Display method, display device, electronic device and storage medium

By determining the visibility state of target pixels and performing image splitting and interlacing processing in naked-eye 3D display technology, the problem of unsmooth image switching during device rotation is solved, achieving a seamless naked-eye 3D display effect.

WO2026156822A1PCT designated stage Publication Date: 2026-07-30BOE TECHNOLOGY GROUP CO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
BOE TECHNOLOGY GROUP CO LTD
Filing Date
2025-01-26
Publication Date
2026-07-30

AI Technical Summary

Technical Problem

Existing glasses-free 3D display technology is prone to stuttering or black screen during device rotation, making it impossible to achieve seamless screen transitions.

Method used

By obtaining the original position of the target pixel in the image to be displayed and the rotation angle of the display terminal, the display state is determined, and image splitting and interlacing processing is performed to generate left and right eye views. The position of the naked-eye 3D image is updated to achieve the naked-eye 3D effect after rotation.

Benefits of technology

It achieves seamless switching of naked-eye 3D images during device rotation, avoiding black screen phenomena in the middle and ensuring continuous display of naked-eye 3D content.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure belongs to the technical field of display. Provided are a display method, a display device, an electronic device and a storage medium. The display method in the present disclosure is applied to a display terminal. The display method comprises: on the basis of an acquired original position of a target pixel point in an image to be displayed and / or a received rotation angle of a display terminal, determining a visible / hidden state of the target pixel point; performing image splitting processing on a sub-image, the visible / hidden state of which is visible, in the image to be displayed, so as to obtain left-eye and right-eye views corresponding to the sub-image; when the visible / hidden state of the target pixel point is visible, at least on the basis of the original position of the target pixel point, determining a current refresh position of the target pixel point; and performing image interleaving processing on the left-eye and right-eye views, and on the basis of the current refresh position, updating an original position of an interleaved autostereoscopic image, so as to obtain a rotated target stereoscopic image having an autostereoscopic effect.
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Description

Display methods, display devices, electronic devices, and storage media Technical Field

[0001] This disclosure belongs to the field of naked-eye 3D display technology, specifically relating to a display method, display device, electronic device, and storage medium. Background Technology

[0002] Glasses-free 3D display technology is a display technology that achieves stereoscopic visual effects without the need for external tools, such as 3D glasses. With the rapid development of glasses-free 3D display technology, it has been widely applied to various types of electronic products, such as mobile phones, tablets, and handheld game consoles. However, due to their portability, these handheld devices inevitably experience rotation in complex and ever-changing application scenarios. Especially for handheld game consoles, when users enter a game scene, the console rotates continuously over a period of time according to the game's actions. However, during the process of the 3D display adapting to the device's rotation direction, stuttering or black screens occur, and seamless transitions between rotations are not possible. Summary of the Invention

[0003] This disclosure aims to at least solve one of the technical problems existing in the prior art, and to provide a display method, display device, electronic device, and storage medium.

[0004] Firstly, the technical solution adopted to solve the technical problem of this disclosure is a display method applied to a display terminal; wherein, the display method includes:

[0005] The visibility state of the target pixel is determined based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the display terminal received.

[0006] The sub-images in the image to be displayed that are in the visible state are subjected to image segmentation processing to obtain the left and right eye views corresponding to the sub-images;

[0007] When the target pixel is in a visible state, the current refresh position of the target pixel is determined at least based on the original position of the target pixel.

[0008] The left and right eye views are subjected to image interlacing processing, and the original position of the interlaced naked-eye 3D image is updated according to the current refresh position to obtain a rotated target stereoscopic image with naked-eye 3D effect.

[0009] In some embodiments, the display terminal has a display area; the display area is pre-divided into multiple sub-display areas, each of the multiple sub-display areas including a center point, a first sub-region, a second sub-region, and a third sub-region.

[0010] The first sub-region is an inscribed elliptical sub-region with the center point of the display area as the center and the shortest distance from the center point to the edge of the display area as the minor semi-axis. The first sub-region does not include the center point.

[0011] The second sub-region is the remaining irregularly shaped region in the display area, excluding the center point, the first sub-region, and the vertices of the display area;

[0012] The third sub-region includes multiple vertices of the display area.

[0013] In some embodiments, determining the visibility state of the target pixel based on the original position of the target pixel in the acquired image to be displayed and / or the received rotation angle of the display terminal includes:

[0014] If the original position of the target pixel is located in the first sub-region, the visible / hidden state of the target pixel is determined to be visible.

[0015] In some embodiments, determining the visibility state of the target pixel based on the original position of the target pixel in the acquired image to be displayed and / or the received rotation angle of the display terminal includes:

[0016] When the original position of the target pixel is located in the second sub-region, the visibility state of the target pixel is determined according to the rotation angle of the target pixel.

[0017] In some embodiments, determining the visibility state of the target pixel based on its rotation angle includes:

[0018] When the rotation angle is between a first set value and a second set value, the display state of the target pixel is determined to be visible; the first set value is 1 / f; the second set value is -1 / f; where f represents the screen refresh rate of the display terminal;

[0019] If the rotation angle is not between the first set value and the second set value, the target pixel is determined to be hidden.

[0020] In some embodiments, when the target pixel's visibility state is visible, determining the current refresh position of the target pixel, at least based on the original position of the target pixel, includes:

[0021] When the target pixel is in a visible state, a rotation matrix is ​​determined based on the rotation angle of the target pixel.

[0022] The current refresh position of the target pixel is determined based on the rotation matrix, the original position of the target pixel, and the rotation angle.

[0023] In some embodiments, determining the rotation matrix based on the rotation angle of the target pixel includes:

[0024] Determine the rotation matrix of the target pixel according to Formula 1;

[0025] Formula 1: R(θ)=cos(θ)-sin(θ)×sin(θ)×cos(θ);

[0026] Where R(θ) represents the rotation matrix of the target pixel; θ represents the rotation angle; cos() represents the cosine operation; and sin() represents the sine operation.

[0027] In some embodiments, determining the current refresh position of the target pixel based on the rotation matrix, the original position of the target pixel, and the rotation angle includes:

[0028] The current refresh position of the target pixel is determined according to Formula 2;

[0029] Formula 2:

[0030] Where (x′,y′) represents the original position; R(θ) represents the rotation matrix; (x,y) represents the original position; θ represents the rotation angle; cos() represents the cosine operation; and sin() represents the sine operation.

[0031] In some embodiments, determining the visibility state of the target pixel based on the original position of the target pixel in the acquired image to be displayed and / or the received rotation angle of the display terminal includes:

[0032] When the original position of the target pixel is located in the third sub-region, the visibility state of the target pixel is determined according to the rotation angle of the target pixel.

[0033] In some embodiments, determining the visibility state of the target pixel based on its rotation angle includes:

[0034] When the rotation angle is 0°, ±90° or ±180°, the visible / hidden state of the target pixel is determined to be visible;

[0035] When the rotation angle is not 0°, ±90° or ±180°, the target pixel is determined to be hidden.

[0036] In some embodiments, when the target pixel's visibility state is visible, determining the current refresh position of the target pixel, at least based on the original position of the target pixel, includes:

[0037] When the hidden state is visible, the maximum and minimum values ​​in the same direction of the original position are swapped to obtain the current refresh position of the target pixel.

[0038] In some embodiments, determining the visibility state of the target pixel based on the original position of the target pixel in the acquired image to be displayed and / or the received rotation angle of the display terminal includes:

[0039] If the original position of the target pixel is located at the center point, the visible / hidden state of the target pixel is determined to be visible.

[0040] In some embodiments, when the target pixel's visibility state is visible, determining the current refresh position of the target pixel, at least based on the original position of the target pixel, includes:

[0041] The original position is taken as the current refresh position after the target pixel is rotated.

[0042] In some embodiments, the step of determining the rotation angle of the display terminal includes:

[0043] Acquire data from the gravity sensor integrated in the display terminal;

[0044] The rotation angle is determined by analyzing the posture of the display terminal based on the collected data.

[0045] In some embodiments, the gravity sensor includes an accelerometer, a gyroscope, and a magnetometer.

[0046] In some embodiments, the step of performing image segmentation processing on the sub-image of the image to be displayed that is in the visible state to obtain the left and right eye views corresponding to the sub-image includes:

[0047] Based on the naked-eye 3D film parameters of the pre-created virtual display, the sub-image is split into left and right eye views to obtain the sub-image.

[0048] The process of performing image interlacing processing on the left and right eye views and updating the original position of the interlaced naked-eye 3D image according to the current refresh position to obtain a rotated target stereoscopic image with naked-eye 3D effect includes:

[0049] The left and right eye views are subjected to image interleaving processing to obtain a first vector texture corresponding to the sub-image;

[0050] Update the first vector texture according to the current refresh position to obtain the rotated second vector texture;

[0051] The second vector texture is pushed to a pre-created global container, and the second vector texture is output to the virtual display based on the global container, so as to render the second vector texture through the virtual display to obtain the target stereoscopic image.

[0052] In some embodiments, the step of performing image segmentation processing on the sub-image based on the naked-eye 3D film parameters of a pre-created virtual display to obtain the left and right eye views corresponding to the sub-image includes:

[0053] The image to be displayed is intercepted based on the graphics driver model, and a path is established between the graphics driver model and the integrated graphics card based on the multimedia programming interface in the display terminal.

[0054] Based on the pathway between the graphics driver model and the integrated graphics card, the sub-image is transmitted to the integrated graphics card, and based on the multimedia programming interface, the sub-image in the integrated graphics card is cached in the memory processor;

[0055] Based on the naked-eye 3D film parameters of the virtual display, the memory processor performs image segmentation processing on the sub-image to obtain the left and right eye views corresponding to the sub-image.

[0056] In some embodiments, the step of performing image segmentation processing on the sub-image based on the naked-eye 3D film parameters of the virtual display to obtain the left and right eye views corresponding to the sub-image includes:

[0057] Based on the naked-eye 3D film parameters of the virtual display, determine the number of target viewpoints that the virtual display can support;

[0058] Based on the target number of viewpoints, the sub-image is split into left and right eye views to obtain the sub-image.

