Naked eye three-dimensional display method and system, carrier, computer equipment and medium

By employing a functional separation strategy of stabilizing human eye coordinates and predicting human eye coordinates in naked-eye 3D display technology, the generated display image solves the problems of image crosstalk and jitter in fast dynamic scenes, thus improving the user's viewing experience.

CN121967657APending Publication Date: 2026-05-01SHANGHAI TIANMA MICRO ELECTRONICS CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SHANGHAI TIANMA MICRO ELECTRONICS CO LTD
Filing Date
2026-03-05
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Existing glasses-free 3D display technology suffers from image crosstalk and jitter in fast-moving scenes, making it difficult to balance image stability and accuracy.

Method used

A functional separation strategy is adopted, which uses stable human eye coordinates to generate display images to ensure that the generation of image content is jitter-free, and optimizes the real-time accuracy of image allocation by predicting human eye coordinates to reduce crosstalk.

Benefits of technology

It improves the user's viewing experience, balances image stability and image accuracy in fast-moving scenes, and reduces image jitter and crosstalk.

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Abstract

The invention provides a naked eye three-dimensional display method and system, a carrier, computer equipment and a medium. The method comprises the steps that stable human eye coordinates and predicted human eye coordinates are acquired; wherein the predicted human eye coordinates are different from the stable human eye coordinates, and the predicted human eye coordinates are human eye coordinates obtained after prediction and are used for representing the spatial positions of human eyes at the moment of image display; and generating a display image transmitted to a display according to the stable human eye coordinates and the predicted human eye coordinates. According to the embodiment of the invention, the image stability and the image correctness in a rapid dynamic scene are both considered, and the watching experience of a user is improved.
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Description

A method, system, vehicle, computer equipment, and medium for naked-eye 3D display Technical Field

[0001] This invention relates to the field of display technology, and in particular to a naked-eye 3D display method, system, carrier, computer equipment, and medium. Background Technology

[0002] Naked-eye 3D display technology, such as its application in head-up displays (HUDs), typically uses optical elements to split light, allowing the user's left and right eyes to receive different images with parallax, which are then fused in the brain to form a three-dimensional visual effect with depth perception.

[0003] To achieve glasses-free 3D display, there are two main technical approaches: multi-view rendering and two-view rendering. While multi-view rendering can provide a certain degree of viewpoint continuity, its main drawback is significant crosstalk and image blurring. This is because the system needs to prepare image information for multiple different locations in space in advance, but the actual propagating light has a certain width. The user's eyes receive not only image information from the directly facing viewpoint but also information from some neighboring viewpoints, leading to a decrease in image quality.

[0004] In two-viewpoint 3D display systems, rendering methods based on real-time human eye tracking are commonly used to improve image clarity and reduce crosstalk. Summary of the Invention

[0005] This invention provides a naked-eye 3D display method, system, carrier, computer equipment, and medium to achieve both image stability and image accuracy in fast-moving scenes, thereby improving the user's viewing experience.

[0006] In a first aspect, embodiments of the present invention provide a naked-eye 3D display method, comprising: obtaining stable human eye coordinates and predicted human eye coordinates; wherein the predicted human eye coordinates are different from the stable human eye coordinates, and the predicted human eye coordinates are predicted human eye coordinates used to characterize the spatial position of the human eye at the time of image display; and generating a display image for transmission to a display based on the stable human eye coordinates and the predicted human eye coordinates.

[0007] Secondly, embodiments of the present invention provide a naked-eye 3D display system, comprising: an eye-tracking device for capturing an image of a human eye; a processing device for acquiring the image of the human eye, obtaining initial eye coordinates based on the image of the human eye, generating stable eye coordinates and predicted eye coordinates based on the initial eye coordinates, and generating a display image based on the stable eye coordinates and the predicted eye coordinates; wherein the predicted eye coordinates are different from the stable eye coordinates, and the predicted eye coordinates are eye coordinates obtained after prediction, used to characterize the spatial position of the human eye at the moment of image display; and a display for emitting light and displaying the image, forming multiple periodically arranged viewing zones.

[0008] Thirdly, embodiments of the present invention provide a vehicle including the naked-eye 3D display system described in the second aspect.

[0009] Fourthly, embodiments of the present invention provide a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the method described in the first aspect.

[0010] Fifthly, embodiments of the present invention provide a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the method described in the first aspect.

[0011] This embodiment employs a functional separation strategy, assigning two conflicting requirements to two different human eye coordinate systems. Specifically, the display image is generated based on stable and predicted human eye coordinates. Stable human eye coordinates ensure jitter-free image content generation, while forward-looking predicted human eye coordinates optimize the real-time accuracy of image allocation to reduce crosstalk. This balances image stability with image accuracy in fast-moving scenes, improving the user's viewing experience. Attached Figure Description

[0012] Figure 1 is a flowchart of a naked-eye 3D display method provided in this embodiment; Figure 2 is a flowchart of another naked-eye 3D display method provided in this embodiment; Figure 3 is a schematic diagram of the X-coordinate values ​​of the human eye coordinates at different times provided in this embodiment; Figure 4 is a schematic diagram of a 3D image source provided in this embodiment; Figure 5 is a schematic diagram of another human eye coordinate at different times provided in this embodiment; Figure 6 is a structural schematic diagram of a display provided in this embodiment; Figure 7 is a schematic diagram of the prism assembly splitting light in this embodiment; Figure 8 is a schematic diagram of the optical path for viewpoint rendering provided in this embodiment; Figure 9 is a schematic diagram of another human eye coordinate at different times provided in this embodiment; Figure 10 is a refinement of step S203. Method flowchart; Figure 11 is a schematic diagram of a left-right eye allocation chart provided in this embodiment; Figure 12 is a detailed method flowchart of step S204; Figure 13 is a schematic diagram of another left-right eye allocation chart provided in this embodiment; Figure 14 is a schematic diagram of a visual area distribution provided in this embodiment; Figure 15 is a schematic diagram of another visual area distribution provided in this embodiment; Figure 16 is a schematic diagram of another visual area distribution provided in this embodiment; Figure 17 is a structural block diagram of a naked-eye 3D display system provided in this embodiment; Figure 18 is a schematic diagram of a vehicle provided in this embodiment; Figure 19 is a schematic diagram of the optical path of a vehicle provided in this embodiment; Figure 20 is a structural schematic diagram of a computer device provided in this embodiment. Detailed Implementation

[0013] The present invention will now be described in further detail with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the invention and not intended to limit it. Furthermore, it should be noted that, for ease of description, the accompanying drawings show only the parts relevant to the present invention, and not all of the structures.

