is composed of a glasses frame (14), a VR lens (15), and a shielding plate (12). There is no problem of peripheral vision and afterimage. The position of the shielding plate (12) can meet the requirements of separating the left and right images. There is no requirement for blurring, color, and brightness. A black shielding plate (12) perpendicular to the screen can be set at the position of the left and right display window separation line (2). The VR lens (15) is formed by gluing a plano-convex lens (17) and a wedge-shaped deflecting mirror (19). The wedge of the wedge-shaped deflecting mirror faces the center of the double mirrors and deflects the display window (1) inward. The material of the wedge-shaped deflecting mirror (19) can be organic glass, and the wedge angle is 6 to 10 degrees. In order to improve the display clarity and reduce the screen window effect of the screen, the VR lens (15) is formed by gluing a plano-convex lens (17), a screen window elimination phase plate (20), and a wedge-shaped deflecting mirror (19), or the VR lens (15) is formed by gluing a plano-convex lens (17), a VR display enhancement lens (18), and a wedge-shaped deflecting mirror (19). A pair of deflection-type VR glasses can deflect the left and right images inward by 6 to 12 degrees, thereby increasing the width of the display window (1) and the 3D video. The center distance of the VR lens (15) is about 65 mm, which can be slightly adjusted to match the pupil distance of the user.

[0037] Implementation case 2: The structure of the peripheral vision VR glasses is as follows Figure 4 and Figure 7 As shown, the shielding piece (12) is composed of a glasses frame (14), a VR lens (15), and a shielding piece (12). The shielding piece (12) is arranged between the two glasses, and one side of the screen is close to the VR lens (15). When the two eyes focus on the screen, the shielding piece (12) is out of focus, blurs, blocks and isolates the left and right images, so that the left eye can only see the left image and the right edge of the left image is in a blur transition state, and the right eye can only see the right image and the left edge of the right image is in a blur transition state. The shielding piece (12) can also be arranged at the inner edge of the cup barrel (13) fixing the VR lens (15). The shielding piece (12) is a white thin sheet with scattering light transmittance. The left and right edges of the shielding piece (12) separate and block the images, and adapt to the color brightness change of the image near the screen dividing line and blend with it. In order to improve the display clarity and reduce the screen window effect of the screen, the VR lens (15) is formed by gluing a plano-convex lens (17) and a screen window eliminating phase plate (20), or the VR lens (15) is formed by gluing a plano-convex lens (17) and a VR display enhancement lens (18). The peripheral vision type VR glasses can adapt to the full screen pixels of a wide-screen mobile phone, greatly improving the horizontal FOV of VR and 3D display. The center distance of the VR lens (15) is about 65 mm, which can be slightly adjusted to match the user's pupil distance.

[0038] Embodiment 3: The structure of the deflected peripheral vision VR glasses is as follows: Figure 6As shown, the glasses are composed of a glasses frame (14), a VR lens (15), and a shielding sheet (12). The shielding sheet (12) is arranged on one side of the screen between the two glasses and close to the VR lens (15). When both eyes focus on the screen, the shielding sheet (12) is out of focus, blurs, shields and isolates the left and right images, so that the left eye can only see the left image and the right edge of the left image is in a blur transition state, and the right eye can only see the right image and the left edge of the right image is in a blur transition state. The shielding sheet (12) can also be arranged at the inner edge of the cup barrel (13) fixing the VR lens (15). The shielding sheet (12) is a white thin sheet with scattering light transmittance. The left and right edges of the shielding sheet (12) separate and shield the images, and adapt to the color brightness change of the image near the screen dividing line and blend with it. The VR lens (15) is formed by gluing a plano-convex lens (17) and a wedge-shaped deflecting mirror (19). The sharp edge of the wedge-shaped deflecting mirror faces the center of the double mirrors, deflecting the display window (1) inward. The wedge-shaped deflecting mirror (19) has a wedge angle of 3 to 5 degrees. A pair of VR glasses can deflect the left and right images inward by 4 to 6 degrees. In order to improve the display clarity and reduce the screen window effect of the screen, the VR lens (15) is formed by gluing a plano-convex lens (17), a screen window elimination phase plate (20) and a wedge-shaped deflecting mirror (19), or the VR lens (15) is formed by gluing a plano-convex lens (17), a VR display enhancement lens (18) and a wedge-shaped deflecting mirror (19). The deflected residual vision VR glasses can reduce the thickness and weight of the wedge-shaped deflecting mirror, increase the FOV0 while retaining the residual vision FOV L and FOV R , meeting the needs of wide-screen mobile phones for full-screen high-definition pixel display, and effectively improving the horizontal FOV of VR and 3D display. The center distance of the VR lens (15) is about 65 mm, which can be slightly adjusted to match the user's pupil distance.

