Driving method of image rendering system, image rendering system
By dynamically switching the number of viewpoint sampling points, the rendering effect of 3D display technology is optimized according to the driver's eye state, solving the problems of resource consumption and discontinuous visual experience in the existing technology, and achieving better visual effects and resource utilization.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SHANGHAI TIANMA MICRO ELECTRONICS CO LTD
- Filing Date
- 2026-04-13
- Publication Date
- 2026-06-23
AI Technical Summary
Existing 3D display technologies struggle to effectively balance rendering effects and data computing resource consumption when the driver's eye state changes, leading to discontinuous visual experiences and wasted resources.
By dynamically switching the number of viewpoint sampling points based on the driver's eye state, two-viewpoint rendering or multi-viewpoint rendering is used to optimize rendering effects and resource consumption when stationary or moving at low speed and moving at high speed, respectively.
It achieves a better visual experience and resource utilization under different eye conditions, avoids the waste of data computing resources, and provides continuous and natural visual feedback.
Smart Images

Figure CN122269019A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of display technology, and in particular to a driving method for an image rendering system and an image rendering system. Background Technology
[0002] Currently, 3D display technology is being applied in increasingly widespread scenarios. For example, 3D HUD (Head-Up Display) technology is an in-vehicle display technology based on stereoscopic vision principles, allowing drivers to obtain key information without looking down at the instrument panel, thus improving driving safety and convenience. However, current 3D display technology still needs further optimization. Summary of the Invention
[0003] This invention provides a driving method and an image rendering system for dynamically switching the number of required viewpoint sampling points based on the current eye state, thereby better balancing rendering effects and data computation resource consumption under different eye states.
[0004] In a first aspect, embodiments of the present invention provide a driving method for an image rendering system, comprising: Rendering information is obtained based on the eye state; wherein, the rendering information includes the number of required viewpoint sampling points, and the number of required viewpoint sampling points is different in at least two different eye states; The image is generated by rendering based on the obtained rendering information.
[0005] Secondly, based on the same inventive concept, embodiments of the present invention also provide an image rendering system, including: The first module is used to obtain rendering information based on the eye state; wherein, the rendering information includes the number of required viewpoint sampling points, and the number of required viewpoint sampling points is different in at least two different eye states; The second module, electrically connected to the first module, is used to render and generate an image based on the obtained rendering information.
[0006] The technical solution provided by the embodiments of the present invention has the following beneficial effects: The technical solution provided in this invention is applied in 3D display scenarios, such as in 3D HUDs. Using the technical solution provided in this invention, when the user's eye state changes, such as when the eyes move, the number of required viewpoint sampling points can be dynamically switched according to the current eye state, thereby better balancing rendering effects and data computation resource consumption under different eye states.
[0007] For example, when the user's eyes are stationary or moving slowly, two viewpoint sampling points can be set, i.e., two-view rendering can be performed. The accuracy of the image seen by the human eye in two-view rendering strictly depends on the accuracy and timeliness of eye position tracking. When the eyes are stationary or moving slowly, the accuracy of eye position monitoring is high. By aligning the two viewpoint sampling points with the positions of the left and right eyes, images that match the actual viewing angles of the left and right eyes can be generated, achieving a better visual effect. In this case, it is not necessary to generate a large number of images from different perspectives. Setting two viewpoint sampling points achieves good visual effects while avoiding waste of data computing resources. When the user's eyes move quickly, the viewing angles of the left and right eyes change rapidly. In this case, multiple viewpoint sampling points can be set, i.e., multi-view rendering can be performed. Multi-view rendering can quickly respond to changes in eye perspective, providing a smoother visual experience, and thus providing continuous and natural visual feedback even when the user's eyes are moving rapidly. Attached Figure Description
[0008] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0009] Figure 1 This is a schematic diagram of a 3D head-up display provided in an embodiment of the present invention; Figure 2 A schematic diagram of a driving method for an image rendering system provided in an embodiment of the present invention; Figure 3 This is another schematic diagram of the driving method of the image rendering system provided in the embodiment of the present invention; Figure 4 This is another schematic diagram of the driving method of the image rendering system provided in the embodiment of the present invention; Figure 5 This is another schematic diagram of the driving method of the image rendering system provided in the embodiment of the present invention; Figure 6A and Figure 6B This is a schematic diagram of the view area provided in an embodiment of the present invention; Figure 7A and Figure 7B This is another schematic diagram of the view area provided in an embodiment of the present invention; Figure 8A and Figure 8B This is another schematic diagram of the view area provided in an embodiment of the present invention; Figure 9This is another schematic diagram of the driving method of the image rendering system provided in the embodiment of the present invention; Figure 10 This is a schematic diagram of the structure of an image rendering system provided in an embodiment of the present invention; Figure 11 This is another structural schematic diagram of the image rendering system provided in an embodiment of the present invention; Figure 12 This is another structural schematic diagram of the image rendering system provided in the embodiment of the present invention; Figure 13 This is a schematic diagram of another structure of the image rendering system provided in an embodiment of the present invention. Detailed Implementation
[0010] To better understand the technical solution of the present invention, the embodiments of the present invention will be described in detail below with reference to the accompanying drawings.
[0011] It should be understood that the described embodiments are merely some, not all, of the embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without inventive effort are within the scope of protection of the present invention.
[0012] The terminology used in the embodiments of this invention is for the purpose of describing particular embodiments only and is not intended to limit the invention. The singular forms “a,” “the,” and “the” as used in the embodiments of this invention and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise.
[0013] It should be understood that the term "and / or" used in this article is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. Additionally, the character " / " in this article generally indicates that the preceding and following related objects have an "or" relationship.
[0014] Before describing the technical solution provided by the embodiments of the present invention, the present invention first illustrates the applicable scenarios and system architecture of the technical solution. This technical solution can be applied in the field of 3D display, such as in automotive 3D head-up display technology. Figure 1 This is a schematic diagram of a 3D head-up display provided in an embodiment of the present invention, such as... Figure 1As shown, the in-vehicle system includes an image processor (not shown in the figure), an image source, and an optical system. The image processor acquires 3D scene information at the viewpoint sampling point and renders it into a 2D image. The image processor then transmits the rendered 2D image to the image source. Light emitted from the image source travels to the optical system, such as a reflecting optical system. The light is reflected and amplified by the reflecting optical system before entering the windshield and then the driver's eyes. The backward extensions of the light rays converge to form a virtual image surface. The direction of the light rays perceived by the human eye appears to originate from this virtual image surface. Two 2D images, corresponding to the left and right eye viewing angles, are formed on the virtual image surface. These two images exhibit a parallax shift in spatial depth. After being received by the driver's eyes, they are fused by the brain and perceived as a 3D virtual image with depth.
[0015] The main technical solutions of the embodiments of the present invention will be summarized below.
