人之所以能够看到立体的景物,是因为我们的双眼可以各自独立看东西,左右两眼有间距,造成两眼的视角有些细微的差别,而这样的差别会让两眼个别看到的景物有一点点的位移。而左眼与右眼图像的差异称为视差,人类的大脑很巧妙地将两眼的图像融合,产生出有空间感的立体视觉效果在大脑中。

    由于计算机屏幕只有一个,而我们却有两个眼睛,又必须要让左、右眼所看的图像各自独立分开,才能有立体视觉。这时,就可以通过3D立体眼镜,让这个视差持续在屏幕上表现出来。通过控制IC送出立体讯号(左眼->右眼->左眼->右眼->依序连续互相交替重复)到屏幕,并同时送出同步讯号到3D立体眼镜,使其同步切换左、右眼图像,换句话说,左眼看到左眼该看到的景像,右眼看到右眼该看到的景像。3D立体眼镜是一个穿透液晶镜片,通过电路对液晶眼镜开、关的控制,开是可以控制眼镜镜片全黑,以便遮住一眼图像;关则是可以控制眼镜镜片为透明的,以便另一眼看到另一眼该看到的图像。3D立体眼镜就可以模仿真实的状况,使左、右眼画面连续互相交替显示在屏幕上,并同步配合3D立体眼镜,加上人眼视觉暂留的生理特性,就可以看到真正的立体3D图像。

    市面上搭配3D/VR立体眼镜应用的立体图像种类繁多。最常见的显示模式主要有以下四种:交错显示(Interlacing)、画面交换(Page-Flipping)、线遮蔽(Line-Blanking)、画面同步倍频(Sync-Doubling)。


VR虚拟现实交错显示(Interlacing)

  交错显示(Interlacing)就是依序显示第1、3、5、7……等单数扫描线,然后再依序显示第2、4、6、8……等偶数扫描线的周而复始的循环显示方式。这就有点类似老式的逐行显示器和NTSC、PAL、及SECOM等电视制式的显示模式。

  交错显示模式的工作原理是将一个画面分为二个图场,即单数描线所构成的单数扫描线图场或单图场与偶数描线所构成的偶数扫描线图场或偶图场。在使用交错显示模式做立体显像时,我们便可以将左眼图像与右眼图像分置于单图场和偶图场(或相反顺序)中,我们称此为立体交错格式。如果使用快门立体眼镜与交错模式搭配,则只需将图场垂直同步讯号当作快门切换同步讯号即可,即显示单图场(即左眼画面)时,立体眼镜会遮住使用者之一眼,而当换显示偶图场时,则切换遮住另一支眼睛,如此周而复始,便可达到立体显像的目的。

    由于交错模式不适于长时间且近距离的操作使用,就计算机显示周边技术而言,交错模式需要显示硬件与驱动程序的双重支持之下方可运行。随着相关显示周边技术的进步,非交错模式已完全取代交错模式成为标准配备。


VR虚拟现实画面交换(Page-Flipping)

  画面交换(Page-Flipping)是由特殊的程序来改变显卡的工作原理,使新的工作原理可以用来表现立体3D效果。因为不周的显示芯片有其独特的工作原理,所以如果要使用画面交换,那么必须针对各个显示芯片发展独特的立体驱动程序以驱动3D硬件线路,因此画面交换仅限于某些特定显示芯片。

  它的工作原理是将左右眼图像交互显示在屏幕上的方式,使用立体眼镜与这类立体显示模式搭配,只需要将垂直同步讯号作为快门切换同步讯号即可达成立体显像的目的。而使用其它立体显像设备则将左右眼图像(以垂直同步讯号分隔的画面)分送至左右眼显示设备上即可。

画面交换提供全分辨率的画面质量,故其视觉效果是四种立体显示模式中最佳的。但是画面交换的软硬件要求也是最高的,原因主要有两点:

第二、VR虚拟现实屏幕的交错显示与3D立体眼镜的遮蔽不佳的话,那么有可能只能使左眼看到右眼的部份,右眼看到左眼的部份,造成"三重"图像(左眼、右眼、合成图像),也就是说图像会有残影出现。所以要想同时存取左右眼的画面,那么画面缓存器(Frame Buffer)所需的最小容量就要普遍的两倍。

    第二,由于屏幕是交错显示,因此不可避免地会出现闪烁现象。要想克服立体显像的闪烁问题,左右眼都必须提供至少每秒60个画面,也就是说垂直扫描频率必须达到120Hz或更高。


