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CN101976463A - Manufacturing method of virtual reality interactive stereoscopic book - Google Patents

Manufacturing method of virtual reality interactive stereoscopic book Download PDF

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CN101976463A
CN101976463A CN 201010535155 CN201010535155A CN101976463A CN 101976463 A CN101976463 A CN 101976463A CN 201010535155 CN201010535155 CN 201010535155 CN 201010535155 A CN201010535155 A CN 201010535155A CN 101976463 A CN101976463 A CN 101976463A
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virtual
dimensional
book
camera
interactive
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蔡苏
余胜泉
吴娟
高梦楠
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Beijing Normal University
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Beijing Normal University
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Abstract

The invention provides a manufacturing method of a virtual reality interactive stereoscopic book, which comprises the following steps: dividing the book into three areas: (1) a traditional word and picture area; (2) a mark area; and (3) an actual operation scene capture area; capturing a specific mark in the mark area by a common web camera, and calculating the spatial location and direction of the mark; and mapping the mark into a virtual three-dimensional model, and combining the virtual three-dimensional model with the captured real scenes to obtain a virtual reality interactive image. In the method, flicker and jitter of the virtual three-dimensional model are reduced by the modes of capture delay and matrix smoothing. The manufacturing method is applied to the book publishing field and has the advantages of simple equipment and natural interbehavior, thus enhancing sensory experiences of readers without adding operation complexity.

Description

一种虚实融合的交互式立体图书制作方法 A virtual and real fusion interactive three-dimensional book production method

技术领域technical field

本发明属于图书出版和计算机图形学领域,具体地说,是一种基于增强现实技术的虚实融合的交互式立体图书制作方法,应用于带丰富多媒体信息的教育图书出版。The invention belongs to the fields of book publishing and computer graphics, and specifically relates to an interactive three-dimensional book production method based on virtual reality fusion of augmented reality technology, which is applied to the publishing of educational books with rich multimedia information.

背景技术Background technique

增强现实(Augmented Reality,简称AR)是虚拟现实(Virtual Reality,简称VR)技术的延伸。和虚拟现实技术不同,增强现实有两个特点:第一在概念上,认为数字空间中的视频环境即是真实环境;第二在技术上,通过图像与几何模型的无缝结合实现虚实融合。增强现实技术的研究已有十几年,最早一般都需要佩戴透视式头盔显示器,使用户在观察现实物理对象时,可以直接叠加上虚拟对象。随着技术的发展,近年来增强现实技术开始通过二维码类的标记来定位,摄像头捕捉到标记图像后由软件计算出内容。Augmented Reality (AR) is an extension of Virtual Reality (VR) technology. Different from virtual reality technology, augmented reality has two characteristics: first, conceptually, the video environment in the digital space is considered to be the real environment; second, technically, the fusion of virtual and real is realized through the seamless combination of images and geometric models. Augmented reality technology has been researched for more than ten years. At the earliest, it is generally necessary to wear a see-through head-mounted display, so that users can directly superimpose virtual objects when observing real physical objects. With the development of technology, in recent years, augmented reality technology has begun to use two-dimensional code-like markers to locate. After the camera captures the marker image, the software calculates the content.