[0016] This invention primarily relates to a technical solution for dynamically acquiring rendering information based on the driver's eye movements. The rendering information includes the required number of viewpoint sampling points. During driving, the driver's current eye position corresponds to a primary view area, which is a spatial region directly in front of the eyes. Setting a number of viewpoint sampling points corresponding to the primary view area can be understood as determining the number of viewpoints for rendering. The position of each viewpoint sampling point can be understood as the position of a virtual camera, with each viewpoint sampling point corresponding to an observation angle. Three-dimensional scene information can be collected at each viewpoint sampling point and rendered to generate corresponding two-dimensional image information. Based on determining the required number of viewpoint sampling points, this invention further proposes how to set the position of each viewpoint sampling point to improve 3D display stability and driver viewing comfort.
[0017] The following are the specific implementation methods: This invention provides a driving method for an image rendering system. Figure 2 This is a schematic diagram of a driving method for an image rendering system provided in an embodiment of the present invention, such as... Figure 2 As shown, the driving method includes: Step S1: Obtain rendering information based on eye state; wherein, the rendering information includes the number of required viewpoint sampling points, and the number of required viewpoint sampling points is different in at least two different eye states.
[0018] Step S2: Render the image based on the obtained rendering information.
[0019] The technical solution provided in this invention is applied in 3D display scenarios, such as in 3D HUDs. Using the technical solution provided in this invention, when the user's eye state changes, such as when the eyes move, the number of required viewpoint sampling points can be dynamically switched according to the current eye state, thereby better balancing rendering effects and data computation resource consumption under different eye states.
[0020] For example, when the user's eyes are stationary or moving slowly, two viewpoint sampling points can be set, i.e., two-view rendering can be selected. The accuracy of the image seen by the human eye in two-view rendering strictly depends on the accuracy and timeliness of eye position tracking. When the eyes are stationary or moving slowly, the accuracy of eye position monitoring is high. By aligning the two viewpoint sampling points with the positions of the left and right eyes, images that match the actual viewing angles of the left and right eyes can be generated, achieving a better visual effect. In this case, it is not necessary to generate a large number of different 2D images. Selecting two viewpoint sampling points achieves good visual effects while avoiding waste of data computing resources. When the user's eyes move quickly, the viewing angles of the left and right eyes change rapidly. In this case, multiple viewpoint sampling points can be set, i.e., multi-view rendering can be selected. Multi-view rendering can quickly respond to changes in eye viewing angle, providing a smoother visual experience. It can also provide continuous and natural visual feedback even when the user's eyes are moving quickly, reducing the perceived abruptness.
[0021] In one feasible implementation, the eye state includes the eye movement state, and the image rendering system has at least two state intervals, with each state interval corresponding to a certain number of sampling points.
[0022] in, Figure 3 This is another schematic diagram of the driving method of the image rendering system provided in the embodiment of the present invention, as shown below. Figure 3 As shown, the process of step S1 may include: Step S11: Monitor eye movement.
[0023] Step S12: Find the state interval corresponding to the monitored eye movement state, and set the number of sampling points corresponding to the found state interval to the required number of viewpoint sampling points.
[0024] This method pre-sets multiple state intervals and the mapping relationships between these intervals and various sampling point numbers. It then directly locates the current eye movement state within these intervals and sets the corresponding sampling point number to the required number of viewpoint sampling points. In this method, the required number of viewpoint sampling points is the same for different eye movement states within the same state interval. This reduces the frequency of switching between viewpoint sampling points, thus saving power to some extent.
[0025] Among them, the monitoring of eye movement can be real-time, and the number of required viewpoint sampling points can be dynamically adjusted in real time according to the real-time movement of the eyes.
[0026] In one feasible implementation, among at least two states corresponding to at least two sampling point numbers, the minimum number of sampling points is 2, and the maximum number of sampling points is greater than or equal to 10 and less than or equal to 20.
[0027] In other words, at least two different state intervals correspond to different numbers of sampling points.
[0028] An excessive number of viewpoint sampling points not only leads to a significant increase in data computation but also results in excessive hardware data storage pressure. Therefore, in this embodiment of the invention, the maximum number of required viewpoint sampling points is designed to not exceed 20 under different eye movement states, thus avoiding the adverse effects of an excessive number of viewpoint sampling points.
[0029] In one feasible implementation, the number of state intervals is less than or equal to 4.
[0030] In general, the range of eye movement for users is limited, so the number of state intervals does not need to be too many; 2-4 is appropriate. For example, if the number of state intervals is 3, you can simply select and switch between 3 different sampling point numbers.
[0031] In one feasible implementation, the eye movement state includes the eye movement speed, and the state range includes a speed range, which is positively correlated with the number of sampling points.
[0032] The so-called speed range refers to a certain speed range.
[0033] Optionally, the speed values from different speed ranges are different.
[0034] The faster the eyes move, the faster the viewing angles of the left and right eyes change, and thus the greater the demand for dynamic vision with continuous perspective. The speed range is positively correlated with the number of sampling points, so more viewpoint sampling points can be set for the eyes when they move at high speeds, thereby providing better image continuity.
[0035] In one configuration, the image rendering system includes three speed ranges: a low-speed range, a medium-speed range, and a high-speed range. The low-speed range corresponds to 2 sampling points, the medium-speed range corresponds to 4 or 5 sampling points, and the high-speed range corresponds to 7 sampling points.
[0036] In one feasible implementation, the smallest of at least two speed ranges is the first speed range. For example, the first speed range is the low-speed range among the three speed ranges mentioned above.
[0037] The minimum speed value in the first speed range is 0, while the maximum speed value in the first speed range can be set to less than or equal to 10cm / s. When the eye movement speed does not exceed 10cm / s, the viewing angle of the left and right eyes changes very slowly, allowing for accurate tracking of the viewing angle and accurate determination of the left and right eye positions. This state is more compatible with two-viewpoint rendering.
[0038] In one feasible implementation, the largest of the at least two speed ranges is the second speed range.
[0039] Optionally, the largest speed range among the multiple speed ranges is the second speed range.
[0040] For example, the high-speed range among the three speed ranges mentioned above.
[0041] The minimum speed value in the second speed range is greater than or equal to 50 cm / s, thus allowing the second speed range to cover the greater movement speeds that the eye may have.
[0042] Optionally, the difference between the maximum and minimum speed values in different speed ranges can be the same or different.
[0043] For example, when including low-speed, medium-speed, and high-speed ranges, the difference between the maximum and minimum speed values in the low-speed range can be less than or equal to 10 cm / s, and the difference between the maximum and minimum speed values in the medium-speed range can be less than or equal to 40 cm / s. Alternatively, when including more speed ranges, the difference between the maximum and minimum speed values in each speed range can be set to be equal, for example, the difference can be less than or equal to 20 cm / s.
[0044] This design allows for a more precise matching of the number of sampling points to the needs of the human eye.
[0045] In one feasible implementation, the eye movement state includes the frequency of changes in the eye's line of sight, and the state range includes a frequency range, which is positively correlated with the number of sampling points.