[0059] In some embodiments, performing image interlacing processing on the left and right eye views to obtain a first vector texture corresponding to the sub-image includes:

[0060] The vertex shader and fragment shader in the memory processor are invoked, and the interpolation range of the left and right eye views is calculated based on the vertex shaders.

[0061] Based on the fragment shader, calculate the interpolated content of the left and right eye views;

[0062] Based on the interpolation range and the interpolation content, image interleaving processing is performed on the left and right eye views to obtain the first vector texture.

[0063] In some embodiments, calculating the interpolation range of the left and right eye views based on the vertex shader includes:

[0064] Determine the image display range of the left and right eye views on the virtual display, and determine the vertex position of each pixel vertex in the left and right eye views on the virtual display based on the image display range;

[0065] The vertex shader determines the interpolation range of the left and right eye views based on the vertex positions of each pixel vertex on the virtual display.

[0066] In some embodiments, calculating the interpolated content of the left and right eye views based on the fragment shader includes:

[0067] Obtain the color value arrangement rules of the virtual display; wherein, the color value arrangement rules include pixel spacing, screen line count, and maximum offset;

[0068] The viewpoint interleaving rules of the virtual display are determined by the fragment shader based on the number of target viewpoints that the virtual display can support.

[0069] Based on the viewpoint interleaving rules and color value arrangement rules, the interpolated content of the left and right eye views is calculated.

[0070] In some embodiments, determining the viewpoint interleaving rules of the virtual display using the fragment shader, based on the number of target viewpoints supported by the virtual display, includes:

[0071] Determine the original pixel matrix of the naked-eye 3D resource;

[0072] Based on the number of target viewpoints that the virtual display can support, an orthogonal transformation of the human eye projection corresponding to the number of target viewpoints is performed in the fragment shader to obtain the shader pixel matrix;

[0073] The viewpoint interleaving rules of the virtual display are determined based on the shader pixel matrix and the original pixel matrix.

[0074] In some embodiments, determining the viewpoint interleaving rule of the virtual display based on the shader pixel matrix and the original pixel matrix includes:

[0075] Calculate the product between the shader pixel matrix and the original pixel matrix;

[0076] Based on the product operation result, the viewpoint interleaving rule of the virtual display is determined.

[0077] In some embodiments, pushing the second vector texture to a pre-created global container and outputting the second vector texture to the virtual display based on the global container includes:

[0078] The second vector texture is pushed to the global container, and based on the multimedia programming interface, the second vector texture in the global container is pushed to the discrete graphics card in the display terminal;

[0079] The historical vector texture in the discrete graphics card is replaced based on the second vector texture, and the second vector texture in the discrete graphics card is transmitted to the virtual display based on the video signal transmission interface in the display terminal.

[0080] In some embodiments, the steps of creating the virtual display include:

[0081] Load the graphics driver model in the display terminal;

[0082] The video rendering network function in the graphics driver model is invoked, and the virtual display is created through the video rendering network function.

[0083] In some embodiments, the display method further includes:

[0084] Obtain the extended display identification data of the main display of the display terminal;

[0085] Based on the extended display identification data, the original screen resolution, original screen refresh rate, and original number of viewpoints that the main display can support are determined.

[0086] The naked-eye 3D film parameters are generated based on the original screen resolution, original screen refresh rate, and original number of viewpoints.

[0087] In some embodiments, the step of creating the global container includes:

[0088] Based on the multimedia programming interface in the display terminal, the integrated graphics card in the display terminal is invoked, and a global container corresponding to the display terminal is created through the integrated graphics card; wherein, the global container is a modal container, and the background of the global container is a transparent background.

[0089] In some embodiments, the naked-eye 3D resources include at least one of game scenes, videos, and images;

[0090] The display method further includes:

[0091] Interacting with the game scene displayed on the virtual display based on the human eye's gaze point; and / or

[0092] Interact with the game scene and / or video and / or images displayed in the virtual display based on external input events.

[0093] In some embodiments, interacting with the game scene displayed on the virtual display based on the human eye's gaze point includes:

[0094] Obtain the current gaze point position of the human eye in the virtual display, and obtain the center point position of the virtual display;

[0095] Calculate the positional angle between the current gaze point position and the center point position, and control the virtual camera in the game scene to rotate from the current position to the target camera position corresponding to the positional angle;

[0096] The scene captured by the virtual camera at the target camera position is displayed.

[0097] In some embodiments, interacting with the game scene and / or video and / or images displayed in the virtual display based on external input events includes:

[0098] The global container captures external input events that act on the game scene and / or video and / or images through the virtual display;

[0099] The external input events are passed through to the event processing layer based on the global container, and the external input events are processed based on the event processing layer to realize interaction with the game scene and / or video and / or image.

[0100] Secondly, embodiments of this disclosure also provide a display device, including:

[0101] The rotation monitoring module is configured to determine the visibility state of the target pixel based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the display terminal received.

[0102] The image segmentation module is configured to perform image segmentation processing on the sub-images of the image to be displayed that are in the visible state, to obtain the left and right eye views corresponding to the sub-images;

[0103] The position determination module determines the current refresh position of the target pixel at least based on the original position of the target pixel when the target pixel's visibility state is visible.

[0104] The interlacing rendering module is configured to perform image interlacing processing on the left and right eye views, and update the original position of the interlaced naked-eye 3D image according to the current refresh position, so as to obtain a rotated target stereoscopic image with naked-eye 3D effect.

[0105] Thirdly, embodiments of this disclosure also provide an electronic device, including:

[0106] Processor; and

[0107] Memory for storing the executable instructions of the processor;

[0108] The processor is configured to execute the display method as described in any one of the first aspects by executing the executable instructions.

[0109] Fourthly, embodiments of this disclosure also provide a computer non-transient readable storage medium storing a computer program that, when executed by a processor, performs the steps of the display method as described in any one of the first aspects. Attached Figure Description

[0110] Figure 1 is a flowchart of a display method provided in an embodiment of this disclosure;

[0111] Figure 2 is a diagram showing the sub-region distribution of the display terminal provided in an embodiment of this disclosure;

[0112] Figure 3 is a flowchart illustrating the determination of the current refresh position of a target pixel according to an embodiment of this disclosure.

[0113] Figure 4 is an overall flowchart of the display method provided in the embodiments of this disclosure;

[0114] Figure 5 is a system architecture diagram of the display driver model provided in the embodiments of this disclosure;

[0115] Figure 6 is a system architecture diagram of the display device provided in the embodiments of this disclosure;

[0116] Figure 7 is a flowchart of image interlacing rendering provided in an embodiment of this disclosure;

[0117] Figure 8 is a logic block diagram of the display method provided in the embodiments of this disclosure;

[0118] Figure 9 is a schematic diagram of a display device provided in an embodiment of this disclosure;

[0119] Figure 10 is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0120] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0121] Unless otherwise defined, the technical or scientific terms used in this disclosure shall have the ordinary meaning understood by one of ordinary skill in the art to which this disclosure pertains. The terms "first," "second," and similar terms used in this disclosure do not indicate any order, quantity, or importance, but are merely used to distinguish different components.

[0122] In this disclosure, "multiple or several" refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0123] This disclosure first provides a display method that can run on a display device that supports glasses-free 3D display. Of course, the display method can also run on a server, server cluster, or cloud server, etc.; alternatively, those skilled in the art can run the method of this disclosure on other platforms as needed, and this exemplary embodiment does not impose any special limitations on this. Meanwhile, the display device may include mobile devices such as handheld game consoles, mobile phones, personal computers, and tablets.

[0124] The display method provided in this disclosure can determine the visibility state of a target pixel based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the display terminal. This visibility state includes a "display" state (hereinafter referred to as "display") and a "hidden" state (hereinafter referred to as "hidden"). Then, the sub-images in the image to be displayed that are in the display state are subjected to image segmentation processing to obtain the left and right eye views corresponding to the sub-images with naked-eye 3D effects. Here, since images in the hidden state are not displayed during rotation, image segmentation processing is only performed on the sub-images in the display state, saving computational power and improving segmentation efficiency. Simultaneously, when the visibility state of the target pixel is visible, the current refresh position of the target pixel is determined at least based on its original position. The above-mentioned image segmentation and current refresh position calculation are performed simultaneously after determining the visibility state of the target pixel. In this way, real-time interweaving and rendering of the left and right eye views can be achieved during image rotation, thereby achieving seamless switching, avoiding intermediate black screens, and ensuring that naked-eye 3D related content is displayed during rotation.

[0125] The display method provided in the embodiments of this disclosure will now be described in detail.

[0126] Figure 1 is a flowchart of a display method provided in an embodiment of the present disclosure, as shown in Figure 1, including steps S11 to S14.

[0127] S11. Determine the display state of the target pixel based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the display terminal received.

[0128] The image to be displayed in this disclosure may be a video frame or image loaded by the target application, a game scene video frame or image recorded by the target application, or a video frame or image to be displayed that is directly selected. This example does not impose any special restrictions on this.

[0129] Here, gravity sensing technology can be used to monitor whether the display terminal is rotating, and if rotation is confirmed, to determine the visibility state of each pixel in the image to be displayed. "Gravity sensing," also known as gravity sensing or gravity sensor, refers to the technology that can detect and measure the gravitational field generated by the Earth or other objects. In display devices, such as smartphones, tablets, wearable devices, and game controllers, gravity sensing is usually implemented by built-in sensors that can sense the device's orientation, tilt angle, and motion. In smartphones and tablets, gravity sensing allows the device to automatically adjust the screen's orientation to suit the user's viewing angle (i.e., auto-rotation). In games and sports applications, gravity sensing is used to detect device tilt and motion, providing an intuitive gaming control experience.

[0130] For example, the display terminal integrates a sensor and a processor for detecting the pose state. The sensor collects the pose data of the display terminal (including but not limited to angular velocity, acceleration, speed, magnetic field direction, etc.) and uploads it to the processor. The processor determines whether the device has rotated based on the pose data. It can calculate the current rotation angle of the display terminal through the pose data. If the rotation angle is greater than a set value (e.g., 0 or 1°), a rotation command is initiated to detect the visibility state of each pixel in the image to be displayed.