[0014] In a two-viewpoint 3D display system, the system needs to dynamically assign the left or right eye image content to each sub-pixel based on the real-time acquired user eye position—that is, perform viewpoint assignment. However, this method requires extremely high accuracy and timeliness in tracking. Due to the unavoidable system delay between capturing the user's eye position and the final image display, when the user moves quickly or suddenly changes direction, the image generated based on the delayed position information may not match the actual eye position, causing the user to see an incorrect image, resulting in crosstalk and display abnormalities such as ghosting.

[0015] To compensate for the aforementioned system latency, one solution is to use a prediction algorithm to estimate the human eye position at the future image display time based on historical coordinate data acquired by an eye-tracking device, and then allocate viewpoints based on this predicted position. While this method can alleviate crosstalk caused by latency to some extent, it introduces new technical drawbacks. The inherent errors and discreteness of the prediction algorithm itself cause unstable fluctuations in the predicted coordinate values ​​over time. These coordinate fluctuations directly lead to high-frequency, slight back-and-forth movements between the left-view and right-view cameras, ultimately manifesting as uncomfortable, subtle jitter on the displayed image, affecting the user's viewing experience. In short, there is a difficult trade-off between resolving crosstalk caused by latency and avoiding image jitter caused by prediction.

[0016] Figure 1 is a flowchart of a naked-eye 3D display method provided in this embodiment. The method can be executed by a naked-eye 3D display device, which can be implemented by software and / or hardware. For example, the device can be a processing device in a naked-eye 3D display system. The method includes: S101, obtaining stable human eye coordinates and predicting human eye coordinates; wherein, the predicted human eye coordinates are different from the stable human eye coordinates. The predicted human eye coordinates are the human eye coordinates obtained after prediction, which are used to characterize the spatial position of the human eye at the time of image display.

[0017] Stable eye coordinates are unpredicted eye coordinates, representing either a real-time measurement or a processed value based on a real-time measurement, rather than an estimate. Stable eye coordinates characterize the spatial position of the eye at the moment the eye-tracking device captures the image. Stable eye coordinates are relatively stable but have a large time lag.

[0018] There is an unavoidable system latency between the capture of a human eye's position by an eye-tracking device and the final image display. System latency refers to the latency of the display system executing the display method. System latency includes both the latency caused by the hardware devices completing their work process and the latency caused by the time required to execute the display method.

[0019] Predicted eye coordinates are an estimate used to predict the spatial location of the human eye at the actual moment the image will be displayed. The purpose of predicting eye coordinates is to compensate for the system delay between when the eye position is captured and when the final image is displayed, attempting to provide eye position information that is more synchronized with the display time. Predicted eye coordinates have low time lag but high noise.

[0020] S102. Generate a display image for transmission to the display based on the stable human eye coordinates and the predicted human eye coordinates.

[0021] The delays caused by the hardware devices completing their operation include: the time required for the eye-tracking device to transmit the captured eye image to the processing device, the time required for the display image to be transmitted from the processing device to the display, and the time required for the display to emit light and display the image. The delays caused by the execution of the display method include: the time required to obtain stable eye coordinates and / or predict eye coordinates, and the time required to generate the display image based on the stable and predicted eye coordinates.

[0022] This embodiment employs a functional separation strategy, assigning two conflicting requirements to two different human eye coordinate systems. Specifically, the display image is generated based on stable and predicted human eye coordinates. Stable human eye coordinates ensure jitter-free image content generation, while forward-looking predicted human eye coordinates optimize the real-time accuracy of image allocation to reduce crosstalk. This balances image stability with image accuracy in fast-moving scenes, improving the user's viewing experience.

[0023] Figure 2 is a flowchart of another naked-eye 3D display method provided in this embodiment. Referring to Figure 2, the method includes: S201, obtaining stable human eye coordinates and predicted human eye coordinates; wherein, the predicted human eye coordinates are different from the stable human eye coordinates. The predicted human eye coordinates are the human eye coordinates obtained after prediction, which are used to characterize the spatial position of the human eye at the moment of image display.

[0024] Optionally, the steps of obtaining stable human eye coordinates and predicting human eye coordinates include: Step A1: Obtaining a human eye image and obtaining initial human eye coordinates based on the human eye image.

[0025] Initial eye coordinates are obtained by capturing an eye image using an eye-tracking device, which then transmits the image to a processing device. The processing device runs an eye-tracking algorithm to locate the pupil or other eye feature points in the image and transforms them into a specific three-dimensional coordinate system based on camera calibration parameters. The initial eye coordinates are directly read from a static image and are very stable. Initial eye coordinates, stable eye coordinates, and predicted eye coordinates can all be represented using three-dimensional coordinates. For example, initial eye coordinates can be represented as (0, 0, 0), with an X-coordinate value of 0, a Y-coordinate value of 0, and a Z-coordinate value of 0.

[0026] Step A2: Generate stable human eye coordinates and predicted human eye coordinates based on the initial human eye coordinates.

[0027] The initial eye coordinates can be used directly as the stable eye coordinates, or the stable eye coordinates can be obtained from the initial eye coordinates through smoothing, filtering, and other processing. The predicted eye coordinates are estimated using a specific prediction algorithm with the initial eye coordinates as the input reference.

[0028] Figure 3 is a schematic diagram of the X-coordinate values ​​of the human eye coordinates at different times provided in this embodiment. Referring to Figure 3, the horizontal axis represents time, and the vertical axis represents the X-coordinate value. A dot in Figure 3 represents the X-coordinate value of the human eye coordinates at a certain time, and each dot represents a sampling point. For example, In order to be in The X-coordinate value of the human eye at any given time. In order to be in The X-coordinate value of the human eye at any given time. In order to be in The X-coordinate value of the human eye at any given time. . The current moment refers to the moment when the eye-tracking device captures the position of the human eye and takes an image of it. The initial eye coordinates are... The X-coordinate value at time t is Predicting the coordinates of the human eye. The X-coordinate value at time t is It is important to note that It is a predicted value at the current moment. satisfy: ;in, The time interval between two adjacent sampling points, for example, Time and The time interval between moments is . represent Composed of sampling points The sum of all time intervals. The delay parameters for the display system that executes the display method. This represents the estimated time from when the eye-tracking device captures the position of the human eye to when the final image is displayed. The values ​​can be obtained through product testing before the naked-eye 3D display system leaves the factory. Predicting human eye coordinates... The X-coordinate value at time t is different from the initial human eye coordinates. The difference between the X coordinate values ​​at time t is In other words, As can be seen from the above formula and Figure 3, The slope is the result of linear fitting of multiple sampling points.

