Full-real virtual reality virtual-real fusion method and system
Through light field reconstruction and algorithm dimensionality upgrading technology, combined with optical stacking architecture and advanced algorithms, high-precision virtual and real fusion is achieved, the immersive experience and environmental adaptability of virtual reality are enhanced, and the shortcomings of virtual reality devices in existing technologies in spatial positioning, field of view coverage and content adaptation efficiency are solved.
Patent Information
- Application Number
- CN202510908989.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-02
- Publication Date
- 2025-10-03
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing virtual reality technology has problems in the integration of virtual and real, such as insufficient spatial positioning accuracy, lack of field of view coverage, low content adaptation efficiency, and poor adaptability to extreme environments, which leads to limited immersive experience and safety hazards.
The light field reconstruction technology is combined with the third-order optical stacking architecture, SE(3) manifold optimization algorithm and GAN network to achieve 0.1mm spatial positioning accuracy and 18KHDR full-area rendering. The SIGGRAPH2024 algorithm is used to compensate for the distortion of special-shaped screens, supporting efficient content conversion and strong environmental adaptability.
It achieves a high-precision virtual-reality fusion experience, increases users' continuous usage time, reduces offline transformation costs, enhances adaptability in extreme environments, and solves the limitations of traditional VR equipment.
Smart Images

Figure CN120747430A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of virtual reality technology, and in particular to a method and system for integrating virtuality and reality into a full-scale virtual reality. Background Art
[0002] With the continuous advancement of virtual reality (VR) technology, how to achieve seamless integration of the real world and the virtual world has become a key research direction. Traditional VR systems are often limited by issues such as spatial positioning accuracy, content presentation effects, and user interaction experience, making it difficult to provide a truly immersive experience.
[0003] Currently, virtual reality (VR) technology faces the following technical bottlenecks in the application of virtual-reality integration that need to be addressed: Physical limitations of wearing a device Traditional VR technology relies on wearable devices such as helmets and glasses to achieve an immersive experience, but it has significant physiological limitations: Lack of comfort: Head-mounted devices generally weigh ≥300g, causing cervical compression after prolonged use, with a 40% incidence of dizziness. Users typically use the device for ≤30 minutes. Interaction gap: Wearable devices isolate the real environment and cannot achieve real-time interaction between virtual elements and physical space. This poses a safety hazard in scenarios that require virtual-real collaboration, such as industrial maintenance and medical surgery.
[0004] Spatial perception accuracy and field of view limitations Insufficient positioning accuracy: Existing naked-eye VR devices rely on optical markers for positioning, with an accuracy of ≤5mm. This cannot meet the millimeter-level requirements of scenarios such as cultural relic restoration (requiring 1200dpi accuracy) and precision parts assembly. Lack of field of view coverage: Traditional cylindrical / spherical display devices have a vertical field of view ≤180°, a bottom blind spot, and an information loss rate ≥25%, making it impossible to achieve 720° panoramic immersion.
[0005] Content adaptation efficiency and cost bottlenecks Offline transformation is inefficient: Billions of existing 360° panoramic VR content rely on manual adjustment, with a conversion efficiency of ≤0.5TB / minute. Furthermore, custom development is required to accommodate special-shaped screens, increasing transformation costs by over 60%. Severe image quality loss: When traditional super-resolution algorithms upscale 4K content to 8K, the image information loss is ≥30%, which cannot meet the needs of large-space cinema-level displays.
[0006] Weak adaptability to extreme environments Invalid in strong light scene: ≥10 4 Under lux lighting, existing equipment has an image distortion rate greater than 2% and a color difference ΔE greater than 3.0, making it unsuitable for scenes such as outdoor exhibitions and direct sunlight. Poor environmental robustness: Under temperature fluctuations from -10°C to 40°C, the error drift of traditional laser positioning equipment is ≥1.5mm. When the humidity is greater than 60%, the optical components are prone to fogging, causing system failure. Summary of the Invention
[0007] (1) Technical problems solved In view of the deficiencies of the existing technology, the present invention provides a method and system for fusion of virtual and real life into a true virtual reality.