[0131] The Graphics Processing Unit (GPU) in a display terminal typically pre-renders one or more frames of images as images to be displayed and stores them in a buffer awaiting display. Taking a pixel in the image to be displayed (denoted as the target pixel) as an example, the original position of the target pixel in the image to be displayed and the currently calculated rotation angle are known. In one possible implementation, the display state of the target pixel can be determined based on the obtained original position of the target pixel in the image to be displayed. In another possible implementation, the display state of the target pixel can be determined based on the obtained original position of the target pixel in the image to be displayed and the received rotation angle of the display terminal. The display state includes a "display" state (hereinafter referred to as "display") and a "hidden" state (hereinafter referred to as "hidden").

[0132] S12. Perform image splitting on the sub-images in the display state of the image to be displayed to obtain the left and right eye views with naked-eye 3D effect corresponding to the sub-images.

[0133] Specifically, based on the pre-created naked-eye 3D coating parameters of the virtual display, image segmentation can be performed on the sub-image to obtain the left and right eye views corresponding to the sub-image. The naked-eye 3D coating parameters are those configured for the virtual display after its successful creation; the specific configuration process will be described later and will not be detailed here. For example, the naked-eye 3D coating parameters include, but are not limited to, the number of target viewpoints supported by the virtual display.

[0134] Here, this disclosure uses two buffers to buffer the sub-images in the displayed state and the sub-images in the hidden state of the image to be displayed. Two buffers are used to alternately display the images to avoid screen tearing. Because rotation is added to the dual-channel rendering in this disclosure, multiple layers of dual-channel rendering are required to ensure rendering during subsequent rotation processes.

[0135] S13. When the target pixel is in the visible state, determine the current refresh position of the target pixel based at least on the original position of the target pixel.

[0136] In one possible implementation, the current refresh position of the target pixel can be determined based on the original position of the target pixel.

[0137] In another possible implementation, the current refresh position of the target pixel can be determined based on the original position of the target pixel and the rotation angle of the display terminal.

[0138] S14. Perform image interleaving processing on the left and right eye views, and update the original position of the interleaved naked-eye 3D image according to the current refresh position to obtain a rotated target stereoscopic image with naked-eye 3D effect.

[0139] The purpose of interlacing the left and right eye views is to create a naked-eye 3D effect. In the interlaced naked-eye 3D image, the visible and invisible states are the original positions of the visible target pixels. The images are updated according to the current refresh position to obtain the rotated target stereoscopic image, thus achieving a naked-eye 3D display effect during the rotation process.

[0140] It is important to emphasize that S12 and S13 are executed after S11, but there is no specific order between them; they are performed synchronously. That is, while calculating the current refresh position, the sub-image is split. In this way, the left and right eye views can be intertwined and rendered in real time during the image rotation, thereby achieving a seamless 2D to 3D transition and avoiding black screens in the middle. This ensures that the display of naked-eye 3D related content is completed during the rotation.

[0141] This embodiment utilizes a regionalized image processing technique to process the sub-image and hidden image at different interleaving frequencies to achieve performance savings and real-time interleaving during rotation. Simultaneously, during rotation, the rotating image frames are preprocessed, with only the sub-image interleaved per frame, and the interleaving area and content between consecutive frames are dynamically processed.

[0142] In some embodiments, FIG2 is a sub-region distribution diagram of the display terminal provided in this disclosure. As shown in FIG2, the display terminal has a display area 01, which is used to display image frames. The display area 01 is pre-divided into multiple sub-display areas, which respectively include a center point O, a first sub-region 011, a second sub-region 012, and a third sub-region. The first sub-region 011 is an inscribed elliptical sub-region with the center point O of the display area 01 as its center and the shortest distance from the center point O to the edge of the display area 01 as its minor axis. Taking the outer contour of the display area 01 as a rectangle, the minor axis of the inscribed elliptical sub-region is half the width of the rectangle, and the major axis of the inscribed elliptical sub-region extends in the direction of the long side of the rectangle. The size of the major axis of the inscribed elliptical sub-region is greater than the size of the minor axis and less than half the size of the long side of the rectangle. The specific value of the major axis can be set according to the actual situation of the product and experience. The first sub-region 011 does not include the center point O. The second sub-region 012 is the remaining irregularly shaped area within display area 01, excluding the center point O, the first sub-region 011, and the vertices of display area 01 (vertices A, B, C, and D). The third sub-region includes multiple vertices within display area 01, namely vertices A, B, C, and D. A pixel in the image to be displayed (such as the target pixel) may fall into any of the sub-display areas.

[0143] The principle behind the above sub-display area division is as follows: During and after image rotation, there is a difference from the normal angle. During the swapping of the long and short sides (screen width and height), the overall image is rotating around the center of a rectangle. In other words, the resulting image is a long-radius circular pattern formed around the diagonal of the rectangle. This constant macroscopic change is the axiomatic factor for achieving adaptation. For the rotation process, in addition to generating the extreme image value of the long radius, its short radius (i.e., the short semi-axis of the inscribed elliptical sub-region) also forms a corresponding circular pattern. The relationship between these two is that the short radius is a rapidly changing value, while the long radius is a slowly changing value. The reason for this is that during rotation, the refresh rate of the part closer to the screen center needs to match the screen's own refresh rate more closely, while at the far end, only when the extreme value is reached will the long-radius part be re-displayed as an image. Therefore, the overall screen texture is in a variable refresh rate state during rotation. Based on this, the embodiments of this disclosure divide the above-mentioned multiple sub-display areas according to the division method shown in Figure 2.

[0144] In one possible implementation, for S11, determining the visibility state of the target pixel specifically includes: knowing the original position of the target pixel, and when the original position of the target pixel is located in the first sub-region, determining the visibility state of the target pixel as visible.

[0145] For example, for an ultra-high resolution image, such as a 4K resolution image to be displayed, its center coordinates are (1920, 1080), its width is 3840 pixels, and its height is 2160 pixels. The range of the first sub-region 011 is the inscribed elliptical sub-region of this rectangle, which can be represented by the standard equation of a circle (xh). 2 +(yk) 2 ≤r 2 The algorithm determines whether the target pixel is located in the first sub-region 011. Here, (x, y) represents the original position of the target pixel. Without adding eye-tracking coefficients, (h, k) represents the center coordinates of the circle, i.e., (1920, 1080). With eye-tracking coefficients added, an equation for the eye-tracking coefficients needs to be added to (h, k), where h represents the arc length of the longer side of the rectangle, and k represents the arc length of the shorter side of the rectangle.

[0146] In some embodiments, the first sub-region 011 can also be a circular sub-region with the center point O of the display area 01 as the center and the shortest distance from the center point O to the edge of the display area 01 as the radius. The first sub-region 011 does not include the center point O. Therefore, the target pixel located in the first sub-region 011 means that it will be displayed in real time regardless of the rotation degree.

[0147] In one possible implementation, determining the visibility state of the target pixel in S11 specifically includes: knowing the original position of the target pixel, and when the original position of the target pixel is located in the second sub-region, determining the visibility state of the target pixel based on the rotation angle of the target pixel.

[0148] As shown in Figure 2, the second sub-region 012 is the remaining irregularly shaped area in the display area 01, excluding the center point O, the first sub-region 011, and the vertices of the display area (vertices A, B, C, and D). This second sub-region 012 is displayed at a certain rotation angle and will be hidden after exceeding a certain rotation angle. Therefore, it is necessary to further determine the display state based on the rotation angle of the target pixel.

[0149] Optionally, the visibility state of a target pixel located in the second sub-region can be determined based on the rotation angle of the target pixel and the screen refresh rate. Specifically, when the rotation angle is between a first set value and a second set value, the visibility state of the target pixel located in the second sub-region is determined to be visible; the first set value is 1 / f; the second set value is -1 / f; where f represents the screen refresh rate of the display terminal; when the rotation angle is not between the first set value and the second set value, the visibility state of the target pixel located in the second sub-region is determined to be hidden. Taking a screen refresh rate of 60Hz as an example, when the rotation angle is between -16.67° and 16.67°, including the endpoint value, the visibility state of the target pixel is determined to be visible; when the rotation angle exceeds the range of -16.67° to 16.67°, including the endpoint value, the visibility state of the target pixel is determined to be hidden.

[0150] In one possible implementation, determining the visibility state of the target pixel for S11 specifically includes: knowing the original position of the target pixel, and if the original position of the target pixel is located in the third sub-region, determining the visibility state of the target pixel based on the rotation angle of the target pixel.

[0151] As shown in Figure 2, the third sub-region includes multiple vertices of the display area (vertices A, B, C, and D). Therefore, target pixels located in the third sub-region only become visible under extreme rotation values, such as 0°, ±90°, or ±180°. That is, when the rotation angle is 0°, ±90°, or ±180°, the target pixel's visibility state in the third sub-region is determined to be visible; when the rotation angle is not 0°, ±90°, or ±180°, the target pixel's visibility state in the third sub-region is determined to be hidden.

[0152] In one possible implementation, determining the visibility state of the target pixel in step S11 specifically includes: knowing the original position of the target pixel, and if the original position of the target pixel is located at the center point, determining the visibility state of the target pixel to be visible. Because the position and pixel count of the target pixel at the center of the image do not change regardless of how many degrees it is rotated, it remains in the visible state.

[0153] Since only the visible sub-image (referred to as the visible sub-image) is displayed during the rotation process, determining the rotation position (i.e. the current refresh position) only requires calculating the current refresh position of the visible sub-image.

[0154] In some embodiments, for S13, for a target pixel located in the first sub-region and the second sub-region, the current refresh position of the target pixel can be determined according to the original position of the target pixel and the rotation angle of the display terminal. The specific process includes S13-1-1 to S13-1-2.

[0155] S13-1-1. When the target pixel is in the visible state, determine the rotation matrix based on the rotation angle of the target pixel.

[0156] The rotation matrix of the target pixel can be determined according to Formula 1.