[0046] The frequency of changes in eye gaze direction can be used to reflect the regularity of eye movement. A high frequency of changes in eye gaze direction indicates that the eyes may be moving erratically, with random changes in viewing angle. This situation demands a high level of dynamic visual detail with continuous viewing angles, and in this case, a higher number of viewpoint sampling points can be set. The frequency range is positively correlated with the number of sampling points; setting more viewpoint sampling points when the eyes are moving rapidly and erratically provides better image continuity. Conversely, a low frequency of changes in eye gaze direction indicates that the eyes may be moving regularly. When the eyes are moving regularly, the viewing angle can be predicted based on the regularity of the movement. For example, by combining delay data related to this regular movement, the change in viewing angle can be accurately predicted to achieve precise tracking of the eye's position. In this case, two viewpoint sampling points can be set for two-viewpoint rendering, which requires high accuracy in tracking the eye's position. Under two-viewpoint rendering, by aligning the two viewpoint sampling points with the positions of the left and right eyes, images that more closely match the actual viewing angles of the left and right eyes can be generated, achieving better visual effects.
[0047] In one configuration, the image rendering system includes three frequency ranges: a low-frequency range, a mid-frequency range, and a high-frequency range. Here, frequency represents the frequency of changes in the eye's gaze direction. The low-frequency range corresponds to 2 sampling points, the mid-frequency range to 4 or 5 sampling points, and the high-frequency range to 7 sampling points.
[0048] In one feasible implementation, the rendering information also includes the viewport position and the position of the viewport corresponding to the viewport, given the required number of viewpoint sampling points.
[0049] in, Figure 4 This is another schematic diagram of the driving method of the image rendering system provided in the embodiment of the present invention, as shown below. Figure 4 As shown, step S1 also includes: Step S13: Given the required number of viewpoint sampling points, obtain the position of each view area and the position of the viewpoint sampling point corresponding to each view area.
[0050] Among them, the viewpoint sampling point of the view area refers to the reference point for image acquisition.
[0051] Furthermore, step S2 may include: using the viewpoint sampling point as a reference point, collecting information such as light, color, and depth of the three-dimensional scene at the viewpoint sampling point location; processing the sampled three-dimensional scene information into two-dimensional image information, and generating a corresponding view area image based on the two-dimensional image information.
[0052] The process of generating a viewport image based on two-dimensional image information can specifically include: obtaining the luminance information of each sub-pixel based on the two-dimensional image information, the mapping relationship between sub-pixels and light ray points, the mapping relationship between light ray points and the viewport, and the data information of the light ray origin, and then controlling the sub-pixels to display the image of their corresponding viewport. The mapping relationship between light ray points and the viewport can be dynamically adjusted in real time based on changes in the viewport position. The light ray point can be understood as the specific position of a light source (such as a local display source) within the viewing area (i.e., the main viewport) after passing through the display system. For a more intuitive representation, it can be combined with... Figure 6B , Figure 7B and Figure 8BAs shown, light rays are emitted from multiple image points in a localized area of the virtual image plane or a localized area of the display panel. Taking a single ray as an example, the point where the ray falls determines the angle or path it takes to reach the main viewing area, thus reaching the corresponding ray point within the main viewing area to display (i.e., allow the eye to recognize) the image information at that point. For example, in two-viewpoint rendering, within the main viewing area, each ray takes the image information of its nearest neighboring eye position. The nearest neighbor eye position is the eye closest to the ray's landing point. For instance, when the ray's landing point is closer to the left eye, it is used to display the left eye image; when the ray's landing point is closer to the right eye, it is used to display the right eye image. In two-viewpoint rendering, the main viewing area is divided into two viewing areas, and this division is related to the left and right eye positions. Each of these two viewing areas corresponds to a viewpoint sampling point. Taking two viewpoints, the first viewpoint and the second viewpoint, as an example, the viewpoint sampling point of the first viewpoint corresponds to the left eye position. The 3D scene information collected at this viewpoint sampling point is processed into 2D image information and then fed back to the first viewpoint. That is, all image sources (light sources, i.e., pixels) within the first viewpoint are controlled to use this rendered 2D image information to display the 2D image needed by the left eye within the first viewpoint. Similarly, the viewpoint sampling point of the second viewpoint corresponds to the right eye position. The 3D scene information collected at this viewpoint sampling point is processed into 2D image information and then fed back to the second viewpoint. This means that all image sources (light sources, i.e., pixels) within the second viewpoint are controlled to use this rendered 2D image information to display the 2D image needed by the right eye within the second viewpoint. In multi-viewpoint rendering, within the main viewpoint, whichever viewpoint a ray points to, that ray is used to display the viewpoint image at the corresponding viewpoint sampling point. In other words, under multi-view rendering, the main view area is divided into multiple view areas, with each view area corresponding to a view sampling point. The rendering information obtained through the view sampling point is universal within that view area; that is, all image sources (the sources of light, i.e., pixels) where light falls within that view area use this rendering information. More specifically, after the 3D scene information collected at a certain view sampling point is processed into 2D image information, it is further fed back to the view area corresponding to that view sampling point, so that all image sources (the sources of light, i.e., pixels) where light falls within that view area use this rendered 2D image information to display the corresponding 2D image within that view area.
[0053] The view area described in the embodiments of the present invention can also be understood as a sub-view area or a segment. That is, after determining the number of required view point sampling points, the main view area is divided into the same number of sub-view areas, or the main view area is divided into the same number of segments.
[0054] At the viewpoint sampling point, information such as light, color, and depth of the 3D scene can be collected by a camera, or perspective projection calculations can be performed on the 3D scene to obtain information such as light, color, and depth of the 3D scene.
[0055] In this embodiment of the invention, the monitoring of eye movement can be real-time. Based on the current eye movement state, the required number of viewpoint sampling points is dynamically adjusted. Then, based on the currently required number of viewpoint sampling points, the position of each visual region and the position of the viewpoint sampling point corresponding to each visual region are obtained, so that the number of viewpoint sampling points matches the current eye condition.
[0056] In one feasible implementation, the eye state also includes the left eye coordinate L and the right eye coordinate R.
[0057] Figure 5 This is another schematic diagram of the driving method of the image rendering system provided in an embodiment of the present invention. Figure 6A and Figure 6B This is a schematic diagram of a view area provided in an embodiment of the present invention. Figure 7A and Figure 7B This is another schematic diagram of the view area provided in an embodiment of the present invention. Figure 8A and Figure 8B This is another schematic diagram of the view area provided in the embodiment of the present invention, such as... Figures 5-8B As shown, the process of step S13 may include: Step S131: Monitor the position of the eyes and obtain the coordinates L of the left eye and R of the right eye.
[0058] Step S132: Obtain the position of the main visual area MV based on the left eye coordinate L and the right eye coordinate R.
[0059] Step S133: Divide at least two view areas v in the main view area, wherein the number of view areas v is the same as the number of required view point sampling points, and one view area v corresponds to one view point sampling point.
[0060] Step S134: Based on the position of the view area v, obtain the position of the view point sampling point corresponding to each view area v.