[0008] (2) Technical solution To achieve the above-mentioned object, the present invention provides the following technical solution: A method for fusion of virtual and real life in full virtual reality comprises the following steps: Use light field reconstruction technology to obtain spatial data of the real environment; Applying algorithmic dimensionality processing to convert the acquired spatial data into a data format that can be used for virtual reality display; Implement spatial programming to adjust the position and form of virtual elements in physical space according to user needs to achieve a true virtual-reality fusion experience.
[0009] Preferably, the method further comprises the following steps: Light field reconstruction steps: A three-order optical stacking architecture is constructed by combining a 6500K spectral matrix with a P0.9-P2.5 adaptive LED array, and a 200-point / cm 2 Laser grid and 1000Hz TOF array achieve 0.1mm spatial positioning accuracy and 18K HDR full-area rendering; Algorithm dimensionality upgrade steps: Use the SE(3) manifold optimization algorithm to control the 6DoF pose solution error to ±0.03°, and use the GAN network to achieve 4K→18K super-resolution processing, increasing the image information volume by 5.2 times; Spatial programming steps: Based on the SIGGRAPH2024 nonlinear compensation algorithm, the spatial distortion rate is reduced from 2.1% to 0.05%, supporting 0.1° precision correction of 23 types of special-shaped screens and real-time matching of 230 square meters of scenes.
[0010] Further preferably, the light field reconstruction step includes: Static layer: uses a spectrum matrix with a CIE1931 color gamut coverage of 99.7%, reducing visual fatigue index by 47%; Dynamic layer: Through the 17800PPI density LED array, the modulation transfer function (MTF) value is ≥0.8, eliminating 99.3% of motion blur; Interaction layer: Build 30m 3 Millimeter-level interaction space, tactile feedback delay ≤8ms.
[0011] Again preferably, the algorithm dimension increasing step includes: A generator-discriminator architecture is used for super-resolution processing. The generator contains 4 layers of convolutional blocks, and the discriminator outputs a patch-level probability map. The material perception engine simulates 87 types of surface characteristics, with a reflectivity error of ≤0.8% and a loss function of L=− ∑N i=1∑87 c=1y i,c logy^ i,c , where, where, y i,c is the true label (0 or 1), y^ i,c is the model prediction probability, and N is the total number of samples.
[0012] Preferably, the spatial programming step includes: Build a three-level scheduling system of "computing power perception-measurement-routing" to achieve a modeling speed of 5.7㎡ / second; In 10 4 -10 5 Under lux illumination, based on the LabPQR spatial spectrum mapping algorithm and taking 1269 Munsell color patches as the benchmark, the compensation accuracy of color difference ΔE<1.2 is ensured.
[0013] Further preferably, the algorithm dimensionality upgrading step includes optimizing the offline large-space application presentation of hundreds of millions of 360-degree panoramic VR videos, and improving the content adaptation efficiency to a conversion capacity of 3.2TB / minute.
[0014] Again, preferred include: Unbounded fusion optical engine: includes static layer, dynamic layer and interactive layer. The static layer adopts 6500K spectrum matrix, the dynamic layer is equipped with P0.9-P2.5 adaptive LED array, and the interactive layer integrates 200 dots / cm 2 Laser grid and 1000Hz TOF array; Hyperdimensional rendering engine: includes SE(3) manifold optimization module, GAN super-resolution module and material perception module, supporting 3.2TB / minute content conversion; Scene media engine: Contains space deformation algorithm library and light field compensation matrix, supports 0.1° precision correction of 22 types of special-shaped screens and 10 5 Lux dynamic compensation (ΔE<1.2).
[0015] Preferably, in the unbounded fusion optical engine: The laser grid adopts a three-dimensional Cartesian coordinate system topology structure, and the X / Y / Z axis positioning accuracy is 0.1mm; The TOF array sampling frequency is 1000Hz, and it supports stable operation in an environment of -10℃ to 40℃ and 40%-60% humidity.
[0016] Further preferably, the GAN super-resolution module of the hyper-dimensional rendering engine includes: Generator network: block(3,64,stride=1), block(64,128), block(128,256), block(256,512), Conv2d(512,3), where the block contains convolutional layers, LeakyReLU activation function and asymmetric batch normalization; Discriminator network: Outputs a probability map of size N×1×H / 8×W / 8, using the LeakyReLU activation function (α=0.2).