VR虚拟现实画面同步倍频(Sync-Doubling)

  画面同步倍频(Sync-Doubling)与前两种显示模式最大的不同,它是用硬件线路而不是软件去产生立体讯号,所以无需任何驱动程序来驱动3D硬件线路,因此任何一个3D加速显示芯片均可支持。只需在软件系统上,对左右眼画面做上下安排便可达成。

    它的工作原理是通过外加电路的方式在左右画面间(即上下画面间)多安插一个画面垂直同步讯号,如此便可使左右眼画面,就像交错般地显示在屏幕上,通过使用画面垂直同步讯号为快门切换同步的方式,我们便可以将左右画面几乎同时送到相对应的双眼中,达到立体显像的目的。由于画面同步倍频会将原垂直扫描频率加倍,因此须注意显示设备扫描频率的上限。此模式是最具效果的立体显示方式,不会受限于计算机硬件规格,同时可利用图像压缩(MPEG)格式,达到进一步传输、储存的目的。


VR虚拟现实线遮蔽(Line-Blanking)

  线遮蔽(Line-Blanking)与画面同步倍频一样,是通过外加电路的方式来达到立体显像的目的,相当适合计算机标准的非交错显示模式。

  它的工作原理是将撷取的画面储存在相当的缓存器(Buffer)中,送出遮蔽偶数扫描线的画面后送出一个画面垂直同步讯号,再接着送出遮蔽单数扫描线的画面,如此周而复始的撷取画面并送出两个单偶遮蔽的画面,便可类似于画面交换的方式行立体显像的工作。其工作模式会将显卡送出讯号的垂直扫描频率加倍,因此使用这种立体显示模式,须注意显示设备扫描频率的上限。

    由于其采用立体交错格式,对于过去的交错显示的应用软件及媒体,线遮蔽都可充分支持,因此这种立体显示模式的回溯兼容性最佳。但它与交错模式一样,垂直分辨率将会减少一半,所以立体画面品质会比画面交换模式稍差。


市场上的一些VR虚拟眼镜产品

  虚拟现实Eye3D无线立体眼镜系一款高阶玩家级立体眼镜,戴上Eye3D无线立体眼镜后,立刻就能进入非常逼真的3D场景, 看见游戏中的人物在眼前跳进跳出。同时无线设计的立体眼镜,让玩家们在玩游戏时,可以毫无负担,轻松又自在地融入游戏之中,体验一趟超炫的身立奇境之旅。

  VR虚拟现实E-D无线立体眼镜 是eDimensional公司生产最近的一款无线3D立体眼镜,它可以用在虚拟现实技术中3D 图形,它可以让你非常真实的体验虚拟世界中3D 游戏,电影,网络,照片等图片环境。E-D? 3-D眼镜可以将你观看的PC视频游戏转换成真实的3D。它可以更精度的计算你的高度和距离。

  VR虚拟现实的视觉眼镜 3.0 Rimax:我们经常在电影里看到随身携带的图象显示镜,还有一些连接大仪器的电影眼镜,那只是人们的一个梦想,不过现在研制出一款Rimax 3.0 便携式电影眼镜。它可以让你更近距离的观赏电影,给你36寸电视的超爽感觉!

  VR虚拟现实Eye-Trek FMD 700:迷你LCD显示器,独特的光学系统复制了36寸荧屏效果。无限的兼容性可连接到DVD播放器,游戏控制台或其他AV产品上,PLA逐行倒相制式可连接国际电视系统委员会录象机信号,外制8小时超容量电池。携带方便,操作容易,能像传统的眼睛一样配戴。力量适配器: 直流 9 V 电压的输出,可充电的锂性电池:LP900锂电池,7.2V/900 mAH。

  VR虚拟现实Eye-trek FMD-700是Olympus 影像眼镜的高阶产品,专门提供作为专业领域使用。本产品可以跟所有的影像讯号作连结而且拥有可以跟PC或是笔记型计算机直接连接的界面。Eye-trek FMD-700拥有惊人的百万画素的影像分辨率以及BBE环绕音效。加上本身是NTSC界面适合全世界所有的使用格式。

  Eye-Trek开创了一个全新的娱乐世界。Eye-Trek,只有一只太阳眼镜的大小,变能够将普通的影像或是电视影片转变成令人惊艳的超大尺寸画面—就像是从两公尺的距离观赏着52" 的大屏幕一样。



    People have been able to see the three-dimensional scene, is because our eyes can be independent with each other to see things, left and right eyes are spaced, resulting in his eyes from the perspective of some subtle differences, and this difference will make the eyes individual to see the scenery there is a little bit of displacement. While the left eye and right eye image difference is called parallax, the human brain is very clever to image fusion of the two eyes, resulting in a sense of three-dimensional visual effect in the brain.