[0029] Similarly, predicting human eye coordinates in The Y-coordinate value at time t is The initial human eye coordinates are at The Y-coordinate value at time t is ,satisfy: ;in, In order to be in The Y-coordinate value of the human eye at any given time. The delay parameters for the display system that executes the display method. The time interval between two adjacent sampling points. Therefore, we can obtain the predicted coordinates of the human eye. The Y-coordinate value at time t. The change in the Z-coordinate value of the human eye represents the movement of the human eye along the depth direction. The movement of the human eye along the depth direction has a very small impact on vision; therefore, it is generally unnecessary to predict the Z-coordinate value of the human eye. For example, the initial human eye coordinates can still be used. The Z-coordinate value at time t.

[0030] S202. Acquire image sources based on stable human eye coordinates to generate left-view and right-view images.

[0031] Figure 4 is a schematic diagram of a 3D image source provided in this embodiment. Referring to Figure 4, the 3D image source is not a recorded video, but a 3D model. The 3D model includes three-dimensional objects, lighting, and the reflection of light by the objects. Image source acquisition refers to capturing a 2D image from any viewpoint within the 3D model using a viewpoint camera. Here, 2D refers to two-dimensional space, and 3D refers to three-dimensional space. The left and right viewpoint images are 2D images captured from two different viewpoints. The viewpoint camera is not a physical camera, but a virtual camera.

[0032] Optionally, the steps of acquiring image sources and generating left-view and right-view images based on stable human eye coordinates include: Step B1, setting the positions of the left-view camera and the right-view camera based on stable human eye coordinates.

[0033] When the position of the left-view camera changes, its shooting angle changes, resulting in a change in the content of the left-view image captured by the left-view camera. Similarly, when the position of the right-view camera changes, its shooting angle changes, resulting in a change in the content of the right-view image captured by the right-view camera.

[0034] Step B2: Generate a left-view image based on the position of the left-view camera, and generate a right-view image based on the position of the right-view camera.

[0035] The left-view camera captures the left-view image, and the right-view camera captures the right-view image.

[0036] S203. Render the viewpoint based on the predicted human eye coordinates and generate a left and right eye allocation chart.

[0037] The display includes multiple sub-pixels, and the left and right eye allocation chart includes multiple elements arranged in two dimensions. The elements include left-eye elements that display left-eye content corresponding to the sub-pixel and right-eye elements that display right-eye content corresponding to the sub-pixel.

[0038] S204. Display the image based on the left-view image, the right-view image, and the left-right eye allocation chart.

[0039] Whether a displayed image appears jittery to the human eye primarily depends on the perspective of the captured image. In this embodiment, unpredictable, stable human eye coordinates are used to control the left and right view cameras. Stable human eye coordinates are highly reliable, mitigating the jitter caused by perspective switching over time. This jitter is the jitter of the displayed image. On the other hand, viewpoint rendering is performed based on predicted human eye coordinates. Predicted human eye coordinates can compensate for system latency, optimize the real-time accuracy of image allocation, and reduce crosstalk.

[0040] In other embodiments, the order of steps S202 and S203 can be interchanged, that is, step S203 can be set before step S202, or steps S202 and S203 can be executed concurrently, that is, steps S202 and S203 can be executed at the same time.

[0041] Figure 5 is a schematic diagram of another human eye coordinate system provided in this embodiment at different times. Referring to Figure 5, the horizontal axis represents the coordinate values ​​of the left and right eyes, such as the X-coordinate values ​​of the left and right eyes, and the vertical axis represents time. The two dashed lines represent the curves of the change of the true coordinates of the left and right eyes as time changes, and the two solid lines represent the curves of the change of the stable human eye coordinates of the left and right eyes as time changes. Since the system delay is fixed, the delay duration corresponding to the system delay is the same at different times, and the difference between the true coordinates of the human eye and the stable human eye coordinates is the same at different times. In Figure 5, this is represented by the same interval between the solid and dashed lines at different times. Figure 5 illustrates the case of the user moving at a constant speed. When the user moves at a constant speed, both the solid and dashed lines are straight lines, and the solid and dashed lines are parallel.

[0042] Optionally, image source acquisition is performed based on stable human eye coordinates, ensuring that the generated left-view and right-view images correspond to the human eye position at the time of acquisition. During user movement, the content changes in the left-view and right-view images are delayed relative to the movement of the human eye position. The displayed image is generated based on the left-view and right-view images, thus the content changes in the displayed image are delayed relative to the movement of the human eye position. This delay does not cause changes in the displayed image and has minimal impact on the user's viewing experience. Because image source acquisition is based on stable human eye coordinates, image acquisition perspective jitter caused by fluctuations in human eye coordinates is avoided, thus preventing display image jitter, which has a significant impact on the user's viewing experience. In this embodiment, image stability is prioritized while selectively accepting a certain degree of delay.

[0043] Figure 6 is a structural schematic diagram of a display provided in this embodiment, and Figure 7 is a schematic diagram of the prism assembly providing this embodiment for splitting light. Referring to Figures 6 and 7, the display 200 includes a display panel 210 and a prism assembly 220. The display panel 210 includes a plurality of sub-pixels 211. The display panel 210 controls the light emission brightness of each sub-pixel 211 according to the data of the displayed image, and can display a preset image. The prism assembly 220 is located on the propagation path of the light emitted by the sub-pixels 211. The prism assembly 220 is used to change the propagation direction of the light emitted by the sub-pixels 211, generating a left-eye view projected to the left eye and a right-eye view projected to the right eye.

[0044] The number of viewpoints equals the amount of image content. In the two-viewpoint 3D display system provided in this embodiment, the display panel 210 needs to display two images simultaneously, with a portion of the sub-pixels 211 used to display one image and another portion of the sub-pixels 211 used to display the other image. The two images are projected onto the user's left and right eyes respectively after being split by the prism assembly 220.

[0045] For example, the prism assembly 220 includes a plurality of cylindrical prisms 221, and one cylindrical prism 221 covers 5 to 20 sub-pixels 211 perpendicular to the extending direction of the cylindrical prism 221. Preferably, one cylindrical prism 221 covers 8 to 9 sub-pixels 211 perpendicular to the extending direction of the cylindrical prism 221.