[0017] Again preferably, the scene media engine includes: Computing power scheduling module: supports edge-cloud collaborative computing, parallel processing ≥10 6 Operations / second; Light Field Compensation Module: Stores spectral data of 1269 Munsell color patches and generates a compensation matrix with ΔE < 1.2 in real time based on the LabPQR space.
[0018] (3) Beneficial effects Compared with the existing technology, the present invention provides a method and system for integrating virtual and real life into a full-scale virtual reality, which has the following beneficial effects: High-precision spatial perception: The three-order optical stacking architecture combines a laser grid with a TOF array to achieve 0.1mm spatial positioning accuracy and 18K HDR full-area rendering. Compared with traditional solutions, the positioning accuracy is improved by 50 times, the amount of visual detail information is increased by 5.2 times, and it can restore 1200dpi cultural relic patterns.
[0019] Immersive interactive experience: The static layer spectrum matrix reduces visual fatigue index by 47%, the dynamic layer eliminates 99.3% of dynamic blur, and the interactive layer tactile feedback delay is ≤8ms, supporting 30m 3 Millimeter-level interactive space solves the dizziness problem of traditional VR devices and increases users' continuous usage time by 4 times.
[0020] Efficient content conversion: SE(3) manifold optimization controls the 6DoF pose error to ±0.03°, and the GAN network achieves 4K→18K super-resolution. Combined with a 3.2TB / minute content conversion efficiency, it activates hundreds of millions of VR stock assets and reduces offline transformation costs by 70%.
[0021] Strong environmental adaptability: The SIGGRAPH2024 algorithm reduces the spatial distortion rate from 2.1% to 0.05%, supports 23 types of special-shaped screen correction; 1269 Munsell color block light field compensation matrix in 10 5 It ensures ΔE<1.2 under strong lux light, breaking through the lighting limitations of traditional equipment and improving outdoor scene adaptability by 95%.
[0022] Efficient computing power scheduling: The three-level computing power scheduling system achieves a modeling speed of 5.7㎡ / second, and edge-cloud collaborative processing ≥10 6 Calculations per second, real-time matching accuracy of 230 square meters of scenes reaches 99.8%, solving the rendering delay problem of ultra-large spaces. BRIEF DESCRIPTION OF THE DRAWINGS
[0023] Figure 1 This is a schematic diagram of the laser grid topology structure of the present invention; Figure 2 This is a schematic diagram of the rendering process of the hyperdimensional rendering engine of the present invention; Figure 3 This is a schematic diagram of the generator architecture of the present invention; Figure 4 Schematic diagram of the discriminator architecture of the present invention; DETAILED DESCRIPTION
[0024] The following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of the present invention.
[0025] See also Figure 1-4 The present invention provides a method for integrating virtual and real life into a true virtual reality, comprising the following steps: Use light field reconstruction technology to obtain spatial data of the real environment; Applying algorithmic dimensionality processing to convert the acquired spatial data into a data format that can be used for virtual reality display; Implement spatial programming to adjust the position and form of virtual elements in physical space according to user needs to achieve a true virtual-reality fusion experience.
[0026] This technical solution achieves a seamless fusion of the real and virtual worlds through three core technological breakthroughs: light field reconstruction, algorithmic dimensionality enhancement, and spatial programming. This approach is applicable to a variety of fields, including large-scale offline media displays, digital museums, and smart cultural tourism.
[0027] Principle of light field reconstruction technology Digital acquisition and reconstruction of physical space light fields are achieved through a three-order optical stack architecture: Static layer: 6500K spectral matrix (CIE1931 color gamut coverage 99.7%) creates a benchmark lighting environment, matching the human eye's visual characteristics through spectral energy distribution. After 120 minutes of continuous use, the visual fatigue index decreases by 47%; Dynamic layer: P0.9-P2.5 adaptive LED array (17800PPI density) analyzes dynamic light field changes through modulation transfer function (MTF≥0.8), eliminating 99.3% motion blur at a 120Hz refresh rate; Interactive layer: 200 dots / cm 2 The laser grid and the 1000Hz TOF array construct a three-dimensional Cartesian coordinate system. By coordinating the time-of-flight (TOF) method with triangulation, they achieve 0.1mm positioning accuracy on the X / Y / Z axes and a tactile feedback delay of ≤8ms.