[0157] Formula 1: R(θ)=cos(θ)-sin(θ)×sin(θ)×cos(θ); where R(θ) represents the rotation matrix of the target pixel; θ represents the rotation angle; cos() represents the cosine operation; sin() represents the sine operation.

[0158] For a rotation of 1°, it can also be converted to radians for calculation. In this case, the rotation matrix...

[0159] S13-1-2. Determine the current refresh position of the target pixel based on the rotation matrix, the original position of the target pixel, and the rotation angle.

[0160] The current refresh position of the target pixel can be determined using Formula 2.

[0161] Formula 2: Where (x′,y′) represents the original position; R(θ) represents the rotation matrix; (x,y) represents the original position; θ represents the rotation angle; cos() represents the cosine operation; and sin() represents the sine operation.

[0162] In some embodiments, for S13, for a target pixel located in the third sub-region, the current refresh position of the target pixel can be determined based on the original position of the target pixel. The specific process includes S13-2-1.

[0163] S13-2-1. When the hidden state is displayed, swap the maximum and minimum values ​​in the same direction in the original position to obtain the current refresh position of the target pixel.

[0164] For example, the original positions of the target pixels located at the four vertices in the image to be displayed are A(xmin,ymin), B(xmin,ymax), C(xmax,ymin), and D(xmax,ymax). For target pixel A(xmin,ymin), its current refresh position after rotation is A'(xmax,ymax); for target pixel B(xmin,ymax), its current refresh position after rotation is B'(xmax,ymin); for target pixel C(xmax,ymin), its current refresh position after rotation is C'(xmin,ymax); and for target pixel D(xmax,ymax), its current refresh position after rotation is D'(xmin,ymin).

[0165] In some embodiments, for S13, for a target pixel located at the center point, the current refresh position of the target pixel can be determined based on the original position of the target pixel. The specific process includes S13-3-1.

[0166] S13-3-1, Use the original position as the current refresh position after rotating the target pixel.

[0167] Since the rotation of the target pixel located at the center point does not affect its position, the position of the target pixel located at the center point remains unchanged and will always be displayed, regardless of how many degrees it is rotated.

[0168] In some embodiments, the step of determining the rotation angle of the display terminal in step S11 includes steps S111 to S112.

[0169] S111. Acquire the data collected by the gravity sensor integrated in the display terminal.

[0170] Here, gravity sensors include accelerometers, gyroscopes, and magnetometers. Accelerometers measure linear acceleration along three axes (typically X, Y, and Z axes), including acceleration due to gravity. By analyzing accelerometer data, the static attitude and dynamic motion of the display terminal can be determined. Gyroscopes measure angular velocities around three axes, helping to determine the device's rotation and tilt angles. While magnetometers do not directly measure gravity, they detect the direction of magnetic fields. Combined with accelerometer and gyroscope data, the orientation and attitude of the display terminal can be determined more accurately.

[0171] S112. Analyze the posture of the display terminal based on the collected data and determine the rotation angle.

[0172] By combining data collected from the accelerometer, gyroscope, and magnetometer, the attitude of the display terminal is analyzed, and the current rotation angle of the display terminal is finally obtained.

[0173] Of course, the rotation angle of the detection and display terminal is not limited to the gravity sensing method described above. Other devices for collecting pose data can also be selected, but this embodiment does not limit the scope of the invention.

[0174] For ease of understanding, an example is used to illustrate the overall process of determining the current refresh position of a target pixel in this disclosure. Figure 3 is a detailed flowchart of determining the current refresh position of a target pixel according to an embodiment of this disclosure, as shown in Figure 3, specifically including S21 to S213.

[0175] S21. Determine the sub-display area where the target pixel is located based on the original position of the target pixel.

[0176] S22. If it is located in the first sub-region, the visible / hidden state of the target pixel is determined to be visible, and S210 is executed next.

[0177] S23. If it is located in the second sub-region, determine whether the rotation angle is within ±1 / f. If it is, execute S26; otherwise, execute S27.

[0178] S24. If it is located in the third sub-region, determine whether the rotation angle is any one of 0°, ±90° or ±180°; if yes, execute S28; if no, execute S29.

[0179] S25. If it is located at the center point, then determine the visibility state of the target pixel as visible, and proceed to S213.

[0180] S26. Determine the visibility state of the target pixel as visible, and then proceed to S210.

[0181] S27. Determine the visibility state of the target pixel as hidden.

[0182] S28. Determine the visibility state of the target pixel as visible, and then proceed to S212.

[0183] S29. Determine the visibility state of the target pixel as hidden.

[0184] S210. Determine the rotation matrix based on the rotation angle of the target pixel, and execute S211 sequentially.

[0185] S211. Determine the current refresh position of the target pixel based on the rotation matrix, the original position of the target pixel, and the rotation angle.

[0186] S212. Swap the maximum and minimum values ​​in the same direction in the original position to obtain the current refresh position of the target pixel.

[0187] S213. Use the original position as the current refresh position after rotating the target pixel.

[0188] For ease of understanding, an example is used to illustrate the overall flow of the display method of this disclosure. Figure 4 is an overall flowchart of the display method provided by an embodiment of this disclosure, as shown in Figure 4, specifically including S31 to S34.

[0189] S31. Detect whether a rotational motion has occurred.

[0190] S32. In response to the instruction that causes rotation, determine the sub-image whose visibility state is visible.

[0191] S33. Perform image splitting and interleaving on the sub-image, and simultaneously calculate the current refresh position of each pixel in the sub-image.

[0192] S34. Update the original position of the interwoven naked-eye 3D image according to the current refresh position to obtain the rotated target stereoscopic image with naked-eye 3D effect.

[0193] Additionally, it should be noted that the display method disclosed herein provides a solution for developing graphics card filtering drivers using the Windows driver layer and performing global soft interleaving using DirectX technology on the Windows platform. To facilitate understanding of the embodiments of this disclosure, the system architecture and technical terms involved in global soft interleaving will first be explained.

[0194] Global processing refers to the processing of displayed images at the Windows system level of the terminal device. It is not limited to any single application or content running on the system, but refers to all displayed images included in the terminal device. For example, the images displayed by the display system, and the interactions and responses brought by peripherals such as Mouse / Keyboard / TouchBar. Among them, the interactions and responses brought by peripherals can include operations such as pausing the player with the space bar, and fast forwarding and rewinding with the left and right keys.

[0195] Software interweaving refers to the process of using drivers or applications at the Windows system level of a terminal device to perform corresponding image interweaving processing, thereby obtaining the corresponding pixel arrangement and rendering display.

[0196] WDDM: Windows Display Driver Model, provides a unified interface for graphics hardware, allowing Windows and applications to communicate with the graphics card driver. In practical applications, the WDDM graphics driver model architecture consists of user-mode and kernel-mode components, as shown in Figure 5. The architecture of the graphics driver model shown in Figure 5 can include an application layer (Application) 210, user mode (User Mode) 220, and kernel mode (Kernel Mode) 230. In user mode, the graphics hardware vendor must provide a user-mode display driver (User-mode display driver) 221; in kernel mode, the graphics hardware vendor must provide a display miniport driver (Display miniport driver) 231. The display miniport driver described here can also be referred to as a kernel-mode driver (KMD). Furthermore, the user-mode display driver is a dynamic link library (DLL) file loaded by the Direct3D runtime; the display miniport driver communicates with the DirectX graphics kernel subsystem.

[0197] It should be noted that the WDDM involved in this disclosure is a small port driver conforming to the WDM (Windows Driver Model) specification. It has power management capabilities and can be loaded via Plug-and-Play (PnP). In practical applications, the specific application functions of WDDM can be categorized into three main types: First, ordinary WDM driver callback functions, such as DxgkDdiAddDevice and DxgkDdiStartDevice, corresponding to the WDM's AddDevice function and IRP_MN_START_DEVICE request; second, Direct Data Ingestion (DDI) functions, which are image-related functions used for image resource allocation and mouse cursor drawing; and third, Video Present Networks (VIDPN) functions used to manage VIDPN. In practical applications, if it is necessary to simulate an additional display terminal (such as a virtual monitor), this can be achieved by modifying the VIDPN-related functions.

[0198] DirectX (Direct eXtension, DX) is a suite of multimedia development technologies and an Application Programming Interface (API). It includes components such as Direct3D, Direct2D, and DirectWrite, used to accelerate graphics rendering. DirectX allows Windows-based games and multimedia programs to achieve higher performance, enhance 3D graphics and sound effects, and provides designers with a common hardware driver standard, eliminating the need for game developers to write different drivers for each brand of hardware and reducing the complexity of hardware installation and setup for users. Microsoft DirectX aims to make Windows-based computers an ideal platform for running and displaying applications with rich multimedia elements such as full-color graphics, video, 3D animation, and rich audio. DirectX includes security and performance updates, as well as many new features covering all technologies; applications can access these new features by using the DirectX API.

[0199] Virtual Display: Also known as Desktop Virtualization or Virtual Desktop Infrastructure, virtual displays are a server-based computing model. While borrowing from the traditional thin client model, virtual displays allow administrators and users to benefit from the advantages of both approaches: firstly, all desktop virtual machines are hosted and managed centrally in the data center; secondly, users can enjoy a full PC experience, supporting enterprise-level technologies for remote dynamic access to desktop systems and unified data center hosting.

[0200] MNT (Mantle Network) is a Layer 2 (L2) scaling solution compatible with the Ethereum Virtual Machine (EVM).

[0201] Secondly, the technical implementation principle of the exemplary embodiments of this disclosure will be explained and described. Specifically, the display method described in the embodiments of this disclosure is based on the Windows platform and, under the condition of adapting to gravity sensing, provides a solution that utilizes the Windows driver layer to develop a graphics card filtering driver and utilizes DirectX technology for global soft interleaving. In order to achieve a global soft interleaving display form, seamless switching can be performed during rotation, thereby avoiding the intermediate black screen process, and simultaneously completing the display of naked-eye 3D related content during rotation. Furthermore, the reason why the main display needs to be switched via a virtual monitor in the display method provided in this disclosure is because there is a DPI (Dots Per Inch) attribute in the Windows system. This attribute functions in image display by scaling the corresponding system UI (User Interface) up or down at a customized resolution. If the original monitor's resolution or DPI is used, the actual resolution in full-screen mode will not reach the target 4K or higher resolution, resulting in a false 4K display. Simultaneously, if the DPI of the target display device or the system is forcibly modified at the original resolution via the Windows API, it will cause icon distortion for the client user, thus reducing the user experience. Therefore, a virtual monitor is needed. In practical applications, default attributes can be assigned to the virtual monitor based on the target display device's properties; for example, here the default is 3840×2160 with a DPI of 100%.