[0039] Embodiment 4: Monocular stereoscopic display of 2D video and 2D VR video. Fill the 2D or 2D VR video with the left and right images of the 3D or 3D VR video respectively, and treat the left and right peripheral light areas as 3D images, that is, cut the right part of the 2D image and display it in the left display window (1), cut the left part of the 2D image and display it in the right display window (1), open only one of the left and right display windows (1) at the same time, and the other display window displays black, and the left and right display windows (1) are displayed alternately, and the alternation time is 5 to 30 seconds. By displaying the 2D video in monocular stereo, a wider stereoscopic field of view is obtained. Alternatively, fill the 2D or 2D VR video with the left and right images of the 3D or 3D VR video respectively, and treat the left and right peripheral light areas as 3D images, that is, cut the right part of the 2D image and display it in the left display window (1), cut the left part of the 2D image and display it in the right display window (1), and open the left and right display windows (1) at the same time. Compared with the usual 2D split-screen display method, a wider 2D field of view can be obtained.

Claims

1. A glasses structure and method for widescreen mobile phone VR display, characterized in that: The VR glasses are composed of a glasses frame (14), a VR lens (15), and a shielding sheet (12). The center distance of the two VR lenses (15) is approximately equal to the pupil distance of human eyes. The width of the mobile phone screen exceeds twice the pupil distance. The full screen of the mobile phone is evenly divided into two left and right display windows (1). The VR lens (15) is formed by gluing a plano-convex lens (17) and a wedge-shaped deflection mirror (19). The wedge-shaped deflection mirror has its tip facing the center of the two mirrors, deflecting the display window (1) inward, reducing the center distance of the left and right images to achieve 3D fusion. Alternatively, the wedge-shaped deflection mirror (19) is not used, and the right side of the left image and the left side of the right image are cut off and displayed in the left and right display windows (1) respectively. The center distance of the binocular common area is reduced to achieve 3D fusion, and the side peripheral light areas in the binocular field of view are increased. The center distance of the two VR lenses (15) can be adjusted, or the center distance of the VR lenses (15) is fixed and cannot be adjusted. The distance between the visual axis centers (9) of the binocular common area of ​​the left and right images is adjusted to match the user's pupil distance.

2. The eyeglass structure and method according to claim 1, further characterized in that: The pixels at the borders of the mobile phone screen are gradually transitioned to black to weaken the sense of the borders, and anti-distortion is applied to perform barrel correction on the left and right images to improve the display quality. The center of the barrel correction is the center of the binocular common area visual axis (9) rather than the center of the display window (1).

3. The eyeglass structure and method according to claim 1 or 2, further characterized in that: The shielding sheet (12) is arranged between the two mirrors, on one side of the screen close to the VR lens (15), or the shielding sheet (12) is arranged at the inner edge of the cup barrel (13) fixing the VR lens (15). When both eyes focus on the screen, the shielding sheet (12) is defocused and blurred to shield and isolate the left and right images, so that the left eye can only see the left image and the right side boundary of the left image is in a blurred transition state, and the right eye can only see the right image and the left side boundary of the right image is in a blurred transition state, thereby weakening the residual image near the boundary line (7) between the binocular common area and the peripheral light area.