[0046] Figure 7 illustrates an example of a prism 221 covering six sub-pixels 211. Referring to Figure 7, the six sub-pixels 211 are located at the first sub-pixel 21, the second sub-pixel 22, the third sub-pixel 23, the fourth sub-pixel 24, the fifth sub-pixel 25, and the sixth sub-pixel 26, respectively. The prism 221 deflects the light emitted from the first sub-pixel 21 to form the first ray L1, the light emitted from the second sub-pixel 22 to form the second ray L2, the light emitted from the third sub-pixel 23 to form the third ray L3, the light emitted from the fourth sub-pixel 24 to form the fourth ray L4, the light emitted from the fifth sub-pixel 25 to form the fifth ray L5, and the light emitted from the sixth sub-pixel 26 to form the sixth ray L6. Any two of the first ray L1, second ray L2, third ray L3, fourth ray L4, fifth ray L5, and sixth ray L6 have different propagation directions. Therefore, the first ray L1, second ray L2, third ray L3, fourth ray L4, fifth ray L5, and sixth ray L6 propagating in various directions in space can be divided into two groups. For example, the first ray L1, second ray L2, and third ray L3 are grouped together and projected onto the left eye. The fourth ray L4, fifth ray L5, and sixth ray L6 are grouped together and projected onto the right eye. Correspondingly, the first sub-pixel 21, second sub-pixel 22, and third sub-pixel 23 are used to display the image projected onto the left eye, and the fourth sub-pixel 24, fifth sub-pixel 25, and sixth sub-pixel 26 are used to display the image projected onto the right eye.

[0047] Figure 8 is a schematic diagram of the optical path for viewpoint rendering provided in this embodiment. Referring to Figures 1-8, after the step of generating the display image (e.g., step S102 or step S204), the naked-eye 3D display method further includes: controlling the display 200 to emit light based on the display image to form a plurality of periodically arranged view zones 100; the view zone 100 is the area within the angle of the light rays emitted by the sub-pixel 211 after passing through the prism 221 in the area below the prism 221 and the same size as the prism 221. Or equivalently, the view zone 100 is the area between two light rays emitted by the same sub-pixel 211 on two adjacent prisms 221. Among them, the view zone 100 includes a left sub-view zone 110 for displaying the left eye view and a right sub-view zone 120 for displaying the right eye view.

[0048] For example, the first ray L1, the second ray L2, and the third ray L3 are projected onto the left sub-viewing area 110, and the fourth sub-pixel 24, the fifth sub-pixel 25, and the sixth sub-pixel 26 are projected onto the right sub-viewing area 120. It is understood that although Figure 7 illustrates a single ray emitted by a sub-pixel 211, in reality, a sub-pixel 211 can emit many rays, and the area where the light is emitted by the sub-pixel 211 is continuous. The point where the light falls in the viewing area 100 is also a continuous area. As shown in Figure 8, the point where the light falls at any single point on the sub-pixel 211 is a continuous area. Thus, the light emitted by multiple sub-pixels 211 on the display panel 210 and the point where the light falls in the viewing area 100 have a face-to-face correspondence. The more sub-pixels 211 covered by a prism 221, the better the continuity of light within the viewing area 100 when the human eye moves. The better the user's observation experience.

[0049] Referring to Figure 8, the multiple view areas 100 include a primary view area and a repeating view area. The primary view area corresponds to the location of the human eye. The primary view area is not a fixed spatial location, but a spatial range that changes with the human eye. The primary view area and the repeating view area are rendering-related concepts. In product design, it's not that the displayed image is first presented, and the human eye views it from a specific position. Instead, the reverse is true: first, the location of the human eye is determined (e.g., stable or predicted eye coordinates; in this embodiment, predicted eye coordinates are used for viewpoint rendering), and then the image is traced back to the corresponding sub-pixel 211 based on the eye's location. Both the primary and repeating view areas move continuously with the human eye. Under normal operation of the naked-eye 3D display system, the human eye cannot see the repeating view area.

[0050] Figure 9 is a schematic diagram of another human eye coordinate system provided in this embodiment at different times. Referring to Figure 9, the horizontal axis represents the coordinate values ​​of the left and right eyes, such as the X-coordinate values ​​of the left and right eyes, and the vertical axis represents time. The two dashed lines represent the curves of the change of the true coordinates of the left and right eyes as time changes, respectively. The two solid broken lines on the outer side represent the curves of the change of the predicted human eye coordinates of the left and right eyes as time changes, respectively. The middle solid broken line is the average value of the two solid broken lines. The range of the left sub-viewing area 110 and the right sub-viewing area 120 is determined according to the position of the middle solid broken line, that is, the range of the left sub-viewing area 110 and the right sub-viewing area 120 is determined according to the human eye coordinates. The turning points of the middle solid broken line are located at the boundary between the left sub-viewing area 110 and the right sub-viewing area 120. The inherent error and discreteness of the prediction algorithm itself will cause the predicted coordinate values ​​to fluctuate unstablely in the time series. This fluctuation is reflected in the back-and-forth fluctuation of the solid broken line around the dashed line in Figure 9.

[0051] Optionally, even if the predicted eye coordinates fluctuate, the amplitude of this fluctuation is insufficient to ensure that the left sub-viewing area 110 covers the spatial location of the right eye, and insufficient to ensure that the right sub-viewing area 120 covers the spatial location of the left eye. By using the predicted eye coordinates for viewpoint allocation, the ranges of the left sub-viewing area 110 and the right sub-viewing area 120 are determined. Although the predicted eye coordinates fluctuate, the position of the left sub-viewing area 110 covers the spatial location of the left eye but not the spatial location of the right eye, and the position of the right sub-viewing area 120 covers the spatial location of the right eye but not the spatial location of the left eye. This reduces light crosstalk, minimizes adverse effects on the image perceived by the human eye, and improves the viewing experience.

[0052] Figure 10 is a flowchart of the refined method of step S203. Referring to Figures 2-10, step S203 can be refined into the following steps: S231, obtain the physical coordinates of the sub-pixel.

[0053] This involves obtaining the physical coordinates of each sub-pixel 211 in the display panel 210. The physical coordinates of the sub-pixel 211 represent its precise position in three-dimensional space. This provides the basic data for calculating the landing point (i.e., the end point) of the light rays during subsequent reverse tracing. The landing point of the light ray in reverse tracing is the starting point of the light ray in the actual product.

[0054] S232, Obtain the propagation path of the light emitted by the sub-pixel.