[0202] Furthermore, when a virtual monitor is created using WDDM, the system assigns it a default GUID_Class (Globally Unique Identifier Class). This value is unique within the system, ensuring that user interface habits and system layout are preserved regardless of how many times the virtual monitor is turned on or off; for example, the size and arrangement of icons on the display interface. Additionally, forcibly setting the DPI on an existing monitor using WinAPI can cause screen flickering. Setting the virtual monitor's parameters first, and then switching to the primary monitor, can avoid this problem.

[0203] This disclosure uses a virtual display as the starting point because, in scenarios involving multiple screens, expansion, and compatibility, a single virtual display can complete data acquisition and processing at the hardware level through a virtual bus mechanism. This eliminates the need for software-level encoding and decoding of frame data (since consecutive frame data is almost equivalent to video data). Therefore, the technical advantages of using a virtual display are self-evident. Due to the hot-swappable nature of virtual displays, there is no need to add more hardware at the hardware level, increasing costs. At the same time, in terms of expansion performance, virtual MNTs can be used for live streaming, screen projection, and interaction. Such scalability and iteration are easier. While providing hardware capabilities with virtual hardware, software capabilities are also added, thereby improving the sharing of hardware and software integration capabilities.

[0204] Furthermore, the overall system architecture of the display terminal described in the exemplary embodiments of this disclosure will be explained and described. Specifically, referring to FIG6, the overall system architecture may include a hardware layer 310, a user layer 320, a driver layer 330, and a runtime environment layer 340. Wherein: the hardware layer may include a display corresponding to the display terminal, external devices (such as a mouse, keyboard, etc.), and other hosts adapted to naked-eye 3D; the user layer may include a user layer startup module and a user interaction module; simultaneously, the user interaction module may include multimedia file browsing interaction and independent application startup interaction, etc.; the driver layer may include a video memory management module, a video memory replacement module, a frame processing module, a pixel processing module, and a system log module, etc.; the runtime environment layer may include a Windows system runtime environment and a standalone personal computer (PC) runtime environment, etc.

[0205] The image to be displayed obtained in the embodiments of this disclosure mainly originates from the User-Mode Driver Framework (UMDF) layer driver, that is, the changes in the Graphics Processing Unit (GPU) caused by the user layer driver, commonly known as display changes; for example, the user opening a third-party application or playing a multimedia file; in actual application, the user's interaction will trigger corresponding changes in the GPU, but no matter what kind of change, the only output of the image data is the conversion from the GPU to the display; therefore, the display method described in the example embodiments of this disclosure can copy the address in the GPU to the CPU for secondary cache. The advantage of this is that no matter what kind of modification is made to this image frame, it will not affect the corresponding essential display content, but different resolutions and refresh rates can be displayed according to different virtual displays. The virtual display is extended by Extended Display Identification Data (EDID), so its refresh rate can be equivalent to that of the hardware device. Therefore, when the display method described in the example embodiments of this disclosure pushes data, the specific push process is: GPU→CPU→GPU; therefore, even with secondary caching, the latency is relatively imperceptible to the user. Of course, the data flow itself will have a certain delay due to the additional data processing, but this delay is completed before the GPU converts to the virtual display, so it is imperceptible and acceptable to the client (i.e., the client corresponding to the application).

[0206] The following section provides a detailed explanation of the image splitting in S12 and the image interleaving and rendering in S14.

[0207] In some embodiments, for S12, based on the naked-eye 3D film parameters of the pre-created virtual display, the sub-image is processed by image segmentation to obtain the left and right eye views corresponding to the sub-image, specifically including S121 to S123.

[0208] S121. Intercept the image to be displayed based on the graphics driver model, and establish a path between the graphics driver model and the integrated graphics card based on the multimedia programming interface in the display terminal.

[0209] S122. Based on the path between the graphics driver model and the integrated graphics card, the sub-image is transmitted to the integrated graphics card, and based on the multimedia programming interface, the sub-image in the integrated graphics card is cached in the memory processor.

[0210] S123. Based on the naked-eye 3D film parameters of the virtual display, the sub-image is processed in the memory processor to obtain the left and right eye views corresponding to the sub-image.

[0211] In practical applications, to achieve global soft interleaving of the image to be displayed, the graphics driver model can intercept the image before image processing, thus avoiding the waste of hardware resources caused by hardware interception. Simultaneously, once the graphics driver model intercepts the image, it can transmit it to the integrated graphics card via the DirectX multimedia programming interface. Then, also via DirectX, the image is transmitted from the integrated graphics card to the memory processor, where image splitting is performed to obtain the left and right eye views corresponding to the sub-images.

[0212] In one possible implementation, for S123, based on the naked-eye 3D film parameters of the virtual display, the sub-image is processed by image segmentation to obtain the left and right eye views corresponding to the sub-image, specifically including S123-1 to S123-2.

[0213] S123-1. Based on the naked-eye 3D film parameters of the virtual display, determine the number of target viewpoints that the virtual display can support.

[0214] S123-2. Based on the number of target viewpoints, perform image segmentation on the sub-image to obtain the left and right eye views corresponding to the sub-image.

[0215] The left and right eye views can also be referred to as SideBySide images. The number of target viewpoints mentioned here can include 2 viewpoints, 9 viewpoints, 16 viewpoints, and 49 viewpoints, etc. The resulting left and right eye views can include 2-viewpoint images, 9-viewpoint images, 16-viewpoint images, or 49-viewpoint images, etc. A 2-viewpoint image can be two viewpoint images arranged side-by-side; a 9-viewpoint image can be a 3×3 arrangement; and a 16-viewpoint image can be a 4×4 arrangement. It should be noted that the reason for splitting the sub-images into left and right eye views is to determine the number of multi-viewpoint images based on the number of target viewpoints supported by the virtual display. Furthermore, image interleaving is necessary to achieve a naked-eye 3D effect on the virtual display.

[0216] In one possible implementation, the process of creating a virtual display specifically includes: first, loading the graphics driver model in the display terminal; second, calling the video rendering network function in the graphics driver model and creating the virtual display through the video rendering network function. Specifically, in practical applications, if it is necessary to create a virtual display corresponding to the target display of the display terminal, a graphics driver model needs to be installed. The installation of this graphics driver model can be implemented using a plug-and-play approach. For example, the graphics driver model can be installed on a chip. If the graphics driver model needs to be installed, it can be directly installed on the display terminal using a pluggable method, and the graphics driver model can be loaded from the chip. Once the graphics driver model is installed, it can be driven, and a virtual display corresponding to the target display can be created based on the graphics driver model.

[0217] In the process of creating a virtual display, it is first necessary to determine whether the display terminal includes multiple target displays. If it includes multiple target displays, a master display needs to be determined from among the multiple target displays, and the virtual display is created based on the master display. If it includes only one target display, the virtual display is created based on the target display. At the same time, once the virtual display is created, regardless of how many target displays the display terminal has, the virtual display needs to be used as the master display.

[0218] The process of creating a virtual display based on the graphics driver model first requires calling the video rendering network function within the graphics driver model to create the virtual display. Then, a globally unique identifier (GUID) class is assigned to the virtual display. This GUID class is assigned by default in Windows and is used to uniquely identify the virtual display. It's worth noting that assigning a GUID class is necessary because regardless of how many times the virtual display is turned on or off, the system layout of the user interface on that virtual display can be invoked based on this GUID_Class, thus preventing display errors.

[0219] In one possible implementation, once the virtual display is successfully created, naked-eye 3D film parameters can be configured for it. Specifically, this includes: first, obtaining the extended display identification data of the main display of the display device; second, determining the original screen resolution, original screen refresh rate, and the original number of viewpoints supported by the main display based on the extended display identification data; and then generating naked-eye 3D film parameters based on the original screen resolution, original screen refresh rate, and original number of viewpoints. Specifically, since the EDID contains the main display's supplier information, maximum image size, color settings, manufacturer presets, frequency range limitations, and strings such as the display name and serial number, the original screen resolution, original screen refresh rate, and original number of viewpoints of the main display can be determined based on the extended display identification data. Furthermore, the naked-eye 3D film parameters for the virtual display can be determined based on these original screen resolution, original screen refresh rate, and original number of viewpoints. The target screen resolution, target screen refresh rate, and target number of viewpoints in the naked-eye 3D film parameters can be consistent with the original screen resolution, original screen refresh rate, and original number of viewpoints.

[0220] In some embodiments, FIG7 is a flowchart of image interlacing rendering provided by an embodiment of the present disclosure. Regarding S14, as shown in FIG7, the specific process of interlacing and rendering includes S141 to S143.

[0221] S141. Perform image interleaving processing on the left and right eye views to obtain the first vector texture corresponding to the sub-image.

[0222] The left and right eye views include a left eye view and a right eye view. In response to received eye-tracking data, the pixels in the left and right eye views are interwoven using this data. Specifically, an image interleaving algorithm can be used to calculate the pixel interleaving logic in real time according to the eye coordinates indicated by the eye-tracking data. For example, pixels suitable for the left eye are selected from the left eye view, and pixels suitable for the right eye are selected from the right eye view. These are interwoven to form a naked-eye 3D texture suitable for the human eye and then output.

[0223] This step S141 can adopt a global soft interleaving scheme, specifically including S1411 to S1413.

[0224] S1411: Invoke the vertex shader and fragment shader in the memory processor, and calculate the interpolation range of the left and right eye views based on the vertex shaders. In one possible implementation, first, the image display range of the left and right eye views on the virtual display can be determined. Second, based on the image display range, the vertex position of each pixel vertex in the left and right eye views on the virtual display can be determined. Finally, the interpolation range of the left and right eye views can be determined by the vertex shaders based on the vertex positions of each pixel vertex on the virtual display.