[0061] The primary view area is the spatial region directly in front of the eyes. When the user's eyes move, the viewing angles of the left and right eyes change accordingly. This embodiment of the invention can adjust the position of the primary view area in real time by tracking the positions of the left and right eyes, thereby setting the position of the primary view area to match the current viewing angles of the left and right eyes. Furthermore, multiple view zones are divided within the primary view area at the current position, and the position of the viewpoint corresponding to each view zone is obtained. In this way, the obtained rendering information is more closely aligned with the current state of the user's eyes, resulting in a better viewing experience.
[0062] Furthermore, Figure 9 This is another schematic diagram of the driving method of the image rendering system provided in the embodiments of the present invention, combined with Figures 6A to 8B ,like Figure 9 As shown, the process of step S132 includes: Step S1321: Obtain the first coordinate M based on the left eye coordinate L and the right eye coordinate R. The first coordinate M is the coordinate of the center position between the left eye coordinate L and the right eye coordinate R, which can also be understood as the center eye position coordinate between the left and right eyes.
[0063] Wherein, the left eye coordinate L and the right eye coordinate R can be three-dimensional coordinates. In one embodiment, the human eyes are horizontally aligned, so the core of binocular stereoscopic perception lies more in horizontal parallax. Therefore, to reduce processing difficulty, the difference between the coordinates of the central eye and the coordinates of the left and right eyes can be reflected only in the horizontal direction. For example, the left eye coordinate L is (x1, y1, z1), the right eye coordinate R is (x2, y1, z1), and the first coordinate M is (x2, y1, z1). ,y1,z1).
[0064] Step S1322: Taking the position of the first coordinate M as the midpoint, obtain the left boundary coordinate W1 and right boundary coordinate W2 of the main view area MV according to the preset main view area width W.
[0065] Based on the previous setting of the first coordinate M, the left boundary coordinate W1 is ( y1, z1), the right boundary coordinates W2 are ( (y1, z1). The left boundary coordinate W1 reflects the position of the left edge of the main view area MV, and the right boundary coordinate W2 reflects the position of the right edge of the main view area MV.
[0066] Step S1323: Obtain the position of the main view area MV based on the left boundary coordinates W1 and the right boundary coordinates W2.
[0067] In the above method, a main visual area width W is preset, and then the positions of the left and right boundaries of the main visual area MV are obtained based on the main visual area width W and the center eye position coordinates of the left and right eyes, that is, the first coordinate M, so that the range of the main visual area MV can be known.
[0068] In one feasible implementation, the number of viewpoint sampling points required in one eye movement state is 2.
[0069] When the required number of viewpoint sampling points is 2, the two view areas divided by the main view area include the first view area 1 and the second view area 2. The first view area 1 covers the left eye coordinates, and the second view area 2 covers the right eye coordinates.
[0070] For example, in combination Figure 6A and Figure 6B When the human eye is stationary or moving at low speed, the number of viewpoint sampling points required is 2. Figure 6A and Figure 6B In the diagram, view area v1 is the first view area 1, and view area v2 is the second view area 2.
[0071] At this time, the process of step S134 includes: setting the position of the viewpoint sampling point corresponding to the first view area 1 to correspond to the position of the left eye coordinate, and setting the position of the viewpoint sampling point corresponding to the second view area 2 to correspond to the position of the right eye coordinate.
[0072] In dual-view rendering, the main view area MV is divided into two view areas v. The view sampling point corresponding to the first view area 1 corresponds to the position of the left eye, and the view sampling point corresponding to the position of the second view area 2 corresponds to the position of the right eye. Therefore, the scene information collected based on the view sampling point corresponding to the first view area 1 and the view sampling point of the second view area 2 is the scene information collected from the actual positions of the left and right eyes. As a result, the rendered view area image will more accurately reproduce the perspective image naturally observed by the left and right eyes, achieving a better visual effect.
[0073] Furthermore, the widths of the first view area 1 and the second view area 2 are equal.
[0074] Normally, the visual fields of the left and right eyes are roughly the same. By dividing the width of the two visual areas into equal parts in the two-viewpoint rendering, the visual fields received by both eyes can be made equal, and the range of the two visual areas can be matched with the natural visual fields of the left and right eyes.
[0075] In one feasible implementation, in one eye movement state, the required number of viewpoint sampling points is m1, where m1 > 2.
[0076] When the number of required viewpoint sampling points is m1, the m1 view areas divided by the main view area include the first view area 1, the second view area 2 and the third view area 3. The center position of the first view area 1 corresponds to the position of the left eye coordinate, and the center position of the second view area 2 corresponds to the position of the right eye coordinate.
[0077] For example, in combination Figure 7A and Figure 7B When the human eye moves at a medium speed, the number of viewpoint sampling points required is m1, where m1=5. Figure 7A and Figure 7B In the diagram, visual area v2 is the first visual area 1, and the center of visual area v2 corresponds to the position of the left eye coordinate; visual area v4 is the second visual area 2, and the center of visual area v4 corresponds to the position of the right eye coordinate; visual areas v1, v3, and v5 are the third visual area 3.
[0078] At this time, the process of step S134 includes: setting the position of the viewpoint sampling point corresponding to the first view area 1 to correspond to the position of the left eye coordinate, setting the position of the viewpoint sampling point corresponding to the second view area 2 to correspond to the position of the right eye coordinate, and setting the position of the viewpoint sampling point corresponding to the third view area 3 to correspond to the center position of the third view area 3.
[0079] When the required number of viewpoint sampling points is m1, based on the above method, in the m1 divided view areas, the viewpoint sampling point of the first view area 1 corresponds to the left eye position. Therefore, the scene information collected based on this viewpoint sampling point is the scene information collected from the actual position of the left eye, and the rendered view area image will more accurately reproduce the viewpoint image naturally observed by the left eye. Furthermore, since the left eye position also corresponds to the center position of the first view area 1, the left eye position also corresponds to a relatively balanced viewing position within the first view area 1, which helps to reduce crosstalk between the first view area 1 and other view areas. The viewpoint sampling point of the second view area 2 corresponds to the right eye position. Therefore, the scene information collected based on this viewpoint sampling point is the scene information collected from the actual position of the right eye, and the rendered view area image will more accurately reproduce the viewpoint image naturally observed by the right eye. Furthermore, since the right eye position also corresponds to the center position of the second view area 2, the right eye position also corresponds to a relatively balanced viewing position within the second view area 2, which helps to reduce crosstalk between the second view area 2 and other view areas. As for the third view zone 3, the view sampling point of the third view zone 3 can be directly set to correspond to its center position, so that its view sampling point corresponds to a relatively balanced viewing position within the view zone, which helps to reduce interference with other view zones.
[0080] Furthermore, when the required number of viewpoint sampling points is m1, in one case, the widths of the first view area 1 and the second view area 2 are equal, and at least part of the third view area 3 is not equal to the widths of the first view area 1 and the second view area 2.