    Since there is only one computer screen, and we have two eyes, but also must make the left and right eyes to see the image of their separate separate, in order to have a stereo vision. At this time, you can through the 3D stereo glasses, so that the disparity continues to show on the screen. By controlling the IC sent stereo signal (left - > right - > left - > right eye - > sequentially continuous mutual alternating repetition) to the screen, and also send synchronization signal to 3D stereo glasses, the synchronous switching left and right eye images, in other words, the left eye to see left the see the scene, seeing the right to the right eye to see the scene. 3D glasses is a penetration of liquid crystal lens, through the circuit of LCD glasses, opening and closing control, Open is to be able to control the lens of the glasses all black, so that cover one eye image; off is to be able to control the lens is transparent, so that another eye to see the image of the other eye.3D stereo glasses can imitate the real situation, so that the left and right eye images for each alternate display on the screen and synchronized with the 3D glasses, and physiological characteristics of the human eye in the persistence of vision, you can see the real stereoscopic 3D images.

    There are a wide range of stereo images of collocation 3D/VR stereo glasses on the market. The most common mode of display mainly has the following four kinds: interlaced display (Interlacing), picture exchange (Page-Flipping), line masking (Line-Blanking), picture synchronous frequency multiplication (Sync-Doubling).

VR virtual reality interlaced display (Interlacing)


Interlaced display (Interlacing)

    Interlacing is in order to show first, 3, 5, 7...... And other singular scan lines, and then in order to show second, 4, 6, 8...... So even scan lines cycle display mode. This is a little bit like an old-fashioned progressive display and NTSC, PAL, and SECOM standard TV display mode.

    The working principle of interlaced display mode is to divide a picture into two fields, that is, the odd scan line of singular scanning line or the single drawing field and the even number scan field. We can divide the left and right images into a single image and even field (in the opposite order) when we use interlaced display mode, and we call this a stereoscopic interleaved format. If using shutter glasses and staggered pattern matching, you only need to map field vertical synchronizing 

signal will be used as a switching shutter sync signal can be that single field (i.e. the left picture), 3D glasses will cover the eye of one of the user, and when to change display bipartite graph field switch cover other eyes, so the cycle, we can achieve the purpose of stereo imaging.

Due to the staggered mode is not suitable for long time and close range of operation, the computer display of peripheral technology, the staggered mode need to show the hardware and the driver of the dual support below can be run. With the development of the surrounding technology related to display, non interlaced mode has completely replaced the staggered mode as standard.


VR virtual reality screen switching (Page-Flipping)

    Image exchange (Page-Flipping) is a special program to change the working principle of graphics cards, so that the new working principle can be used to show the effect of three-dimensional 3D. Because of display chip has its unique operating principle, so if you want to use the picture exchange, you must for each display chip development unique stereo driver to drive the 3D hardware circuit and the picture exchange is limited to certain display chip.

    Its working principle is left and right eye image interactive display on the screen, use 3D glasses and the stereoscopic display pattern matching, only need to the vertical synchronizing signal as switching shutter sync signal can reach the purpose of stereo imaging. And the use of other three-dimensional imaging equipment will be about eye images (separated by a vertical synchronizing signal pictures) are distributed to the left and the right eye display device.

The picture exchange provides the full resolution picture quality, therefore its visual effect is the best of the four kind of stereoscopic display mode. But the screen of the hardware and software requirements are the highest, there are two main reasons:

First, virtual reality (VR) screen interlaced display poor shielding with 3D glasses, then only the left eye right eye saw part of the, right eye see eye parts, resulting in the "triple" image (left eye, right eye, synthetic image). That is to say image blur. So in order to simultaneous access to the left and the right eye image, then picture buffer (frame buffer) for the required minimum capacity will generally two times.

Second, because the screen is interlaced display, it is inevitable that flicker phenomenon. In order to overcome the flash problem of three-dimensional imaging, the left and right eye must provide at least 60 pictures per second, that is, the vertical scanning frequency must reach 120Hz or higher.