[0225] S1412. Calculate the interpolated content of the left and right eye views based on the fragment shader. In one possible implementation, firstly, the color value arrangement rules of the virtual display can be obtained; wherein, the color value arrangement rules include pixel spacing, screen line count, and maximum offset. Secondly, the viewpoint interleaving rules of the virtual display can be determined by the fragment shader based on the number of target viewpoints supported by the virtual display. Finally, the interpolated content of the left and right eye views can be calculated based on the viewpoint interleaving rules and the color value arrangement rules.

[0226] In one possible implementation, the viewpoint interleaving rules of the virtual display are determined by the fragment shader based on the number of target viewpoints that the virtual display can support. This can be achieved as follows: First, the original pixel matrix of the naked-eye 3D resource can be determined; second, based on the number of target viewpoints that the virtual display can support, an orthogonal transformation of the human eye projection corresponding to the number of target viewpoints can be performed in the fragment shader to obtain the shader pixel matrix; finally, the viewpoint interleaving rules of the virtual display can be determined based on the shader pixel matrix and the original pixel matrix.

[0227] In one possible implementation, the viewpoint interleaving rules of the virtual display can be determined based on the shader pixel matrix and the original pixel matrix in the following way: First, the product operation result between the shader pixel matrix and the original pixel matrix can be calculated; then, the viewpoint interleaving rules of the virtual display can be determined based on the product operation result.

[0228] S1413. Based on the interpolation range and interpolation content, perform image interleaving processing on the left and right eye views to obtain the first vector texture.

[0229] For ease of understanding, the interleaving process described in S1411 to S1413 above will be explained and illustrated in its entirety below. Specifically, since the left and right eye views themselves need to be different, that is, both the left and right views have their own ranges and corresponding edge values, they need to be processed using shaders before rendering the left and right eye views. The shaders described here may include vertex shaders and fragment shaders. The vertex shader, also known as the vertex shader, is used to determine the display range of the left and right eye views, such as interleaving them into 1K, 2K, or 4K. In practical applications, the vertex shader acts on each pixel vertex in the left and right eye views, generating the final position of each pixel vertex on the virtual display. Simultaneously, for each pixel vertex, the vertex shader executes once to determine its final position. Furthermore, once the final position of each pixel vertex is determined, the GPU can assemble these visible vertices into points, lines, and triangles, thereby improving the speed of rendering scenes and models. Since the size of the left and right eye views is equivalent to half the size of the target view, the positions of the pixel vertices in the left and right eye views must be determined before multi-view map interleaving can be performed. The fragment shader, also known as the pix shader, is used to determine the interpolation content during the interleaving process. Specifically, since interleaving is equivalent to inserting RGB / RGBA values ​​into regions according to a certain rule, the function of this fragment shader is to insert the corresponding interleaved pixel values ​​into the corresponding positions on the main display to cooperate with the 3D film (i.e., the virtual display) for naked-eye display. This depends on two factors: First, the RGB layout rules of the main display; the RGB layout rules of the main display may include, but are not limited to, pixel spacing, screen line count, and maximum offset, etc. The RGB layout rules of the main display can be determined based on the extended display recognition data of the main display. Second, the viewpoint interleaving rules; specifically, in practical applications, the number of shader pixel matrices that need to be processed is different for 2-viewpoint and 9-viewpoint applications. The higher the number of viewpoints, the higher the number of matrices, but the matrix size will decrease because the length and width of a single view become smaller. Therefore, it is necessary to use the fragment shader to calculate the shader pixel matrix based on the number of target viewpoints that the virtual display can support and human eye tracking data, and then determine the viewpoint interleaving rules of the virtual display based on the product operation result between the shader pixel matrix and the original pixel matrix.

[0230] It is necessary to further explain here that, based on the above description, the vertex shader described above can be used to determine the interpolation range of the left and right eye views, and the fragment shader can be used to determine the interpolation content of the left and right eye views. Under this premise, after the memory processor has completed the interleaving process of the left and right eye views, the GPU can render according to the specified range, specified content, and specified rules. At the same time, in addition to global interleaving, interleaving can also be performed at any position and size on the screen by dynamically adjusting its parameters and range, so as to achieve local naked-eye 3D. Of course, the realization of local naked-eye 3D depends on whether the corresponding main display has such a 3D film or hardware capability.

[0231] S142. Update the first vector texture according to the current refresh position to obtain the rotated second vector texture.

[0232] Specifically, the first vector texture can be updated according to the current refresh position to adapt the rotation angle to the texture, thereby replacing the first vector texture that should be displayed and obtaining the rotated second vector texture.

[0233] S143. Push the second vector texture to a pre-created global container, and output the second vector texture to a virtual display based on the global container, so as to render the second vector texture through the virtual display and obtain the target stereoscopic image.

[0234] Specifically, the second vector texture can be pushed to a global container, and then, based on a multimedia programming interface, pushed to the dedicated graphics card in the terminal device. The historical vector texture in the dedicated graphics card is then replaced based on the second vector texture, and finally, the second vector texture in the dedicated graphics card is transmitted to the virtual display via the video signal transmission interface in the display device. In practical applications, after obtaining the second vector texture, it can be pushed to a full-screen container through a corresponding data stream push channel. Once the full-screen container receives the second vector texture, it can push it to the dedicated graphics card based on the multimedia programming interface. Then, the dedicated graphics card replaces the historical vector texture in its own image based on the second vector texture, and assembles the set of pixel vertices into points, lines, and triangles based on the interpolation range in the second vector texture, thereby improving the rendering speed of the scene and model to be rendered in the sub-image.

[0235] For example, the second vector texture in the discrete graphics card is transmitted to the virtual display based on the video signal transmission interface in the display device. The video signal transmission interface may include a High Definition Multimedia Interface (HDMI) or a DisplayPort (DP) interface. Once the virtual display receives the second vector texture, it can render the texture to display the sub-image.

[0236] In one possible implementation, the process of creating a global container specifically includes: calling the integrated graphics card in the display terminal based on the multimedia programming interface in the display terminal, and creating a global container corresponding to the display terminal through the integrated graphics card; wherein, the global container is a modal container, and the background of the global container is a transparent background. In practical applications, in order not to occupy the resources of the terminal device's dedicated graphics card, the global container can be established through the integrated graphics card; at the same time, the reason for establishing a global container is to realize soft interleaving of all images to be displayed in the display terminal; of course, based on this global container, event pass-through of mouse events, keyboard events, or touch events can also be performed, thereby realizing interaction with the displayed resources based on events; for example, pausing, fast-forwarding, zooming, etc., of the resources displayed by the player based on mouse events, keyboard events, or touch events; or switching the game scene displayed on the virtual display, or controlling virtual objects, etc., based on mouse events, keyboard events, or touch events.

[0237] The above describes steps S11-S14, which utilize DirectX technology for global soft interleaving and adapt to gravity sensing, enabling seamless switching during rotation and simultaneously displaying naked-eye 3D content. For ease of understanding, a simple example is provided below to illustrate the overall data processing of this display method. Figure 8 is a logic block diagram of the display method provided in this embodiment, including steps S41-S414.

[0238] S41. Create a virtual display. S42. Determine if interleaving is enabled; if yes, execute S413; otherwise, execute S43. S43. Determine the current rotation state of the display terminal, and execute S44 and S412 respectively. The so-called "current rotation state" refers to the pose of the display terminal during its use. Rotation may or may not occur at some point in the future. Therefore, while executing S412 for rendering, it is also necessary to simultaneously execute S44 for rotation state monitoring to ensure that naked-eye 3D content is displayed during rotation. S44. Monitor the rotation state of the display terminal. S45. Poll for event listeners. S46. If the device rotates, execute S47 and S48 simultaneously. S47. Perform double buffer processing and jump to S410. S48. Process frame data regions. S49. Introduce eye-tracking data for region rendering. S410. Buffer compositing. It should be noted that in integrated graphics card solutions, the GPU typically pre-renders one or more frames of images and stores them in a buffer, waiting to be displayed. Double-buffer processing: Two buffers are used to alternately display the image to avoid screen tearing. Due to the added rotation, this solution requires multiple layers of dual-channel processing to ensure rendering during rotation. Frame data region processing: Regionalized frame image processing is used to process frame data from different regions at different interleaving frequencies to save performance and achieve real-time interleaving during rotation. Here, different regions refer to the image layers of the rotation ring, such as the sub-image and the hidden image. S411, Render pipeline switching. S412, Rendering display. S413, Traditional interleaving processing. S414, Display rendering.

[0239] In one example embodiment, after displaying the target stereoscopic image, the display method further includes: interacting with the game scene displayed on the virtual display based on the human eye's gaze point; or interacting with the game scene and / or video and / or image displayed on the virtual display based on external input events. That is, in practical applications, the displayed game scene can also be switched by changing the human eye's position, or interactions such as game scene switching, video pause, video fast forward, video rewind, and image zoom can be performed through external input events (such as mouse input events, keyboard input events, and screen input events).

[0240] In one example embodiment, interaction with a game scene displayed on a virtual display based on the user's gaze point can be achieved as follows: The current gaze point position of the user's eye on the virtual display is obtained, along with the center point position of the virtual display; the positional angle between the current gaze point position and the center point position is calculated, and the virtual camera in the game scene is controlled to rotate from its current position to a target camera position corresponding to the positional angle; the scene image captured by the virtual camera at the target camera position is then displayed. In other words, the user's current eye image can be captured by an image acquisition device corresponding to the main display, and the current gaze point position can be determined based on this image. If the gaze point position changes, the virtual camera can be rotated based on the corresponding positional angle to switch game scenes.