[0028] Algorithm dimensionality upgrading processing principle SE(3) manifold optimization: The pose error function is defined based on the Lie group SE(3): E(R,t)=∑∥p i −(Rp i +t)∥ 2 , by iteratively optimizing the rotation matrix R and translation vector t through gradient descent, the 6DoF pose solution error is controlled within ±0.03°; GAN super-resolution network: The generator network extracts features through block (3, 64, stride = 1), block (64, 128), block (128, 256), block (256, 512), and finally generates 18K images through Conv2d (512, 3); The discriminator outputs a probability map of N×1×H / 8×W / 8, using the LeakyReLU (α=0.2) activation function; Overall architecture overview The generator network uses a "progressive feature extraction" design, connecting four block modules and one convolutional layer in series to achieve super-resolution processing from low resolution (4K) to high resolution (18K). Its core logic is to gradually extract more abstract visual features by doubling the number of channels layer by layer (3 → 64 → 128 → 256 → 512), ultimately restoring the high-resolution image. Internal structure of block Each block contains three core components. Take block (3, 64, stride = 1) as an example: Convolutional layer: Number of input channels: 3 (corresponding to RGB images), number of output channels: 64; Convolution kernel size: usually 4×4 (default setting based on patent scenarios), stride: 1, padding: 1 (to keep the feature map size unchanged); Function: Extract local features of the image through convolution operation, and generate 64 feature maps through 64 output channels.
[0029] LeakyReLU activation function: Formula: f(x)={x αx,x≥0 x<0} where α=0.2 (default slope); Function: Solve the ReLU "dead neuron" problem, retain negative features, and improve the network's nonlinear expression ability.
[0030] Asymmetric Batch Normalization (AsymmetricBatchNorm): Asymmetric design: Batch normalization (BatchNorm) is added only to non-input layers (i.e., block (64, 128) and subsequent modules), and not to the input layer block (3, 64); effect: Stabilize the training process: avoid gradient vanishing by normalizing the feature map distribution; Preserve original features: BN is not used in the input layer to prevent the destruction of the original distribution of RGB pixels and ensure the accuracy of underlying feature extraction.
[0031] Meaning of the block parameter Take block(in_ch, out_ch, stride) as an example: in_ch: the number of input channels, for example, 3 in the first block corresponds to 3 channels of the RGB image; out_ch: the number of output channels, which determines the number of feature maps. For example, 64 means 64 feature maps are generated. stride: convolution step size, when stride=1, the feature map size remains unchanged, when stride=2, the size is halved (except for the first block, subsequent blocks may implicitly perform upsampling operations) Detailed explanation of network process Input layer: Receive 4K resolution RGB image (3 channels) and enter block (3, 64, stride=1); Output 64-channel feature map, the size is the same as the input (maintained by padding=1).
[0032] Middle block layer: block(64,128), block(128,256), block(256,512): Each time the number of channels is doubled, the feature map size is restored to the input size through upsampling (such as transposed convolution) or interpolation, achieving "feature abstraction + resolution improvement"; BatchNorm is added to all non-input layers to stabilize deep network training.
[0033] Output layer: Conv2d(512,3): 512-channel input, 3-channel output (restored to RGB image); The convolution kernel size is usually 1×1, which is used to integrate high-level features and generate 18K resolution images.
[0034] Technical advantages and scenario adaptation Innovation of asymmetric BN: The input layer does not use BN to avoid destroying the original pixel distribution. It is suitable for scenes with high requirements for color fidelity in VR content (such as restoration of cultural relics). BN is used in subsequent layers to solve the gradient instability problem when generating large-size images (18K) and ensure super-resolution accuracy (the amount of image information is increased by 5.2 times).
[0035] Channel number increasing strategy: The design of doubling the number of channels from 3 to 512 conforms to the logic of "shallow extraction of low-level features such as edges and colors, and deep extraction of high-level features such as semantics and structures", and is adapted to the detailed restoration of complex scenes in VR content (such as 1200dpi patterns).
[0036] Combination with scenes: Combined with the SE(3) manifold optimization algorithm, the high-resolution image output by the generator can accurately match the spatial positioning (0.1mm accuracy), achieving visual consistency in virtual and real fusion; In 10 5 In lux strong light scenes, the features extracted by the generator can be combined with the light field compensation matrix to achieve chromatic aberration control of ΔE<1.2.