[0055] This involves establishing a propagation model in space for light rays emitted from sub-pixel 211 after passing through optical elements within the naked-eye 3D display system. For example, it calculates the path change of the light rays emitted from sub-pixel 211 after passing through prism 221. In addition to prism 221, the optical elements may include at least one of, for example, a plane mirror, a curved mirror, and a windshield. This step is used to establish the mapping relationship between sub-pixel 211 and light rays in space.

[0056] S233. Determine the landing point of the sub-pixel emitted light rays within the view area based on the propagation path.

[0057] The spatial propagation information of light rays is transformed into a quantifiable location point on the target observation surface. This quantifiable location point is the point of impact within the viewing area 100. If the human eye is near this point of impact, the light ray can be seen. The point of impact of the emitted light ray within the viewing area 100 is the starting point of the light ray in reverse tracing.

[0058] S234. Generate a left and right eye allocation chart based on the predicted eye coordinates and landing point position.

[0059] In this process, knowing the origin and destination of the light rays, and identifying which sub-pixel 211 controls the light ray, the system can allocate light rays with destinations within the visual area 100 to the left eye and those with destinations within the visual area 100 to the right eye, based on the eye's position (e.g., predicted eye coordinates). For example, light rays closer to the left dashed line in Figure 8 are allocated to the left eye, and light rays closer to the right dashed line in Figure 8 are allocated to the right eye. This step determines the content to be displayed for each sub-pixel 211 based on the predicted eye coordinates and the location of the light rays' destinations.

[0060] Figure 11 is a schematic diagram of a left and right eye allocation chart provided in this embodiment. Referring to Figure 11, the left and right eye allocation chart is a two-dimensional data table corresponding to the distribution of sub-pixels 211 in the display panel 210. Each element in the two-dimensional data table directly indicates the display content of the corresponding sub-pixel 211.

[0061] Figure 12 is a flowchart of the detailed method of step S204. Referring to Figures 2-12, step S204 can be detailed as follows: S241, process the elements in the left and right eye allocation chart one by one.

[0062] This step involves accessing and processing each element in the left and right eye allocation charts in a specific order. This ensures that every element in the left and right eye allocation charts is processed, and correspondingly, every sub-pixel 211 in the display panel 210 is processed.

[0063] S242. If the element being processed is a left-eye element, find the color value of the corresponding element's coordinate point in the left-view image.

[0064] If the element being processed is a left-eye element, the corresponding sub-pixel 211 should display what the left eye should see. The color value of the coordinate point corresponding to the element is found in the left-view image, and this color value is mapped to the element being processed. The color value is the channel value of the emission color of the corresponding sub-pixel 211.

[0065] For example, the left-view image is a color image. The coordinates of the element being processed in the color image are (0, 0, 5). The cell color at position (0, 0, 5) in the left-view image is white (255, 255, 255). (255, 255, 255) represents the grayscale value of the red channel, green channel, and blue channel as 255. The sub-pixel 211 of the element being processed in the display panel 210 is a green sub-pixel, and the grayscale value 255 of the green channel is mapped to the element being processed. When the display panel 210 is emitting light, the grayscale of the sub-pixel 211 of the element being processed in the display panel 210 is 255.

[0066] For example, in Figure 11, L represents the display content of the corresponding sub-pixel 211 as the left eye content, and the element containing L is the left eye element.

[0067] S243. If the element being processed is a right-eye element, find the color value of the corresponding element's coordinate point in the right-view image.

[0068] If the element being processed is a right-eye element, the corresponding subpixel 211 should display what the right eye should see. Find the color value of the coordinate point of the corresponding element in the right-view image and map that color value to the element being processed.

[0069] For example, in Figure 11, R represents the display content of the corresponding sub-pixel 211 as the right eye content, and the element containing R is the right eye element.

[0070] S244. Fill the color value assigned to each element into an image matrix to generate the display image.

[0071] The goal of this embodiment is to provide a display image to the display 200. Each pixel in the display image has a grayscale value, and the data of one pixel corresponds to the value controlling the display grayscale of a sub-pixel 211. The left-view image and the right-view image can be understood as a database. The color value of the coordinate point of the corresponding element is searched in the left-view image or the right-view image, and the color value is associated with the element being processed. For example, it is filled into the cell in the image matrix at the same position as the element being processed. This embodiment takes the result of rendering from both viewpoints and the two viewpoint images generated by the image source as input, and uses a 3D image arrangement algorithm to arrange the images to generate image data that can be used by the display panel 210.

[0072] It should be noted that the units in the left-view image (or right-view image) do not correspond directly to the elements in the left-eye assignment chart. For example, in order to correct advanced distortions and image deformations, the number of rows and columns of units or elements do not correspond one-to-one.

[0073] Figure 13 is a schematic diagram of another left-eye allocation chart provided in this embodiment. Referring to Figures 7 and 13, the elements also include black area elements that do not emit light corresponding to sub-pixels 211; if an element is a black area element, the element is assigned a color value of zero. As shown in Figure 11, the element containing 0 is a black area element. 0 means that the display content of the corresponding sub-pixel 211 can be neither displayed for the left eye nor for the right eye. Therefore, the sub-pixel 211 corresponding to the element containing 0 can be set to not be displayed, and the sub-pixel 211 does not emit light.

[0074] Figure 14 is a schematic diagram of the distribution of viewing areas provided in this embodiment. Referring to Figures 8, 11, and 14, the left sub-viewing area 110 is the angular region formed by the emission of all sub-pixels 211 corresponding to the left eye elements. The right sub-viewing area 120 is the angular region formed by the emission of all sub-pixels 211 corresponding to the right eye elements. In the same viewing area 100, the left sub-viewing area 110 and the right sub-viewing area 120 are adjacent. The left sub-viewing area 110 in a viewing area 100 is adjacent to the right sub-viewing area 120 in an adjacent viewing area 100, and the right sub-viewing area 120 in a viewing area 100 is adjacent to the left sub-viewing area 110 in an adjacent viewing area 100.

[0075] Figure 15 is a schematic diagram of another view area distribution provided in this embodiment. Referring to Figures 13 and 15, view area 100 also includes a black spot view area 130, which is the angular region formed by the emission of all black area elements corresponding to the sub-pixels 211. In the same view area 100, the black spot view area 130 is located between the left sub-view area 110 and the right sub-view area 120. The black spot view area 130 is a non-emitting area. Since the black spot view area 130 is quite far from both the left and right eyes, there is no need to assign values ​​to the black area elements corresponding to the black spot view area 130, thereby reducing the amount of calculation and speeding up the response speed of the naked-eye 3D display system.