[0241] In one exemplary embodiment, interaction with a game scene and / or video and / or image displayed on a virtual display based on external input events can be achieved as follows: external input events acting on the game scene and / or video and / or image through the virtual display are captured using a global container; these external input events are then passed through to an event processing layer using the global container, and processed by the event processing layer to achieve interaction with the game scene and / or video and / or image. In other words, if game scene interaction, video interaction, or image interaction is required via external input events, it must be implemented using a global container. In practical applications, external input events are captured using a global container, then passed to the event processing layer, and finally processed by the event processing layer to achieve the corresponding interaction process.

[0242] For example, if the virtual display shows a game scene, then upon capturing an external input event, it can switch game scenes, release skills, or perform other interactive operations; this example does not impose any special restrictions on this. As another example, if the virtual display shows a video, then upon capturing an external input event, it can pause, fast forward, or rewind the video; it can also perform full-screen or partial display, etc.; this example does not impose any special restrictions on this. Furthermore, if the virtual display shows an image, then upon capturing an external input event, it can zoom in or out of the image, etc.

[0243] Thus, the display method described in the exemplary embodiments of this disclosure has been fully implemented. Based on the foregoing description, it can be understood that the display method described in the exemplary embodiments of this disclosure, on the Windows platform, in a state adapted to gravity sensing, provides a solution for developing a graphics card filtering driver using the Windows driver layer and using DirectX technology for global soft interleaving. This enables a global soft interleaving display form, and allows for seamless switching during rotation, thereby avoiding the intermediate black screen process, while simultaneously completing the display of naked-eye 3D related content during rotation. In the global soft interleaving process, WDDM technology is used to create a virtual display on the integrated graphics card, and DX technology is used for soft interleaving. The advantage of this is that it does not consume the performance of the dedicated graphics card. If the user is running a high-consumption program on the dedicated graphics card at this time, it will not affect the user experience. Furthermore, the display method described in this disclosure is different from the software-level interleaving scheme of hard interleaving. The processing scheme of hard interleaving is performed at the product layer of image signal. Since the mainstream signal transmission is HDMI and DP, it is necessary to process both signal protocols and add additional hardware devices such as FPGA or K3 board at the hardware layer for parsing and processing signals. The display method provided in this disclosure is a Windows system layer solution based on integrated graphics cards. It processes the image from the source and has no other dependence on signal transmission devices. Furthermore, since the underlying technology used in the information display method described in this disclosure is based on the Windows system layer and has no additional dependencies, it does not require additional adaptation with Windows system updates.

[0244] Those skilled in the art will understand that, in the above-described method of the specific implementation, the order in which each step is written does not imply a strict execution order and does not constitute any limitation on the implementation process. The specific execution order of each step should be determined by its function and possible internal logic.

[0245] In addition, this disclosure also provides a display device corresponding to the display method. Since the principle of the device in this disclosure is similar to the above-mentioned display method in this disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0246] Figure 9 is a schematic diagram of a display device provided in an embodiment of the present disclosure. As shown in Figure 9, the display device includes a rotation monitoring module 41, an image splitting module 42, a position determination module 43, and an interlacing rendering module 44.

[0247] The rotation monitoring module 41 is configured to determine the visibility state of the target pixel based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the display terminal received.

[0248] It should be noted that the rotation monitoring module 41 in this embodiment is configured to execute step S11 in the above display method, and the repeated parts will not be described again.

[0249] The image segmentation module 42 is configured to perform image segmentation processing on the sub-images of the image to be displayed that are in the visible state, and obtain the left and right eye views corresponding to the sub-images.

[0250] It should be noted that the image splitting module 42 in this embodiment is configured to perform step S12 in the above display method, and the repeated parts will not be described again.

[0251] The position determination module 43 determines the current refresh position of the target pixel based at least on the original position of the target pixel when the target pixel's visibility state is visible.

[0252] It should be noted that the position determination module 43 in this embodiment is configured to execute step S13 in the above display method, and the repeated parts will not be described again.

[0253] The interlacing rendering module 44 is configured to perform image interlacing processing on the left and right eye views, and update the original position of the interlaced naked-eye 3D image according to the current refresh position, so as to obtain a rotated target stereoscopic image with naked-eye 3D effect.

[0254] It should be noted that the interlacing rendering module 44 in this embodiment is configured to execute step S14 in the above display method, and the repeated parts will not be described again.

[0255] For further details on each module, please refer to the display method described above. Repeated parts will not be repeated.

[0256] In some embodiments, the display device is a handheld gaming console. The handheld gaming console includes an integrated graphics card, sufficient storage space, a high-resolution display, and physical buttons and joysticks to provide a control experience similar to traditional game consoles. Furthermore, the handheld gaming console supports connection to an external display or expansion via Bluetooth / USB devices, increasing its versatility as a portable PC.

[0257] For example, the display device is an x86 handheld game console, a type of handheld device based on the x86 architecture and running a Windows operating system. It combines the portability of traditional handheld game consoles with PC platform gaming compatibility. These handhelds typically feature x86-based processors, meaning they can run the full Windows operating system and play a vast number of PC games, including many AAA titles, without being limited to proprietary platform game libraries like traditional handheld consoles. x86 processors (such as Intel's Core series or AMD's Ryzen series) have a significant advantage in software compatibility compared to traditional ARM processors, as most PC games and applications are designed for x86. Therefore, x86 Windows handhelds can run games from platforms like Steam and the Epic Games Store, and even some professional software such as Adobe Photoshop or Autodesk AutoCAD.

[0258] Figure 10 is a schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. As shown in Figure 10, an electronic device provided in an embodiment of the present disclosure includes: a processor 501; and a memory 502 for storing executable instructions of the processor 501; wherein, the processor 501 is configured to execute the steps of the above embodiments of the present disclosure and their combinations thereof by executing the executable instructions, such as executing S11 shown in Figure 1, determining the display state of the target pixel based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the received display terminal; S12, performing image splitting processing on the sub-image in the image to be displayed that is in the display state, to obtain left and right eye views with naked-eye 3D effect corresponding to the sub-image; S13, when the display state of the target pixel is in the display state, determining the current refresh position of the target pixel at least based on the original position of the target pixel; S14, performing image interlacing processing on the left and right eye views, and updating the original position of the interlaced naked-eye 3D image according to the current refresh position, to obtain a rotated target stereoscopic image with naked-eye 3D effect.

[0259] The electronic device also includes one or more I / O interfaces 503 connected between the processor 501 and the memory 502, configured to enable information exchange between the processor 501 and the memory 502. The processor 501 is a device with data processing capabilities, including but not limited to a central processing unit (CPU); the memory 502 is a device with data storage capabilities, including but not limited to random access memory (RAM, more specifically SDRAM, DDR, etc.), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), and flash memory (FLASH); the I / O interface (read / write interface) 503 includes but is not limited to a data bus.

[0260] In some embodiments, the processor 501, memory 502, and I / O interface 503 are interconnected via bus 504, and thus connected to other components of the computing device.

[0261] According to embodiments of this disclosure, a computer non-transient readable storage medium is also provided. This computer non-transient readable storage medium stores a computer program, wherein, when executed by a processor, the program implements the steps of any of the display methods described in the above embodiments.

[0262] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a machine-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication component, and / or installed from a removable medium. When the computer program is executed by a central processing unit (CPU), it performs the functions defined above in the system of this disclosure.

[0263] It should be noted that the computer-readable non-transient readable medium disclosed herein may be a computer-readable signal medium or a computer-readable storage medium, or any combination thereof. Computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples of computer-readable storage media may include, but are not limited to: electrical connections having one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disc read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof. In this disclosure, a computer-readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In this disclosure, a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. The transmitted data signal can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. The computer-readable signal medium can also be any non-transient readable computer storage medium other than a computer-readable storage medium, which can transmit, propagate, or transfer a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the non-transient readable computer storage medium can be transmitted using any suitable medium, including but not limited to: wireless, wire, optical fiber, RF, etc., or any suitable combination thereof.

[0264] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those shown in the drawings. For example, two adjacent blocks may actually represent substantially parallel execution, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.

[0265] It is understood that the above embodiments are merely exemplary embodiments used to illustrate the principles of this disclosure, and this disclosure is not limited thereto. For those skilled in the art, various modifications and improvements can be made without departing from the spirit and substance of this disclosure, and these modifications and improvements are also considered to be within the scope of protection of this disclosure.

Claims

1. A display method applied to a display terminal; wherein, The display method includes: The visibility state of the target pixel is determined based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the display terminal received. The sub-images in the image to be displayed that are in the visible state are subjected to image segmentation processing to obtain the left and right eye views corresponding to the sub-images; When the target pixel is in a visible state, the current refresh position of the target pixel is determined at least based on the original position of the target pixel. The left and right eye views are subjected to image interlacing processing, and the original position of the interlaced naked-eye 3D image is updated according to the current refresh position to obtain a rotated target stereoscopic image with naked-eye 3D effect.

2. The display method according to claim 1, wherein, The display terminal has a display area; the display area is pre-divided into multiple sub-display areas, each of which includes a center point, a first sub-region, a second sub-region, and a third sub-region. The first sub-region is an inscribed elliptical sub-region with the center point of the display area as the center and the shortest distance from the center point to the edge of the display area as the minor semi-axis. The first sub-region does not include the center point. The second sub-region is the remaining irregularly shaped region in the display area, excluding the center point, the first sub-region, and the vertices of the display area; The third sub-region includes multiple vertices of the display area.

3. The display method according to claim 2, wherein, Determining the visibility state of the target pixel based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the display terminal received includes: If the original position of the target pixel is located in the first sub-region, the visible / hidden state of the target pixel is determined to be visible.

4. The display method according to claim 3, wherein Determining the visibility state of the target pixel based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the display terminal received includes: When the original position of the target pixel is located in the second sub-region, the visibility state of the target pixel is determined according to the rotation angle of the target pixel.

5. The display method according to claim 4, wherein, Determining the visibility state of the target pixel based on its rotation angle includes: When the rotation angle is between a first set value and a second set value, the display state of the target pixel is determined to be visible; the first set value is 1 / f; the second set value is -1 / f; where f represents the screen refresh rate of the display terminal; If the rotation angle is not between the first set value and the second set value, the target pixel is determined to be hidden.