[0037] Material perception engine: Based on the cross entropy loss function L=− ∑N i=1∑87 c=1y i,c logy^ i,c , where, where, y i,c is the true label (0 or 1), y^ i,c is the model prediction probability, N is the total number of samples 87 types of surface property models are trained, and the reflectivity prediction error is ≤0.8% through multi-source data fusion of images / point clouds / sensors.
[0038] Principles of Spatial Programming Nonlinear distortion compensation: SIGGRAPH2024 algorithm fits spatial transformation relationships through Bezier surfaces f(x,y)=(x′,y′), reducing the original distortion rate from 2.1% to 0.05%, and supporting 0.1° accuracy correction for 23 types of special-shaped screens, such as domes and folding surfaces; Three-level computing power scheduling: Dynamically allocate edge-cloud computing power through the "perception-measurement-routing" system, achieve a modeling speed of 5.7㎡ / second based on the load balancing algorithm, and parallel processing ≥10 6 Operations / second; Light field compensation matrix: LabPQR spatial spectrum mapping based on 1269 Munsell color patches, in 10 4 -10 5 Under lux illumination, a graded mapping strategy (strong light compression / weak light enhancement) is used to ensure that the color difference ΔE is less than 1.2.
[0039] Working principle of the optimal technical solution Third-order optical architecture enhanced design Dynamic layer refresh rate synchronization: The LED array and TOF sampling frequency are synchronized through a phase-locked loop (PLL). At a motion speed of 1.2m / s, the light field sampling phase error is ≤1°, avoiding motion smear. Interaction layer topology optimization: The laser grid uses octree encoding to optimize the 30m 3 The space is dynamically divided into voxels. When the user enters the interactive area, the local sampling density is increased to 400 points / cm 2 , positioning update delay ≤ 5ms.
[0040] GAN super-resolution network improvement Generator residual connection: Add skip connections F(x)=x+H(x) between blocks to retain the low-frequency texture of the 4K input (such as the basic surface texture of cultural relics) and integrate it with the high-frequency details (such as decorative carvings) generated by 18K, achieving 1200dpi decorative restoration; Discriminator multi-scale input: It simultaneously receives the original 4K image and the 32×32 pixel blocks of the generated 18K image, improves the authenticity of micro-texture through multi-scale discrimination, and reduces the Fréchet Inception Distance (FID) by 37%.
[0041] Extreme environment adaptation mechanism Glare compensation grading strategy: 10 4 -5×10 4 lux: Enable the LabPQR color gamut compression algorithm, adjust the RGB three-channel energy ratio to 1.2:1:0.8, and maintain ΔE < 1.0; 5×10 4 -10 5 Lux: Combined with polarizers and a light field compensation matrix, it dynamically adjusts the LED color temperature to 5500K, suppressing specular glare. Temperature and humidity compensation: In an environment of -10°C to 40°C, the laser grid transmission power is adjusted through the PID algorithm (compensation coefficient 0.02dB / °C) to ensure that the TOF ranging error is ≤ 0.15mm.
[0042] Key steps: Laser grid calibration uses Zhang’s calibration method to solve the camera intrinsic parameters through 20 sets of checkerboard patterns; The TOF array is trained with 100 sets of standard distance samples (0.5-10m) to train the TOF calibration model.
[0043] Implementation points: Point cloud acquisition uses SLAM algorithms to build a global map, with a 230 square meter scene matching accuracy of 99.8%; The light field compensation matrix is based on the spectral data of 1269 Munsell color patches and generates real-time compensation coefficients through LabPQR spatial interpolation.
[0044] Dynamic optimization mechanism: The SE(3) pose and light field compensation parameters are updated in real time through user interaction data (such as gaze direction and touch position), forming a "perception-computation-rendering-feedback" closed loop to achieve adaptive optimization of virtual-reality fusion scenes.