[0081] By differentiating the width of the third visual zone 3, it is helpful to better divide the first visual zone 1 and the second visual zone 2 into equal widths with their center positions corresponding to the positions of the left and right eyes, respectively. For example, it can be more suitable for situations where the width W of the main visual zone does not satisfy the divisibility relationship with m1.
[0082] Alternatively, when the required number of viewpoint sampling points is m1, in another case, the widths of these m1 view areas can also be equal. In this case, it is also possible to achieve a design where the widths of the first view area 1 and the second view area 2 are equal and their center positions correspond to the positions of the left and right eyes, respectively.
[0083] In one feasible implementation, in one eye movement state, the required number of viewpoint sampling points is m2, where m2 > 2.
[0084] When the required number of viewpoint sampling points is m2, the center position of each of the m2 view areas divided in the main view area does not correspond to the left eye coordinates or the right eye coordinates.
[0085] For example, in combination Figure 8A and Figure 8B When the human eye moves at high speed, the number of viewpoint sampling points required is m2, where m2=7. Figure 8A and Figure 8B In the middle, the center positions of visual areas v1 to v7 do not correspond to the coordinates of the right eye.
[0086] At this point, step S134 includes setting the position of the viewpoint sampling point corresponding to each view area to correspond to the center position of the view area.
[0087] When the required number of viewpoint sampling points is m², and the center position of each divided view area does not correspond to the left and right eye coordinates, the center position of each view area can be directly set as the position of its corresponding viewpoint sampling point. This allows the viewpoint sampling point to correspond to a more balanced viewing position within the view area, helping to reduce interference with other view areas. Moreover, with multiple viewpoints evenly distributed, regardless of the viewing direction, the viewpoint can be quickly matched to the view area closest to one's own perspective, avoiding problems such as blurred images and loss of stereoscopic effect during viewing.
[0088] Based on the same inventive concept, embodiments of the present invention also provide an image rendering system. Figure 10 This is a schematic diagram of the structure of an image rendering system provided in an embodiment of the present invention, such as... Figure 10 As shown, the image rendering system includes a first module 101 and a second module 102.
[0089] The first module 101 is used to obtain rendering information based on the eye state. The rendering information includes the number of viewpoint sampling points required, which differs in at least two different eye states.
[0090] The second module 102 is electrically connected to the first module 101 and is used to render and generate an image based on the obtained rendering information.
[0091] In the above image rendering system, when the user's eye state changes while viewing, such as when the eyes move, the first module 101 can dynamically switch the number of required viewpoint sampling points according to the current eye state, so as to better balance the rendering effect and the resource consumption of data calculation under different eye states.
[0092] For example, when the user's eyes are stationary or moving slowly, two viewpoint sampling points can be set, i.e., two-view rendering can be selected. The accuracy of the image seen by the human eye in two-view rendering strictly depends on the accuracy and timeliness of eye position tracking. When the eyes are stationary or moving slowly, the accuracy of eye position monitoring is high. By aligning the two viewpoint sampling points with the positions of the left and right eyes, images that match the actual viewing angles of the left and right eyes can be generated, achieving a better visual effect. In this case, it is not necessary to generate a large number of images from different perspectives. Choosing two-view rendering achieves good visual effects while avoiding waste of data computing resources. When the user's eyes move quickly, the viewing angles of the left and right eyes change rapidly. In this case, multiple viewpoint sampling points can be set, i.e., multi-view rendering can be selected. Multi-view rendering can quickly respond to changes in eye perspective, providing a smoother visual experience, and thus providing continuous and natural visual feedback even when the user's eyes are moving rapidly.
[0093] In one feasible implementation, the eye state includes the eye movement state, and the image rendering system has at least two state intervals, with each state interval corresponding to a certain number of sampling points.
[0094] See you again Figure 10 The first module 101 includes a first submodule 103 and a second submodule 104.
[0095] The first submodule 103 is used to monitor the movement of the eyes.
[0096] The second submodule 104 is electrically connected to the first submodule 103 and the second module 102 respectively, and is used to find the state interval corresponding to the monitored eye movement state, and set the number of sampling points corresponding to the found state interval to the required number of viewpoint sampling points.
[0097] When the first submodule 103 detects eye movement, the second submodule 104 directly searches for the current state interval of the eye movement among multiple state intervals and sets the number of sampling points corresponding to that state interval as the number of viewpoint sampling points required at the moment. In this way, the number of viewpoint sampling points required for different eye movement states within the same state interval is the same, so the switching of the number of viewpoint sampling points will not be too frequent, which can save power consumption to a certain extent.
[0098] Among them, the monitoring of eye movement can be real-time, and the number of required viewpoint sampling points can be dynamically adjusted in real time according to the real-time movement of the eyes.
[0099] In one feasible implementation, the eye movement state includes the eye movement speed, and the state range includes a speed range, which is positively correlated with the number of sampling points.
[0100] The faster the eyes move, the faster the viewing angles of the left and right eyes change, and thus the higher the demand for dynamic visuals with continuous perspectives. The speed range is positively correlated with the number of sampling points, so more rendering sampling points can be set for high-speed eye movement to provide better image continuity.
[0101] In one configuration, the image rendering system includes three speed ranges: a low-speed range, a medium-speed range, and a high-speed range. The low-speed range corresponds to 2 sampling points, the medium-speed range corresponds to 4 or 5 sampling points, and the high-speed range corresponds to 7 sampling points.
[0102] In one feasible implementation, the eye movement state includes the frequency of changes in the eye's line of sight, and the state range includes a frequency range, which is positively correlated with the number of sampling points.
[0103] The frequency of changes in eye gaze direction can be used to reflect the regularity of eye movement. A high frequency of changes in eye gaze direction indicates that the eyes may be moving erratically, with random changes in viewing angle. This situation demands high dynamic visual accuracy with continuous viewing angles, and in this case, a higher number of viewpoint sampling points can be set. The frequency range is positively correlated with the number of sampling points; therefore, more rendering sampling points can be set for high-speed, erratic eye movements to provide better image continuity. Conversely, a low frequency of changes in eye gaze direction indicates that the eyes may be moving regularly. When the eyes move regularly, the viewing angle can be predicted based on the regularity of the movement. For example, by combining latency data related to this regular movement, the change in viewing angle can be accurately predicted to achieve precise tracking of the eye's position. In this case, two viewpoint sampling points can be set for two-viewpoint rendering, which requires high accuracy in tracking the eye's position. With two-viewpoint rendering, by aligning the two rendered viewpoint sampling points with the positions of the left and right eyes, an image that more closely matches the actual viewing angles of the left and right eyes can be generated, achieving a better visual effect.
[0104] In one configuration, the image rendering system includes three frequency ranges: a low-frequency range, a mid-frequency range, and a high-frequency range. These frequencies correspond to the frequency of changes in the eye's gaze direction. Specifically, the low-frequency range has 2 sampling points, the mid-frequency range has 4 or 5 sampling points, and the high-frequency range has 7 sampling points.
[0105] In one feasible implementation, the rendering information also includes the viewport location and the location of the viewport corresponding to the viewport, given the required number of viewpoint sampling points.