4. The eyeglass structure and method according to claim 3, further characterized in that: The shielding sheet (12) is a white sheet with scattering light transmittance. The shielding sheet (12) separates and shields the left and right images and is integrated with the color brightness changes on both sides of the display window dividing line (2).

5. The eyeglass structure and method according to claim 4, further characterized in that: In a rectangular area (16) extending w pixels to the left and right of the left and right display window dividing line (2) as the center, the image is Gaussian blurred, or a brightness gradient filter is set in this area to make the brightness on both sides of the dividing line (2) converge, so as to solve the problem of insufficient occlusion caused by human eye movement or pupil distance difference, and the range of w is 10 to 50.

6. The eyeglass structure and method according to claim 3, 4 or 5, further characterized in that: The VR lens (15) is formed by gluing a plano-convex lens (17) and a screen-eliminating phase plate (20), or the VR lens (15) is formed by gluing a plano-convex lens (17) and a VR display enhancement lens (18), the screen-eliminating phase plate (20) is formed by superimposing an orthogonal image splitting grating and an orthogonal cylindrical grating, and the VR display enhancement lens (18) is driven by a synchronization signal and voltage provided by a mobile phone USB port, and in conjunction with the frequency doubling refresh of a sub-image, the number of screen pixels can be increased to 2 or 4 times.

7. The eyeglass structure and method according to claim 1 or 2, further characterized in that: The VR lens (15) is formed by gluing a plano-convex lens (17), a screen-eliminating phase plate (20) and a wedge-shaped deflection mirror (19), or the VR lens (15) is formed by gluing a plano-convex lens (17), a VR display enhancement lens (18) and a wedge-shaped deflection mirror (19), the screen-eliminating phase plate (20) is formed by superimposing an orthogonal image splitting grating and an orthogonal cylindrical grating, the VR display enhancement lens (18) is driven by a synchronization signal and voltage provided by a mobile phone USB port, and in conjunction with the frequency doubling refresh of a sub-image, the number of screen pixels can be increased to 2 or 4 times, and the wedge-shaped deflection mirror (19) can deflect the left and right images inward by 6 to 12 degrees.

8. The eyeglass structure and method of claim 6, further characterized in that: A wedge-shaped deflection mirror (19) is added to the VR lens (15). The wedge-shaped deflection mirror (19) has a wedge angle of 3 to 5 degrees, and can deflect the left and right images inward by 4 to 6 degrees, thereby increasing the FOV. O At the same time, the peripheral vision FOV is retained L and FOV R .

9. The eyeglass structure and method of claim 1, 6, 7 or 8, further characterized in that: When displaying VR video, the display window field of view FOV O and the target gyroscope pointing, the data of the corresponding areas of the left and right images of the VR video are read and displayed in the left and right display windows (1) respectively, or, when the VR video is displayed, the target gyroscope points to the visual axis center of the binocular common area (9), and the FOV is read from the left image of the VR video according to the gyroscope pointing. L +FOV O The area data is displayed in the left display window (1), and the FOV is read from the right image of the VR video. O +FOV R The zone data is displayed in the right display window (1).

10. The eyeglass structure and method of claim 1, 2, 6 or 9, further characterized in that: The 2D or 2D VR video is filled with the left and right images of the 3D or 3D VR video respectively, and the left and right peripheral light areas are processed as 3D images, that is, the right part of the 2D image is cut and displayed in the left display window (1), and the left part of the 2D image is cut and displayed in the right display window (1). At the same time, only one of the left and right display windows (1) is opened for display, and the other display window displays black. The left and right display windows (1) are displayed alternately, and the alternation time is 5 to 30 seconds, and the 2D video is displayed in a monocular stereoscopic manner; or, the 2D or 2D VR video is filled with the left and right images of the 3D or 3D VR video respectively, and the left and right peripheral light areas are processed as 3D images, that is, the right part of the 2D image is cut and displayed in the left display window (1), and the left part of the 2D image is cut and displayed in the right display window (1), and the left and right display windows (1) are opened at the same time for 2D display.