[0076] For example, the black spot viewing area 130 is quite far from both the left and right eyes. The black spot viewing area 130 neither covers the spatial location of the left eye nor the spatial location of the right eye, thus not adversely affecting the image seen by the human eye. Along the repeating direction of the viewing areas 100, the width of the black spot viewing area 130 is smaller than the width of the left sub-viewing area 110, and the width of the black spot viewing area 130 is smaller than the width of the right sub-viewing area 120.

[0077] Figure 16 is a schematic diagram of another view area distribution provided in this embodiment. Referring to Figure 16, the left sub-view area 110 includes a first internal region 111 and a first boundary region 112, with the first boundary region 112 located between the right sub-view area 120 and the first internal region 111. The right sub-view area 120 includes a second internal region 121 and a second boundary region 122, with the second boundary region 122 located between the left sub-view area 110 and the second internal region 121. The first internal region 111 and the second internal region 121 are internal regions of the view area, and the first boundary region 112 and the second boundary region 122 are boundary regions of the view area. The rate of change of the brightness ratio of the left-eye view and the right-eye view within the boundary region is greater than the rate of change of the brightness ratio of the left-eye view and the right-eye view within the internal regions of the view area. For example, within the first internal region 111, there may be a small amount of light from the right-eye view; overall, the brightness of the right-eye view accounts for less than 2% of the brightness of the first internal region 111. Within the second inner region 121, there may be a small amount of light from the left-eye view. Overall, the brightness of the left-eye view accounts for less than 2% of the total brightness of the second inner region 121. However, within the visual field boundary region, there are a certain proportions of light from both the left-eye and right-eye views. The brightness of the right-eye view within the first inner region 111 is less than that within the visual field boundary region, and the brightness of the left-eye view within the second inner region 121 is less than that within the visual field boundary region. The proportion of brightness of the right-eye view within the first inner region 111 is less than that within the visual field boundary region, and the proportion of brightness of the left-eye view within the second inner region 121 is less than that within the visual field boundary region. Here, the brightness proportion refers to the percentage of the brightness of the left-eye or right-eye view relative to the total brightness of its respective region.

[0078] Within the first inner region 111, the brightness ratios of the left and right eye views remain constant. Similarly, within the second inner region 121, the brightness ratios of the left and right eye views remain constant. That is, within the inner regions of the viewing area, the brightness ratios of the left and right eye views remain constant, and the rate of change of the brightness ratios of the left and right eye views is 0. Within the boundary region of the viewing area, the brightness of the left and right eye views changes over time, and the brightness ratios of the left and right eye views fluctuate over time. The rate of change of the brightness ratios of the left and right eye views within the boundary region of the viewing area is greater than 0. The rate of change of the brightness ratios of the left and right eye views within the boundary region of the viewing area is greater than the rate of change of the brightness ratios of the left and right eye views within the inner regions of the viewing area.

[0079] Optionally, at least one of the maximum value of the fluctuation amplitude of the predicted human eye coordinates over time, the fluctuation frequency, and the average value of the fluctuation amplitude is greater than that of the stable human eye coordinates. That is, at least one of the following conditions is met: the maximum value of the fluctuation amplitude of the predicted human eye coordinates over time is greater than the maximum value of the fluctuation amplitude of the stable human eye coordinates over time; the fluctuation frequency of the predicted human eye coordinates over time is greater than the fluctuation frequency of the stable human eye coordinates over time; the average value of the fluctuation amplitude of the predicted human eye coordinates over time is greater than the average value of the fluctuation amplitude of the stable human eye coordinates over time.

[0080] Figure 17 is a structural block diagram of a naked-eye 3D display system provided in this embodiment. Referring to Figures 6, 7, and 17, the naked-eye 3D display system includes an eye-tracking device 400, a processing device 300, and a display 200. The eye-tracking device 400 captures images of the human eye. The processing device 300 acquires the eye images and obtains initial eye coordinates based on the images. It then generates stable eye coordinates and predicted eye coordinates based on the initial eye coordinates. Finally, it generates a display image based on the stable and predicted eye coordinates. The predicted eye coordinates are different from the stable eye coordinates; they are predicted eye coordinates and are used to characterize the spatial position of the human eye at the moment the image is displayed. The display 200 emits light based on the display image, forming multiple periodically arranged viewing zones 100.

[0081] In this embodiment, the processing device 300 of the naked-eye 3D display system executes the aforementioned naked-eye 3D display method. The processing device 300 employs a functional separation strategy, assigning two conflicting requirements to two different human eye coordinate systems. Specifically, it generates display images based on stable and predicted human eye coordinates. Stable human eye coordinates ensure jitter-free image content generation, while forward-looking predicted human eye coordinates optimize the real-time accuracy of image allocation to reduce crosstalk. This balances image stability with image accuracy in fast-moving scenes, improving the user's viewing experience.

[0082] Figure 18 is a schematic diagram of a vehicle provided in this embodiment, and Figure 19 is a schematic diagram of the optical path of a vehicle provided in this embodiment. Referring to Figures 6 and 17-19, the vehicle includes the naked-eye 3D display system in the above embodiment, thereby having the beneficial effects of the naked-eye 3D display system, that is, taking into account both image stability and image accuracy in fast dynamic scenes, thus improving the user's viewing experience.

[0083] For example, the naked-eye 3D display system may also include at least one dimming component located in the optical path of the image beam emitted from the display 200, and the dimming component is used to adjust the propagation direction of the image beam at least.

[0084] As an example, at least one dimming component includes a plane mirror 630 and a curved mirror 640. The light emitted from the display 200 can be reflected by the plane mirror 630 and the curved mirror 640 and transmitted to the imaging component 650. The imaging component 650 can reflect part of the light into the eye box 660 and form a virtual image on the other side of the imaging component 650, so that the driver can clearly see the key information of the vehicle without taking his eyes off the road, and promptly understand the key information such as the vehicle's operating status, navigation guidance and safety warnings, so as to make corresponding driving decisions and operations.

[0085] The imaging component 650 can be the windshield of a vehicle; in other embodiments, the imaging component 650 can also be a separately installed display screen. The vehicle can be, for example, a car, an airplane, or a ship.

[0086] The light emitted by the display 200 is reflected by the imaging component 650 to the eye box 660. The user's left and right eyes can see virtual images of image beams with different exit angles on the first parallax image plane M1 and the second parallax image plane M2, respectively. Due to parallax, the user sees a 3D-like virtual image on the third parallax image plane M3. Here, 3D-H refers to the 3D depth of the 3D-like virtual image.