6. The display method according to any one of claims 3 to 5, wherein When the target pixel is in a visible state, determining the current refresh position of the target pixel based at least on its original position includes: When the target pixel is in a visible state, a rotation matrix is ​​determined based on the rotation angle of the target pixel. The current refresh position of the target pixel is determined based on the rotation matrix, the original position of the target pixel, and the rotation angle.

7. The display method according to claim 6, wherein Determining the rotation matrix based on the rotation angle of the target pixel includes: Determine the rotation matrix of the target pixel according to Formula 1; Formula 1: R(θ)=cos(θ)-sin(θ)×sin(θ)×cos(θ); Where R(θ) represents the rotation matrix of the target pixel; θ represents the rotation angle; cos() represents the cosine operation; and sin() represents the sine operation.

8. The display method according to claim 6, wherein Determining the current refresh position of the target pixel based on the rotation matrix, the original position of the target pixel, and the rotation angle includes: The current refresh position of the target pixel is determined according to Formula 2; Equation 2: Where (x′,y′) represents the original position; R(θ) represents the rotation matrix; (x,y) represents the original position; θ represents the rotation angle; cos() represents the cosine operation; and sin() represents the sine operation.

9. The display method according to claim 2, wherein, Determining the visibility state of the target pixel based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the display terminal received includes: When the original position of the target pixel is located in the third sub-region, the visibility state of the target pixel is determined according to the rotation angle of the target pixel.

10. The display method according to claim 9, wherein Determining the visibility state of the target pixel based on its rotation angle includes: When the rotation angle is 0°, ±90° or ±180°, the visible / hidden state of the target pixel is determined to be visible; When the rotation angle is not 0°, ±90° or ±180°, the target pixel is determined to be hidden.

11. The display method according to claim 10, wherein When the target pixel is in a visible state, determining the current refresh position of the target pixel based at least on its original position includes: When the hidden state is visible, the maximum and minimum values ​​in the same direction of the original position are swapped to obtain the current refresh position of the target pixel.

12. The display method according to claim 2, wherein, Determining the visibility state of the target pixel based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the display terminal received includes: If the original position of the target pixel is located at the center point, the visible / hidden state of the target pixel is determined to be visible.

13. The display method according to claim 12, wherein, When the target pixel is in a visible state, determining the current refresh position of the target pixel based at least on its original position includes: The original position is taken as the current refresh position after the target pixel is rotated.

14. The display method according to claim 1, wherein, The step of determining the rotation angle of the display terminal includes: Acquire data from the gravity sensor integrated in the display terminal; The rotation angle is determined by analyzing the posture of the display terminal based on the collected data.

15. The display method according to claim 14, wherein, The gravity sensor includes an accelerometer, a gyroscope, and a magnetometer.

16. The display method according to claim 1, wherein, The step of performing image segmentation processing on the sub-image of the image to be displayed that is in the visible state, to obtain the left and right eye views corresponding to the sub-image, includes: Based on the naked-eye 3D film parameters of the pre-created virtual display, the sub-image is split into left and right eye views to obtain the sub-image. The process of performing image interlacing processing on the left and right eye views and updating the original position of the interlaced naked-eye 3D image according to the current refresh position to obtain a rotated target stereoscopic image with naked-eye 3D effect includes: The left and right eye views are subjected to image interleaving processing to obtain a first vector texture corresponding to the sub-image; Update the first vector texture according to the current refresh position to obtain the rotated second vector texture; The second vector texture is pushed to a pre-created global container, and the second vector texture is output to the virtual display based on the global container, so as to render the second vector texture through the virtual display to obtain the target stereoscopic image.

17. The display method according to claim 16, wherein, The method of performing image segmentation processing on the sub-image based on the naked-eye 3D film parameters of the pre-created virtual display to obtain the left and right eye views corresponding to the sub-image includes: The image to be displayed is intercepted based on the graphics driver model, and a path is established between the graphics driver model and the integrated graphics card based on the multimedia programming interface in the display terminal. Based on the pathway between the graphics driver model and the integrated graphics card, the sub-image is transmitted to the integrated graphics card, and based on the multimedia programming interface, the sub-image in the integrated graphics card is cached in the memory processor; Based on the naked-eye 3D film parameters of the virtual display, the memory processor performs image segmentation processing on the sub-image to obtain the left and right eye views corresponding to the sub-image.

18. The display method according to claim 17, wherein, The process of performing image segmentation on the sub-image based on the naked-eye 3D film parameters of the virtual display to obtain the left and right eye views corresponding to the sub-image includes: Based on the naked-eye 3D film parameters of the virtual display, determine the number of target viewpoints that the virtual display can support; Based on the target number of viewpoints, the sub-image is split into left and right eye views to obtain the sub-image.

19. The display method according to claim 16, wherein, The step of performing image interlacing processing on the left and right eye views to obtain a first vector texture corresponding to the sub-image includes: The vertex shader and fragment shader in the memory processor are invoked, and the interpolation range of the left and right eye views is calculated based on the vertex shaders. Based on the fragment shader, calculate the interpolated content of the left and right eye views; Based on the interpolation range and the interpolation content, image interleaving processing is performed on the left and right eye views to obtain the first vector texture.

20. The display method according to claim 19, wherein, The calculation of the interpolation range of the left and right eye views based on the vertex shader includes: Determine the image display range of the left and right eye views on the virtual display, and determine the vertex position of each pixel vertex in the left and right eye views on the virtual display based on the image display range; The vertex shader determines the interpolation range of the left and right eye views based on the vertex positions of each pixel vertex on the virtual display.

21. The display method according to claim 19, wherein The calculation of the interpolated content of the left and right eye views based on the fragment shader includes: Obtain the color value arrangement rules of the virtual display; wherein, the color value arrangement rules include pixel spacing, screen line count, and maximum offset; The viewpoint interleaving rules of the virtual display are determined by the fragment shader based on the number of target viewpoints that the virtual display can support. Based on the viewpoint interleaving rules and color value arrangement rules, the interpolated content of the left and right eye views is calculated.

22. The display method according to claim 21, wherein, The step of determining the viewpoint interleaving rules of the virtual display through the fragment shader, based on the number of target viewpoints supported by the virtual display, includes: Determine the original pixel matrix of the naked-eye 3D resource; Based on the number of target viewpoints that the virtual display can support, an orthogonal transformation of the human eye projection corresponding to the number of target viewpoints is performed in the fragment shader to obtain the shader pixel matrix; The viewpoint interleaving rules of the virtual display are determined based on the shader pixel matrix and the original pixel matrix.

23. The display method according to claim 22, wherein, The step of determining the viewpoint interleaving rule of the virtual display based on the shader pixel matrix and the original pixel matrix includes: Calculate the product between the shader pixel matrix and the original pixel matrix; Based on the product operation result, the viewpoint interleaving rule of the virtual display is determined.

24. The display method according to claim 16, wherein, The step of pushing the second vector texture to a pre-created global container and outputting the second vector texture to the virtual display based on the global container includes: The second vector texture is pushed to the global container, and based on the multimedia programming interface, the second vector texture in the global container is pushed to the discrete graphics card in the display terminal; The historical vector texture in the discrete graphics card is replaced based on the second vector texture, and the second vector texture in the discrete graphics card is transmitted to the virtual display based on the video signal transmission interface in the display terminal.

25. The display method according to claim 16, wherein, The steps for creating the virtual display include: Load the graphics driver model in the display terminal; The video rendering network function in the graphics driver model is invoked, and the virtual display is created through the video rendering network function.

26. The display method according to claim 25, wherein The display method further includes: Obtain the extended display identification data of the main display of the display terminal; Based on the extended display identification data, the original screen resolution, original screen refresh rate, and original number of viewpoints that the main display can support are determined. The naked-eye 3D film parameters are generated based on the original screen resolution, original screen refresh rate, and original number of viewpoints.

27. The display method according to claim 16, wherein, The steps for creating the global container include: Based on the multimedia programming interface in the display terminal, the integrated graphics card in the display terminal is invoked, and a global container corresponding to the display terminal is created through the integrated graphics card; wherein, the global container is a modal container, and the background of the global container is a transparent background.

28. The display method of claim 16, wherein, The naked-eye 3D resources include at least one of game scenes, videos, and images; The display method further includes: Interacting with the game scene displayed on the virtual display based on the human eye's gaze point; and / or Interact with the game scene and / or video and / or images displayed in the virtual display based on external input events.

29. The display method according to claim 28, wherein, The interaction with the game scene displayed on the virtual display based on the human eye's gaze point includes: Obtain the current gaze point position of the human eye in the virtual display, and obtain the center point position of the virtual display; Calculate the positional angle between the current gaze point position and the center point position, and control the virtual camera in the game scene to rotate from the current position to the target camera position corresponding to the positional angle; The scene captured by the virtual camera at the target camera position is displayed.

30. The display method according to claim 28, wherein The interaction with the game scene and / or video and / or images displayed in the virtual display based on external input events includes: The global container captures external input events that act on the game scene and / or video and / or images through the virtual display; The external input events are passed through to the event processing layer based on the global container, and the external input events are processed based on the event processing layer to realize interaction with the game scene and / or video and / or image.

31. A display device, wherein, include: The rotation monitoring module is configured to determine the visibility state of the target pixel based on the original position of the target pixel in the image to be displayed and / or the rotation angle of the display terminal received. The image segmentation module is configured to perform image segmentation processing on the sub-images of the image to be displayed that are in the visible state, to obtain the left and right eye views corresponding to the sub-images; The position determination module determines the current refresh position of the target pixel at least based on the original position of the target pixel when the target pixel's visibility state is visible. The interlacing rendering module is configured to perform image interlacing processing on the left and right eye views, and update the original position of the interlaced naked-eye 3D image according to the current refresh position, so as to obtain a rotated target stereoscopic image with naked-eye 3D effect.

32. An electronic device, comprising: include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to perform the display method as described in any one of claims 1 to 30 by executing the executable instructions.

33. A computer non-transitory readable storage medium, wherein, The computer non-transient readable storage medium stores a computer program that, when executed by a processor, performs the steps of the display method as described in any one of claims 1 to 30.