[0045] Detailed workflow summary Light field reconstruction data acquisition process Step 1: Static layer initialization Deploy a 6500K spectrum matrix, calibrate the color temperature deviation to ±50K, and ensure 99.7% coverage of the CIE1931 color gamut; Step 2: Dynamic Layer Calibration Perform white balance calibration on the P0.9-P2.5 LED array and adjust the MTF value at 17800PPI density to ≥0.8; Step 3: Interaction layer calibration The laser grid uses Zhang’s calibration method to solve the camera’s intrinsic parameters through 20 sets of checkerboard patterns, achieving a positioning accuracy of 0.1mm. The TOF array trains the time-of-flight correction model using 100 sets of standard distance samples (0.5-10m) with a sampling frequency of 1000Hz; Step 4: Third-order optical synergy Integrate static layer, dynamic layer and interactive layer data, and calibrate the spatial coordinate system through a multi-sensor fusion algorithm, with an overall error of ≤0.08mm.
[0046] Algorithm dimensionality upgrade process Step 1: VR content loading Read 360° panoramic VR videos with 4K resolution and support batch loading (efficiency 3.2TB / minute); Step 2: SE(3) pose solution Perform 6DoF pose calculation for each frame, with ≤15 iterations, ≤8ms convergence time, and support for 1.2m / s motion speed tracking. Step 3: GAN super-resolution processing The generator network extracts features through block (3, 64), block (64, 128), block (128, 256), and block (256, 512) in sequence, and finally generates an 18K image through Conv2d (512, 3); The discriminator outputs a probability map of N×1×H / 8×W / 8, using the LeakyReLU (α=0.2) activation function; Step 4: Material Mapping Based on the 87-class surface feature model, the loss function L=−∑N i=1∑87 c=1y i,c logy^ i,c, Calculate reflectivity map with an error of ≤0.8%; Step 5: 18K HDR Rendering It uses multi-threaded distributed computing to output high dynamic range images, with the amount of information increased by 5.2 times compared to the original 4K.
[0047] Spatial programming adaptation process Step 1: Scene point cloud collection Use SLAM algorithm to collect point cloud data with a density of ≥ 200 points / m 2 , building a global map of a 230㎡ scene with a matching accuracy of 99.8%; Step 2: Distortion Nonlinear Compensation Apply the SIGGRAPH2024 algorithm to reduce the spatial distortion rate from 2.1% to 0.05% and generate a geometric transformation matrix; Step 3: Scheduling and allocating computing power Edge nodes process real-time interactive data (latency ≤ 5ms), and the cloud handles large-scale rendering tasks; Parallel processing capability ≥ 10 6 times / second, modeling speed 5.7㎡ / second; Step 4: Light field compensation matrix generation Based on the spectral data of 1269 Munsell color patches, a compensation matrix with ΔE < 1.2 is generated in LabPQR space, with a generation time of ≤ 2.3 seconds per scene; Step 5: Adapt output to special-shaped screen Perform 0.1° precision calibration on 23 types of special-shaped screens (such as spherical theaters and LED folding walls) and output adapted 18K HDR content.
[0048] System closed-loop optimization process Step 1: User Interaction Input Receive user operation instructions (such as eye tracking, touch interaction); Step 2: Real-time pose update The SE(3) pose parameters are updated every 100ms through TOF / laser grid feedback data; Step 3: Dynamic rendering adjustments Adjust the GAN super-resolution results and light field compensation matrix in real time according to the changes in posture; Step 4: Feedback data collection Collect user interaction feedback (such as visual fatigue and interaction delay), optimize algorithm parameters, and form a closed loop of "perception-computation-rendering-feedback".
[0049] While embodiments of the present invention have been shown and described, it will be appreciated by those skilled in the art that various changes, modifications, substitutions, and variations may be made to these embodiments without departing from the principles and spirit of the invention, and that the scope of the invention is defined by the appended claims and their equivalents.
Claims
1. A method for fusion of virtual and real reality in full virtual reality, characterized in that: The following steps are involved: Use light field reconstruction technology to obtain spatial data of the real environment; Applying algorithmic dimensionality processing to convert the acquired spatial data into a data format that can be used for virtual reality display; Implement spatial programming to adjust the position and form of virtual elements in physical space according to user needs to achieve a true virtual-reality fusion experience.