[0106] Figure 11This is another structural schematic diagram of the image rendering system provided in an embodiment of the present invention, such as... Figure 11 As shown, the first module 101 also includes a third submodule 105. The third submodule 105 is electrically connected to the second submodule 104 and the second module 102 respectively. The third submodule 105 is used to obtain the position of each view area and the position of the view sampling point corresponding to each view area, given the required number of view sampling points.
[0107] Among them, the viewpoint sampling point of the view area refers to the reference point for image acquisition.
[0108] Then, the second module 102 renders the image based on the obtained rendering information. The process of generating the image may include: taking the viewpoint sampling point as the reference point, collecting information such as light, color, and depth of the three-dimensional scene at the viewpoint sampling point; processing the sampled three-dimensional scene information into two-dimensional image information, and generating the corresponding view area image based on the two-dimensional image information.
[0109] Specifically, the process of generating a viewport image based on two-dimensional image information may include: obtaining the luminance information of each sub-pixel based on the two-dimensional image information, the mapping relationship between sub-pixels and light ray points, the mapping relationship between light ray points and viewports, and the data information of the light ray origin, and then controlling the sub-pixels to display the image of their corresponding viewports. The mapping relationship between light ray points and viewports can be dynamically adjusted in real time based on changes in the viewport position.
[0110] In this embodiment of the invention, the monitoring of eye movement is real-time. The second submodule 104 dynamically switches the required number of viewpoint sampling points based on the current eye movement state, and then, with the current required number of viewpoint sampling points, obtains the position of the view area corresponding to each viewpoint and the position of the viewpoint sampling point corresponding to each view area, ensuring that the position of each view area and the position of the viewpoint sampling point corresponding to each view area during rendering matches the current eye situation.
[0111] In one feasible implementation, the eye state also includes the left eye coordinate L and the right eye coordinate R.
[0112] Combination Figures 6A to 8B , Figure 12 This is another structural schematic diagram of the image rendering system provided in the embodiments of the present invention, such as... Figure 12 As shown, the first module 101 also includes a fourth submodule 106, which is used to monitor the position of the eyes and obtain the coordinates of the left eye and the right eye.
[0113] The third submodule 105 includes a first unit 107, a second unit 108, and a third unit 109.
[0114] The first unit 107 is electrically connected to the fourth sub-module 106 and is used to obtain the position of the main visual area MV based on the left eye coordinate L and the right eye coordinate R.
[0115] The second unit 108 is electrically connected to the first unit 107 and the second submodule 104, and is used to divide at least two view areas v in the main view area, wherein the number of view areas v divided is the same as the number of required view point sampling points obtained, and one view area v corresponds to one view point sampling point.
[0116] The third unit 109 is electrically connected to the second unit 108 and is used to obtain the position of the viewpoint sampling point corresponding to each view area v based on the position of the view area v.
[0117] The primary view area is the spatial region directly in front of the eyes. When the user's eyes move, the viewing angles of the left and right eyes change accordingly. This embodiment of the invention can adjust the position of the primary view area in real time by tracking the positions of the left and right eyes, thereby setting the position of the primary view area to match the current viewing angles of the left and right eyes. Furthermore, multiple view areas are divided within the primary view area at the current position, and the positions of the viewpoint sampling points corresponding to each view area are obtained. In this way, the obtained rendering information more closely matches the current state of the user's eyes, resulting in a better viewing experience.
[0118] In one feasible implementation, Figure 13 This is another structural schematic diagram of the image rendering system provided in the embodiments of the present invention, such as... Figure 13 As shown, the first unit 107 includes a first subunit 110, a second subunit 111, and a third subunit 112.
[0119] The first subunit 110 is electrically connected to the fourth submodule 106 and is used to obtain the first coordinate M based on the left eye coordinate L and the right eye coordinate R. The first coordinate M is the coordinate of the center position between the left eye coordinate L and the right eye coordinate R, which can also be understood as the center eye position coordinate between the left and right eyes.
[0120] Wherein, the left eye coordinate L and the right eye coordinate R can be three-dimensional coordinates. In one embodiment, the human eyes are horizontally aligned, so the core of binocular stereoscopic perception lies more in horizontal parallax. Therefore, to reduce processing difficulty, the difference between the coordinates of the central eye and the coordinates of the left and right eyes can be reflected only in the horizontal direction. For example, the left eye coordinate L is (x1, y1, z1), the right eye coordinate R is (x2, y1, z1), and the first coordinate M is (x2, y1, z1). ,y1,z1).
[0121] The second subunit 111 is electrically connected to the first subunit 110 and is used to obtain the left boundary coordinates W1 and the right boundary coordinates W2 of the main view area MV based on the position of the first coordinate M as the midpoint and the preset main view area width W.
[0122] Based on the previous setting of the first coordinate M, the left boundary coordinate W1 is ( y1, z1), the right boundary coordinates W2 are ( (y1, z1). The left boundary coordinate W1 reflects the position of the left edge of the main view area MV, and the right boundary coordinate W2 reflects the position of the right edge of the main view area MV.
[0123] The third subunit 112 is electrically connected to the second subunit 111 and the second unit 108, respectively, and is used to obtain the position of the main view area MV according to the left boundary coordinate W1 and the right boundary coordinate W2.
[0124] In the above method, a main visual area width W is preset, and then the positions of the left and right boundaries of the main visual area MV are obtained based on the main visual area width W and the center eye position coordinates of the left and right eyes, that is, the first coordinate M, so that the range of the main visual area MV can be known.
[0125] In one feasible implementation, the number of viewpoint sampling points required in one eye movement state is 2.
[0126] When the second submodule 104 obtains the required number of viewpoint sampling points as 2: the second unit 108 divides the main view area into 2 view areas, including the first view area 1 and the second view area 2. The first view area 1 covers the left eye coordinates, and the second view area 2 covers the right eye coordinates; the third unit 109 sets the position of the viewpoint corresponding to the first view area 1 to correspond to the position of the left eye coordinates, and sets the position of the viewpoint corresponding to the second view area 2 to correspond to the position of the right eye coordinates.
[0127] For example, in combination Figure 6A and Figure 6B When the human eye is stationary or moving at low speed, the number of viewpoint sampling points required is 2. Figure 6A and Figure 6B In the diagram, view area v1 is the first view area 1, and view area v2 is the second view area 2.
[0128] In dual-view rendering, the main view area MV is divided into two view areas v. The view sampling point corresponding to the first view area 1 corresponds to the position of the left eye, and the view sampling point corresponding to the position of the second view area 2 corresponds to the position of the right eye. Therefore, the scene information collected based on the view sampling point corresponding to the first view area 1 and the view sampling point of the second view area 2 is the scene information collected from the actual positions of the left and right eyes. As a result, the rendered view area image will more accurately reproduce the perspective image naturally observed by the left and right eyes, achieving a better visual effect.
[0129] In one feasible implementation, in one eye movement state, the required number of viewpoint sampling points is m1, where m1 > 2.