[0087] For example, the eye-tracking device 400 includes an eye-tracking camera for capturing images of the human eye. The eye-tracking device 400 may be mounted on the windshield or below the steering wheel; this embodiment does not limit the location of the eye-tracking device 400.

[0088] Figure 20 is a schematic diagram of the structure of a computer device provided in this embodiment. Referring to Figure 20, the computer device 60 includes a memory 602, a processor 601, and a computer program stored in the memory 602 and executable on the processor. When the processor 601 executes the program, it implements the method in the above embodiment. Figure 20 shows a block diagram of an exemplary computer device suitable for implementing embodiments of the present invention. The computer device 60 shown in Figure 20 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention. As shown in Figure 20, the computer device 60 is represented in the form of a general-purpose computing device. The components of the computer device 60 may include, but are not limited to: one or more processors 601, a system memory 602, and a bus 603 connecting different system components (including the system memory 602 and the processor 601).

[0089] Bus 603 represents one or more of several bus architectures, including a memory bus or memory controller, a peripheral bus, a graphics acceleration port, a processor, or a local bus using any of the various bus architectures. For example, these architectures include, but are not limited to, the Industry Standard Architecture (ISA) bus, the Micro Channel Architecture (MAC) bus, the Enhanced ISA bus, the Video Electronics Standards Association (VESA) local bus, and the Peripheral Component Interconnect (PCI) bus.

[0090] Computer device 60 typically includes a variety of computer system readable media. These media can be any available media that can be accessed by computer device 60, including volatile and non-volatile media, removable and non-removable media.

[0091] System memory 602 may include computer system readable media in the form of volatile memory, such as random access memory (RAM) 604 and / or cache memory 605. Computer device 60 may further include other removable / non-removable, volatile / non-volatile computer system storage media. By way of example only, storage system 606 may be used to read and write non-removable, non-volatile magnetic media (not shown in FIG. 20, commonly referred to as a "hard disk drive"). Although not shown in FIG. 20, disk drives for reading and writing to removable non-volatile disks (e.g., "floppy disks") and optical disk drives for reading and writing to removable non-volatile optical disks (e.g., CD-ROMs, DVD-ROMs, or other optical media) may be provided. In these cases, each drive may be connected to bus 603 via one or more data media interfaces. System memory 602 may include at least one program product having a set (e.g., at least one) of program modules configured to perform the functions of various embodiments of the present invention.

[0092] A program / utility 608 having a set (at least one) of program modules 607 may be stored, for example, in system memory 602. Such program modules 607 include, but are not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Program modules 607 typically perform the functions and / or methods described in the embodiments of the present invention.

[0093] Computer device 60 can also communicate with one or more external devices 609 (e.g., keyboard, pointing device, display 610, etc.), one or more devices that enable a user to interact with the device, and / or any device that enables the computer device 60 to communicate with one or more other computing devices (e.g., network card, modem, etc.). This communication can be performed via input / output (I / O) interface 611. Furthermore, computer device 60 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 612. As shown in Figure 20, network adapter 612 communicates with other modules of computer device 60 via bus 603. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with computer device 60, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0094] The processor 601 executes various functional applications and data processing by running programs stored in the system memory 602.

[0095] This invention also provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, can implement the methods described in the above embodiments.

[0096] The computer storage medium of this invention can be any combination of one or more computer-readable media. A computer-readable medium can be a computer-readable signal medium or a computer-readable storage medium. A computer-readable storage medium can be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of computer-readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this document, a computer-readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0097] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. Computer-readable signal media may also be any computer-readable medium other than computer-readable storage media, capable of sending, propagating, or transmitting programs for use by or in connection with an instruction execution system, apparatus, or device.

[0098] Program code contained on a computer-readable medium may be transmitted using any suitable medium, including but not limited to: wireless, wire, optical fiber, RF, etc., or any suitable combination thereof.

[0099] Computer program code for performing the operations of this invention can be written in one or more programming languages ​​or a combination thereof, including object-oriented programming languages ​​such as Java, Smalltalk, and C++, as well as conventional procedural programming languages ​​such as "C" or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0100] Note that the above description is merely a preferred embodiment of the present invention and the technical principles employed. Those skilled in the art will understand that the present invention is not limited to the specific embodiments described herein, and various obvious changes, readjustments, combinations, and substitutions can be made without departing from the scope of protection of the present invention. Therefore, although the present invention has been described in detail through the above embodiments, the present invention is not limited to the above embodiments, and may include many other equivalent embodiments without departing from the concept of the present invention, the scope of which is determined by the scope of the appended claims.

Claims

1. A naked-eye 3D display method, characterized in that, include: Obtain stable human eye coordinates and predicted human eye coordinates; wherein, the predicted human eye coordinates are different from the stable human eye coordinates, and the predicted human eye coordinates are the human eye coordinates obtained after prediction, used to characterize the spatial position of the human eye at the moment of image display; generate a display image for transmission to the display based on the stable human eye coordinates and the predicted human eye coordinates.

2. The naked-eye 3D display method according to claim 1, characterized in that, Generating a display image for transmission to a display based on the stable human eye coordinates and the predicted human eye coordinates includes: acquiring an image source based on the stable human eye coordinates to generate a left-view image and a right-view image; and generating the display image based on the left-view image, the right-view image, and the predicted human eye coordinates.

3. The naked-eye 3D display method according to claim 2, characterized in that, The process of acquiring image sources based on the stable human eye coordinates and generating left-view and right-view images includes: setting the positions of the left-view camera and the right-view camera based on the stable human eye coordinates; generating the left-view image based on the position of the left-view camera; and generating the right-view image based on the position of the right-view camera.

4. The naked-eye 3D display method according to claim 2, characterized in that, The display includes multiple sub-pixels; generating a display image for transmission to the display based on the stable human eye coordinates and the predicted human eye coordinates, further including: performing viewpoint rendering based on the predicted human eye coordinates to generate a left-right eye allocation chart; wherein, the left-right eye allocation chart includes multiple elements arranged in two dimensions, the elements including a left-eye element corresponding to a sub-pixel displaying left-eye content and a right-eye element corresponding to a sub-pixel displaying right-eye content; and generating the display image by arranging the display based on the left-view image, the right-view image, and the left-right eye allocation chart.