2. The method for fusion of virtual reality and reality according to claim 1, characterized in that: Further comprising the steps of: Light Field Reconstruction steps: A three-stage optical stacking architecture is constructed by combining a 6500K spectral matrix with a P0.9-P2.5 adaptive LED array, and a 200-point / cm 2 Laser grid and 1000Hz TOF array achieve 0.1mm spatial positioning accuracy and 18K HDR full-area rendering; Algorithm dimensionality upgrade steps: Use the SE(3) manifold optimization algorithm to control the 6DoF pose solution error to ±0.03°, and use the GAN network to achieve 4K→18K super-resolution processing, increasing the image information volume by 5.2 times; Spatial programming steps: Based on the SIGGRAPH2024 nonlinear compensation algorithm, the spatial distortion rate is reduced from 2.1% to 0.05%, supporting 0.1° precision correction of 23 types of special-shaped screens and real-time matching of 230 square meters of scenes.
3. The method for fusion of virtual reality and reality according to claim 2, characterized in that: The light field reconstruction step comprises: Static layer: uses a spectrum matrix with a CIE1931 color gamut coverage of 99.7%, reducing visual fatigue index by 47%; Dynamic layer: Through the 17800PPI density LED array, the modulation transfer function (MTF) value is ≥0.8, eliminating 99.3% of motion blur; Interaction layer: Build 30m 3 Millimeter-level interaction space, tactile feedback delay ≤8ms.
4. The method for fusion of virtual reality and reality according to claim 2, characterized in that: The algorithm dimension-raising step includes: A generator-discriminator architecture is used for super-resolution processing. The generator contains 4 layers of convolutional blocks, and the discriminator outputs a patch-level probability map. The material perception engine simulates 87 types of surface characteristics, with a reflectivity error of ≤0.8% and a loss function of L=− ∑N i=1∑87 c=1y i,c logy^ i,c, Among them, y i,c is the true label (0 or 1), y^ i,c is the model prediction probability, and N is the total number of samples.
5. The method for fusion of virtual reality and reality according to claim 2, characterized in that: The spatial programming steps include: Build a three-level scheduling system of "computing power perception-measurement-routing" to achieve a modeling speed of 5.7㎡ / second; In 10 4 -10 5 Under lux illumination, based on the LabPQR spatial spectrum mapping algorithm and taking 1269 Munsell color patches as the benchmark, the compensation accuracy of color difference ΔE<1.2 is ensured.
6. The method for fusion of virtual reality and reality according to claim 2, characterized in that: The algorithm's dimensionality upgrade step includes optimizing the presentation of hundreds of millions of 360-degree panoramic VR videos in offline large-space applications, and improving content adaptation efficiency to a conversion capacity of 3.2TB / minute.
7. A full virtual reality fusion system according to any one of claims 1 to 6, characterized in that: include: Unbounded fusion optical engine: includes static layer, dynamic layer and interactive layer. The static layer adopts 6500K spectrum matrix, the dynamic layer is equipped with P0.9-P2.5 adaptive LED array, and the interactive layer integrates 200 dots / cm 2 Laser grid and 1000Hz TOF array; Hyperdimensional rendering engine: includes SE(3) manifold optimization module, GAN super-resolution module and material perception module, supporting 3.2TB / minute content conversion; Scene media engine: Contains space deformation algorithm library and light field compensation matrix, supports 0.1° precision correction of 22 types of special-shaped screens and 10 5 Lux dynamic compensation (ΔE<1.2).
8. The method for fusion of virtual reality and reality according to claim 7, characterized in that: In the unbounded fusion optical engine: The laser grid adopts a three-dimensional Cartesian coordinate system topology structure, and the X / Y / Z axis positioning accuracy is 0.1mm; The TOF array sampling frequency is 1000Hz, and it supports stable operation in an environment of -10℃ to 40℃ and 40%-60% humidity.
9. The method for fusion of virtual reality and reality according to claim 7, characterized in that: The GAN super-resolution module of the hyper-dimensional rendering engine includes: Generator network: block(3,64,stride=1), block(64,128), block(128,256), block(256,512), Conv2d(512,3), where the block contains convolutional layers, LeakyReLU activation function and asymmetric batch normalization; Discriminator network: Outputs a probability map of size N×1×H / 8×W / 8, using the LeakyReLU activation function (α=0.2).
10. The method for fusion of virtual reality and reality according to claim 7, characterized in that: The scene media engine includes: Computing power scheduling module: supports edge-cloud collaborative computing, parallel processing ≥10 6 Operations / second; Light Field Compensation Module: Stores spectral data of 1269 Munsell color patches and generates a compensation matrix with ΔE < 1.2 in real time based on the LabPQR space.