VR virtual reality picture synchronous frequency multiplication (Sync-Doubling)

    Frame synchronizing and frequency doubling (Sync-Doubling) with the first two display mode of the biggest difference, it is with the hardware circuit and software is not to generate stereo signal, so there was no need any driver to drive the 3D hardware circuit, so any a 3D accelerated display chip can support. Only in the software system, on the left and right eye picture can be achieved.

Its principle of work is through the external circuit in the left and right images (i.e. on the screen) Erdogan in a screen vertical synchronizing signal, so that the left and right eye images, like staggered like to display on the screen, through the use of picture vertical synchronizing signal synchronization for switching shutter, we can the left and right images almost simultaneously sent to the corresponding to the eyes, to achieve the purpose of stereo imaging. Because the frequency doubling of the screen will double the original vertical scanning frequency, it is necessary to pay attention to the upper limit of the scanning frequency of the display device. This mode is the most effective way of three-dimensional display, will not be limited to the computer hardware specifications, while the use of image compression (MPEG) format, to achieve the purpose of further transmission, storage.


VR virtual reality line masking (Line-Blanking)

    Line shielding (Line-Blanking) is the same as the frequency of the screen, it is through the external circuit to achieve the purpose of stereo imaging, is quite suitable for the computer standard non interlaced display mode.

    Its working principle is capture images stored in a buffer (buffer), send a cover picture of the even numbered scan lines after sending a picture vertical synchronizing signal, then send cover odd scan lines of the picture, so the cycle capture screen and sent out two single even covered the picture, similar to the way stereo imaging work in the picture exchange. Its mode of operation will send a signal to the vertical scanning frequency doubling, so the use of this three-dimensional display mode, should pay attention to the upper limit of the scanning frequency of the display device.

Due to the use of the stereo interleaved format, the application software and the media of the interlaced display of the past can be fully supported by the line screening. But it is the same as the staggered mode, the vertical resolution will be reduced by half, so the quality of the three-dimensional picture will be slightly worse than the picture exchange model.


Some of the VR virtual glasses products on the market

    Virtual reality Eye3D wireless stereo glasses, a high-order players level stereo glasses, wearing on Eye3D wireless stereo glasses, and instantly into the very realistic 3D scenes, see game characters in immediate jump in jump out. Also the design of wireless stereo glasses, let players in playing a game, there can be no burden, relaxed and comfortable to get into the game, experience a stunning body Wonderland tour.

    VR virtual reality E-D wireless stereo glasses is eDimensional production company recently a wireless 3D stereo glasses, it can be used in virtual reality technology, 3D graphics, it can make you very real experience in a virtual world of 3D games, film, Internet, photos and other picture. 3-D? E-D glasses can convert your PC video game into a real 3D. It can be more accurate to calculate your height and distance.

    Virtual reality VR visual glasses 3.0 Rimax: we often in the movies to see mirror image display carry, there are some connection instrument and glasses for the movie, that's just a dream of people, but now developed a a Rimax 3.0 portable movie glasses. It can make you closer to watch movies, give you a 36 inch TV super cool feeling!

VR virtual reality FMD 700: Eye-Trek Mini LCD display, unique optical system to replicate the 36 inch screen effect. Unlimited compatibility can be connected to a DVD player, game console or other AV products, PLA progressive inverted formats can connected to national television system committee video signal, of 8 hours of super capacity battery. Easy to carry, easy to operate, can be worn like the traditional eyes. Power adapter: DC 9 V voltage output, rechargeable lithium battery: LP900 lithium battery, mAH 7.2V/900.

    VR virtual reality FMD-700 Olympus is a high order product of Eye-trek imaging glasses, specifically designed to use as a professional field. This product can be linked with all the video signals and has an interface that can be directly connected to a PC or notebook computer. Eye-trek FMD-700 has amazing megapixel image resolution and BBE surround sound. Plus itself is the NTSC interface for all the world to use the format.

    Eye-Trek opens up a whole new world of entertainment. Eye-Trek, only the size of a sun glasses, can be ordinary images or film and television into stunning of large size screen - as though from a distance of two meters of watching the 52 "like the big screen.


2015年02月09日

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VR虚拟眼镜介绍

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VR虚拟眼镜介绍

作者:皇冠保罗眼镜  来源:www.crpolo.com

人之所以能够看到立体的景物,是因为我们的双眼可以各自独立看东西,左右两眼有间距,造成两眼的视角有些细微的差别,而这样的差别会让两眼个别看到的景物有一点点的位移。而左眼与右眼图像的差异称为视差,人类的大脑很巧妙地将两眼的图像融合,产生出有空间感的立体视觉效果在大脑中。