[0130] When the second submodule 104 obtains the required number of viewpoint sampling points as m1: the second unit 108 divides the main view area into m1 view areas, including the first view area 1, the second view area 2, and the third view area 3. The center position of the first view area 1 corresponds to the position of the left eye coordinate, and the center position of the second view area 2 corresponds to the position of the right eye coordinate. The third unit 109 sets the position of the viewpoint corresponding to the first view area 1 to correspond to the position of the left eye coordinate, sets the position of the viewpoint corresponding to the second view area 2 to correspond to the position of the right eye coordinate, and sets the position of the viewpoint corresponding to the third view area 3 to correspond to the center position of the third view area 3.
[0131] For example, in combination Figure 7A and Figure 7B When the human eye moves at a medium speed, the number of viewpoint sampling points required is m1, where m1=5. Figure 7A and Figure 7B In the diagram, visual area v2 is the first visual area 1, and the center of visual area v2 corresponds to the position of the left eye coordinate; visual area v4 is the second visual area 2, and the center of visual area v4 corresponds to the position of the right eye coordinate; visual areas v1, v3, and v5 are the third visual area 3.
[0132] When the required number of viewpoint sampling points is m1, based on the above method, in the m1 divided view areas, the viewpoint sampling point of the first view area 1 corresponds to the left eye position. Therefore, the scene information collected based on this viewpoint sampling point is the scene information collected from the actual position of the left eye, and the rendered view area image will more accurately reproduce the viewpoint image naturally observed by the left eye. Furthermore, since the left eye position also corresponds to the center position of the first view area 1, the left eye position also corresponds to a relatively balanced viewing position within the first view area 1, which helps to reduce crosstalk between the first view area 1 and other view areas. The viewpoint sampling point of the second view area 2 corresponds to the right eye position. Therefore, the scene information collected based on this viewpoint sampling point is the scene information collected from the actual position of the right eye, and the rendered view area image will more accurately reproduce the viewpoint image naturally observed by the right eye. Furthermore, since the right eye position also corresponds to the center position of the second view area 2, the right eye position also corresponds to a relatively balanced viewing position within the second view area 2, which helps to reduce crosstalk between the second view area 2 and other view areas. As for the third view zone 3, the view sampling point of the third view zone 3 can be directly set to correspond to its center position, so that its view sampling point corresponds to a relatively balanced viewing position within the view zone, which helps to reduce interference with other view zones.
[0133] In one feasible implementation, in one eye movement state, the required number of viewpoint sampling points is m2, where m2 > 2.
[0134] When the second submodule 104 obtains the required number of viewpoint sampling points as m2: the second unit 108 divides the main view area into m2 view areas, and the center position of each view area does not correspond to the left eye coordinate or the right eye coordinate; the third unit 109 sets the position of the viewpoint sampling point corresponding to each view area as the center position of the view area.
[0135] For example, in combination Figure 8A and Figure 8B When the human eye moves at high speed, the number of viewpoint sampling points required is m2, where m2=7. Figure 8A and Figure 8B In the middle, the center positions of visual areas v1 to v7 do not correspond to the coordinates of the right eye.
[0136] When the required number of viewpoint sampling points is m², and the center position of each divided view area does not correspond to the left and right eye coordinates, the center position of each view area can be directly set as the position of its corresponding viewpoint sampling point. This allows the viewpoint sampling point to correspond to a more balanced viewing position within the view area, helping to reduce interference with other view areas. Moreover, with multiple viewpoints evenly distributed, regardless of the viewing direction, the viewpoint can be quickly matched to the view area closest to one's own perspective, avoiding problems such as blurred images and loss of stereoscopic effect during viewing.
[0137] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the scope of protection of the present invention.
[0138] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, and not to limit them. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features therein. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present invention.
Claims
1. A driving method for an image rendering system, characterized in that, include: Rendering information is obtained based on the eye state; wherein, the rendering information includes the number of required viewpoint sampling points, and the number of required viewpoint sampling points is different in at least two different eye states; The image is generated by rendering based on the obtained rendering information.
2. The driving method for the image rendering system according to claim 1, characterized in that, The eye state includes the eye movement state, and the image rendering system has at least two state intervals, with each state interval corresponding to a certain number of sampling points; The process of obtaining the rendering information based on the eye state includes: The movement of the eyes is monitored; Find the state interval corresponding to the detected eye movement state, and set the number of sampling points corresponding to the found state interval as the required number of viewpoint sampling points.
3. The driving method for the image rendering system according to claim 2, characterized in that, Among the at least two types of sampling point quantities corresponding to at least two of the state intervals, the minimum number of sampling points is 2, and the maximum number of sampling points is greater than or equal to 10 and less than or equal to 20.
4. The driving method for the image rendering system according to claim 2, characterized in that, The number of state intervals is less than or equal to 4.
5. The driving method for the image rendering system according to claim 2, characterized in that, The eye movement state includes the eye movement speed, the state range includes a speed range, and the speed range is positively correlated with the number of sampling points.
6. The driving method for the image rendering system according to claim 5, characterized in that, The smallest of the at least two speed ranges is the first speed range, and the maximum speed value in the first speed range is less than or equal to 10 cm / s.
7. The driving method for the image rendering system according to claim 5, characterized in that, The largest of at least two speed ranges is the second speed range, and the minimum speed value in the second speed range is greater than or equal to 50 cm / s.
8. The driving method for the image rendering system according to claim 3, characterized in that, The eye movement states include the frequency of changes in the eye's line of sight, and the state range includes a frequency range that is positively correlated with the number of sampling points.
9. The driving method for the image rendering system according to claim 2, characterized in that, The rendering information also includes the viewport position and the position of the viewport corresponding to the viewport sampling point, given the required number of viewpoint sampling points; The process of obtaining the rendering information based on the eye state further includes: obtaining the position of each view area and the position of the view sampling point corresponding to each view area, given the required number of view sampling points.
10. The driving method for the image rendering system according to claim 9, characterized in that, The eye status also includes the coordinates of the left eye and the right eye; Given the required number of viewpoint sampling points, the process of obtaining the position of each view region and the position of the viewpoint sampling point corresponding to each view region includes: The position of the eyes is monitored, and the coordinates of the left eye and the right eye are obtained; The position of the main visual area is obtained based on the left eye coordinates and the right eye coordinates; At least two view areas are divided in the main view area, wherein the number of the divided view areas is the same as the number of required view point sampling points, and one view area corresponds to one view point sampling point; Based on the location of the view area, obtain the location of the view point sampling point corresponding to each view area.
11. The driving method for the image rendering system according to claim 10, characterized in that, The process of obtaining the position of the main visual area based on the left eye coordinates and the right eye coordinates includes: A first coordinate is obtained based on the left eye coordinate and the right eye coordinate, wherein the first coordinate is the coordinate of the center position between the left eye coordinate and the right eye coordinate; Using the position of the first coordinate as the midpoint, obtain the left boundary coordinates and right boundary coordinates of the main view area according to the preset main view area width; The position of the main view area is obtained based on the coordinates of the left boundary and the coordinates of the right boundary.