5. The naked-eye 3D display method according to claim 4, characterized in that, Viewpoint rendering is performed based on the predicted human eye coordinates to generate a left and right eye allocation chart, including: obtaining the physical coordinates of the sub-pixel; obtaining the propagation path of the light emitted by the sub-pixel; determining the landing point position of the light emitted by the sub-pixel within the view area based on the propagation path; and generating a left and right eye allocation chart based on the predicted human eye coordinates and the landing point position.

6. The naked-eye 3D display method according to claim 4, characterized in that, The display image is generated by arranging the left-view image, the right-view image, and the left / right eye allocation chart. This includes: processing each element in the left / right eye allocation chart; if the currently processed element is a left-eye element, finding the color value of the corresponding coordinate point in the left-view image; if the currently processed element is a right-eye element, finding the color value of the corresponding coordinate point in the right-view image; the color value is the channel value of the emission color of the sub-pixel corresponding to the element; and filling the color value assigned to each element into an image matrix to generate the display image.

7. The naked-eye 3D display method according to claim 6, characterized in that, The element also includes a black area element that does not emit light corresponding to the sub-pixel; if the element is the black area element, the element is assigned a color value of zero.

8. The naked-eye 3D display method according to claim 4, characterized in that, The step of performing viewpoint rendering based on the predicted human eye coordinates to generate a left-right eye allocation chart is performed before the step of acquiring image sources based on the stable human eye coordinates to generate a left-view image and a right-view image; or, the step of performing viewpoint rendering based on the predicted human eye coordinates to generate a left-right eye allocation chart is performed after the step of acquiring image sources based on the stable human eye coordinates to generate a left-view image and a right-view image. Alternatively, the steps of performing viewpoint rendering based on the predicted human eye coordinates to generate a left-right eye allocation chart and performing image source acquisition based on the stable human eye coordinates to generate a left-view image and a right-view image can be executed concurrently.

9. The naked-eye 3D display method according to claim 1, characterized in that, Obtaining stable and predicted human eye coordinates includes: acquiring a human eye image and obtaining initial human eye coordinates based on the human eye image; generating stable and predicted human eye coordinates based on the initial human eye coordinates.

10. The naked-eye 3D display method according to claim 9, characterized in that, The predicted human eye coordinates are in The X-coordinate value at time t is The initial human eye coordinates are in The X-coordinate value at time t is ,satisfy: in, , The time interval between two adjacent sampling points. In order to be in The X-coordinate value of the human eye at any given time. The delay parameters of the display system for performing the display method.

11. The naked-eye 3D display method according to claim 1, characterized in that, After generating a display image for transmission to the display based on the stable human eye coordinates and the predicted human eye coordinates, the method further includes: controlling the display to emit light and display based on the display image to form a plurality of periodically arranged viewing zones; wherein the viewing zones include a left sub-viewing zone displaying a left-eye view and a right sub-viewing zone displaying a right-eye view.

12. The naked-eye 3D display method according to claim 11, characterized in that, Within the same view area, the left sub-view area and the right sub-view area are adjacent.

13. The naked-eye 3D display method according to claim 11, characterized in that, The viewing area also includes a black spot viewing area, which is located between the left sub-viewing area and the right sub-viewing area within the same viewing area.

14. The naked-eye 3D display method according to claim 11, characterized in that, The left sub-viewing area includes a first internal region and a first boundary region, the first boundary region being located between the right sub-viewing area and the first internal region; the right sub-viewing area includes a second internal region and a second boundary region, the second boundary region being located between the left sub-viewing area and the second internal region; the first internal region and the second internal region are internal regions of the viewing area, and the first boundary region and the second boundary region are boundary regions of the viewing area; the rate of change of the brightness ratio of the left-eye view and the right-eye view within the boundary region of the viewing area is greater than the rate of change of the brightness ratio of the left-eye view and the right-eye view within the internal region of the viewing area, the brightness ratio being the proportion of the brightness of the left-eye view or the right-eye view to the brightness of its respective region.

15. The naked-eye 3D display method according to claim 11, characterized in that, Even if the predicted human eye coordinates fluctuate, the amplitude of the fluctuation is insufficient to make the left sub-viewing area cover the spatial location of the right eye, and insufficient to make the right sub-viewing area cover the spatial location of the left eye.

16. The naked-eye 3D display method according to claim 1, characterized in that, At least one of the maximum value of the fluctuation amplitude of the predicted human eye coordinates over time, the fluctuation frequency, and the average value of the fluctuation amplitude is greater than the stable human eye coordinates.

17. The naked-eye 3D display method according to claim 2, characterized in that, During user movement, the changes in the content of the left-view and right-view images are delayed relative to the movement of the user's eye position.

18. A glasses-free 3D display system, characterized in that, include: Eye-tracking device to capture images of the human eye; The processing device acquires a human eye image, obtains initial human eye coordinates based on the human eye image, generates stable human eye coordinates and predicted human eye coordinates based on the initial human eye coordinates, and generates a display image based on the stable human eye coordinates and the predicted human eye coordinates; wherein, the predicted human eye coordinates are different from the stable human eye coordinates, and the predicted human eye coordinates are human eye coordinates obtained after prediction, used to characterize the spatial position of the human eye at the moment of image display. The display emits light based on the displayed image, forming multiple viewing zones arranged periodically.

19. The naked-eye 3D display system according to claim 18, characterized in that, The display includes a display panel and a prism assembly. The display panel includes a plurality of sub-pixels, and the prism assembly is located on the propagation path of the light emitted by the sub-pixels.

20. The naked-eye 3D display system according to claim 18, characterized in that, The viewing area includes a left sub-viewing area displaying the left-eye view and a right sub-viewing area displaying the right-eye view; the left sub-viewing area includes a first inner region and a first boundary region, the first boundary region being located between the right sub-viewing area and the first inner region; the right sub-viewing area includes a second inner region and a second boundary region, the second boundary region being located between the left sub-viewing area and the second inner region; the first inner region and the second inner region are inner regions of the viewing area, and the first boundary region and the second boundary region are boundary regions of the viewing area; the screen switching frequency within the boundary region of the viewing area is greater than the screen switching frequency within the inner region of the viewing area.

21. The naked-eye 3D display system according to claim 18, characterized in that, The predicted human eye coordinates fluctuate more frequently over time than the stable human eye coordinates fluctuate more frequently over time.

22. A vehicle, characterized in that, Includes the naked-eye 3D display system according to any one of claims 18-21.

23. A computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the program, it implements the method as described in any one of claims 1-17.

24. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the program is executed by the processor, it implements the method as described in any one of claims 1-17.