12. The driving method for the image rendering system according to claim 10, characterized in that, In one of the eye movement states, the required number of viewpoint sampling points is 2; When the required number of viewpoint sampling points is 2: The two viewing areas divided by the main viewing area include a first viewing area and a second viewing area, wherein the first viewing area covers the left eye coordinates and the second viewing area covers the right eye coordinates; The process of obtaining the position of the viewpoint sampling point corresponding to each view area based on the position of the view area includes: setting the position of the viewpoint sampling point corresponding to the first view area to correspond to the position of the left eye coordinate, and setting the position of the viewpoint sampling point corresponding to the second view area to correspond to the position of the right eye coordinate.
13. The driving method for the image rendering system according to claim 12, characterized in that, The widths of the first view area and the second view area are equal.
14. The driving method for the image rendering system according to claim 10, characterized in that, In one of the eye movement states, the required number of viewpoint sampling points is m1, where m1 > 2; When the required number of viewpoint sampling points is m1: The m1 visual regions divided by the main visual region include a first visual region, a second visual region, and a third visual region, wherein the center position of the first visual region corresponds to the position of the left eye coordinate, and the center position of the second visual region corresponds to the position of the right eye coordinate. The process of obtaining the position of the viewpoint corresponding to each view area based on the position of the view area includes: setting the position of the viewpoint sampling point corresponding to the first view area to correspond to the position of the left eye coordinate, setting the position of the viewpoint sampling point corresponding to the second view area to correspond to the position of the right eye coordinate, and setting the position of the viewpoint sampling point corresponding to the third view area to correspond to the center position of the third view area.
15. The driving method for the image rendering system according to claim 14, characterized in that, The widths of the first and second view areas are equal, and at least part of the third view area has a width that is not equal to the widths of the first and second view areas.
16. The driving method for the image rendering system according to claim 10, characterized in that, In one of the eye movement states, the required number of viewpoint sampling points is m2, where m2 > 2; When the required number of viewpoint sampling points is m2: In the m2 visual regions divided by the main visual region, the center position of each visual region does not correspond to the left eye coordinates or the right eye coordinates; The process of obtaining the position of the viewpoint sampling point corresponding to each view area based on the position of the view area includes: setting the position of the viewpoint sampling point corresponding to each view area to correspond to the center position of the view area.
17. An image rendering system, characterized in that, include: The first module is used to obtain rendering information based on the eye state; wherein, the rendering information includes the number of required viewpoint sampling points, and the number of required viewpoint sampling points is different in at least two different eye states; The second module, electrically connected to the first module, is used to render and generate an image based on the obtained rendering information.
18. The image rendering system according to claim 17, characterized in that, The eye state includes the eye movement state, and the image rendering system has at least two state intervals, with each state interval corresponding to a certain number of sampling points; The first module includes: The first submodule is used to monitor the movement state of the eye; The second submodule, which is electrically connected to the first submodule and the second module respectively, is used to find the state interval corresponding to the monitored eye movement state, and set the number of sampling points corresponding to the found state interval to the required number of viewpoint sampling points.
19. The image rendering system according to claim 18, characterized in that, The eye movement state includes the eye movement speed, the state range includes a speed range, and the speed range is positively correlated with the number of sampling points.
20. The image rendering system according to claim 18, characterized in that, The eye movement states include the frequency of changes in the eye's line of sight, and the state range includes a frequency range that is positively correlated with the number of sampling points.
21. The image rendering system according to claim 18, characterized in that, The rendering information also includes the viewport position and the position of the viewport corresponding to the viewport sampling point, given the required number of viewpoint sampling points; The first module further includes a third submodule, which is electrically connected to the second submodule and the second module respectively, and is used to obtain the position of each view area and the position of the view sampling point corresponding to each view area, given the required number of view sampling points.
22. The image rendering system according to claim 21, characterized in that, The eye status also includes the coordinates of the left eye and the right eye; The first module further includes a fourth sub-module, which is used to monitor the position of the eyes and obtain the coordinates of the left eye and the right eye. The third sub-module includes: The first unit is electrically connected to the fourth sub-module and is used to obtain the position of the main visual area based on the left eye coordinates and the right eye coordinates; The second unit, electrically connected to the first unit and the second submodule, is used to divide at least two view areas in the main view area, wherein the number of the divided view areas is the same as the number of required view sampling points obtained, and one view area corresponds to one view sampling point; The third unit, electrically connected to the second unit, is used to obtain the position of the viewpoint sampling point corresponding to each view area based on the position of the view area.
23. The image rendering system according to claim 22, characterized in that, The first unit includes: The first subunit is electrically connected to the fourth submodule and is used to obtain a first coordinate based on the left eye coordinate and the right eye coordinate, wherein the first coordinate is the coordinate of the center position between the left eye coordinate and the right eye coordinate; The second subunit is electrically connected to the first subunit and is used to obtain the left boundary coordinates and right boundary coordinates of the main view area based on the preset main view area width, with the position of the first coordinate as the midpoint. The third subunit is electrically connected to the second subunit and the second unit respectively, and is used to obtain the position of the main view area based on the left boundary coordinates and the right boundary coordinates.
24. The image rendering system according to claim 22, characterized in that, In one of the eye movement states, the required number of viewpoint sampling points is 2; When the second submodule obtains the required number of viewpoint sampling points as 2: The second unit divides the main visual area into two visual areas, which include a first visual area and a second visual area. The first visual area covers the left eye coordinates, and the second visual area covers the right eye coordinates. The third unit sets the position of the viewpoint sampling point corresponding to the first view area to correspond to the position of the left eye coordinate, and sets the position of the viewpoint sampling point corresponding to the second view area to correspond to the position of the right eye coordinate.
25. The image rendering system according to claim 22, characterized in that, In one of the eye movement states, the required number of viewpoint sampling points is m1, where m1 > 2; When the second submodule obtains the required number of viewpoint sampling points as m1: The second unit divides the main visual area into m1 visual areas, and the m1 visual areas include a first visual area, a second visual area, and a third visual area. The center position of the first visual area corresponds to the position of the left eye coordinate, and the center position of the second visual area corresponds to the position of the right eye coordinate. The third unit sets the position of the viewpoint sampling point corresponding to the first view area to correspond to the position of the left eye coordinate, sets the position of the viewpoint sampling point corresponding to the second view area to correspond to the position of the right eye coordinate, and sets the position of the viewpoint sampling point corresponding to the third view area to correspond to the center position of the third view area.
26. The image rendering system according to claim 22, characterized in that, In one of the eye movement states, the required number of viewpoint sampling points is m2, where m2 > 2; When the second submodule obtains the required number of viewpoint sampling points as m2: The second unit divides the main visual area into m2 visual areas, and the center position of each of the divided visual areas does not correspond to the left eye coordinates or the right eye coordinates; The third unit sets the position of the viewpoint sampling point corresponding to each view area to correspond to the center position of the view area.