当前教育领域的研究人员越来越关注增强现实技术在教育领域中的应用,并且设计了诸多系统或平台。Kaufmann(2003)利用增强现实技术建立教师与学生合作式的教学互动,该系统能呈现简单的点线面与几何体的构成,并具有布尔运算的功能,教师可以方便的表达几何形体的变化以及在空间中的关系,而学生在这种虚实融合的立体环境中更容易掌握复杂的空间概念。Dünser与Horneker(2007)以寓言故事作为内容,加入3D角色、声音及互动道具,来观察5-7岁的儿童如何利用增强现实系统进行互动与合作学习。参与的儿童利用附有标签的互动道具,一边阅读故事一边完成与故事内容相关的小任务。研究中发现,增强现实环境会吸引小孩的注意力,并让他们在活动时会愿意不断的尝试着完成任务。Mulloni(2008)设计了一个“牛与UFO”游戏,通过移动设备上的蓝牙装置与空间中的标签图卡来进行小组对抗游戏。Priestnall(2009)是一篇运用AR在教育上的方法论文章,它利用航拍照片或雷达图,加迭等高线进行3D绘图,重现冰河退却前的样貌,使学生对知识的理解由抽象概念转化为真实概念。国内对于增强现实的研究近几年也逐渐成为热点,但是在图书出版领域对AR技术鲜有涉足,国内图书出版、教育技术领域尚未从理论上系统探讨AR虚拟学习环境的可行性和实证案例,更没有开发自主知识产权的AR虚拟学习环境去做深入研究。At present, researchers in the field of education are paying more and more attention to the application of augmented reality technology in the field of education, and have designed many systems or platforms. Kaufmann (2003) used augmented reality technology to establish a cooperative teaching interaction between teachers and students. The system can present simple points, lines, planes and geometry, and has the function of Boolean operations. Teachers can easily express changes in geometric shapes and The relationship in space, and it is easier for students to grasp complex space concepts in this three-dimensional environment that combines virtual and real. Dünser and Horneker (2007) used fables as content, adding 3D characters, sounds and interactive props to observe how children aged 5-7 use augmented reality systems for interaction and cooperative learning. Participating children use the labeled interactive props to complete small tasks related to the content of the story while reading the story. Studies have found that augmented reality environments attract children's attention and make them willing to keep trying to complete tasks when they are active. Mulloni (2008) designed a "cow and UFO" game, through the bluetooth device on the mobile device and the tag card in the space to conduct a group confrontation game. Priestnall (2009) is a methodological article on the use of AR in education. It uses aerial photos or radar maps, superimposed contour lines for 3D mapping, and reproduces the appearance of glaciers before retreat, so that students' understanding of knowledge can be transformed from abstract Concepts are transformed into real concepts. Domestic research on augmented reality has gradually become a hot spot in recent years, but there is little involvement in AR technology in the field of book publishing. The domestic book publishing and educational technology fields have not systematically discussed the feasibility and empirical cases of AR virtual learning environment. There is no AR virtual learning environment with independent intellectual property rights for in-depth research.

[1].Kaufmann,H.,Schmalstieg,D.(2003).Mathematics and geometry education with collaborative augmentedreality[J].Computers & Graphics,27(3):339-345.[1]. Kaufmann, H., Schmalstieg, D. (2003). Mathematics and geometry education with collaborative augmented reality [J]. Computers & Graphics, 27(3): 339-345.

[2].Dünser,A.,Hornecker,E.(2007).An observational study of children interacting with an augmented story book[C].Proceeding of Edutainment:305-315[2]. Dünser, A., Hornecker, E. (2007). An observational study of children interacting with an augmented story book [C]. Proceeding of Edutainment: 305-315

[3].Mulloni,A.,Wagner,D., & Schmalstieg,D.(2008).Mobility and Social Interaction as Core Gameplay Elementsin Multi-Player Augmented Reality[C].The 3rd international conference on Digital Interactive Media inEntertainment and Arts:472-478[3].Mulloni, A., Wagner, D., & Schmalstieg, D.(2008).Mobility and Social Interaction as Core Gameplay Elements in Multi-Player Augmented Reality[C].The 3rd international conference on Digital Interactive Media inEntertainment and Arts: 472-478

[4].Priestnall,G.(2009).Landscape Visualization in Fieldwork.Journal of Geography in Higher Education[J].33(S1):104-112.[4].Priestnall, G.(2009).Landscape Visualization in Fieldwork.Journal of Geography in Higher Education[J].33(S1):104-112.

发明内容Contents of the invention

本发明要解决的技术问题是:克服当前图书交互性不强、表现力较弱的缺点,提供一种虚实融合的交互式立体图书的制作方法。这种图书制作流程简单,所需设备不复杂,操作也异常方便,适合展示平面书籍上难以呈现的立体交互效果。The technical problem to be solved by the present invention is to overcome the disadvantages of weak interactivity and weak expressiveness of current books, and provide a method for making interactive three-dimensional books with fusion of virtual and real. The production process of this kind of book is simple, the required equipment is not complicated, and the operation is also very convenient. It is suitable for displaying three-dimensional interactive effects that are difficult to present on flat books.

本发明解决其技术问题所采用的技术方案是:一种虚实融合的交互式立体图书制作方法,其特征在于,包含以下步骤:The technical solution adopted by the present invention to solve the technical problem is: a method for producing an interactive three-dimensional book combining virtual and real, which is characterized in that it includes the following steps:

(1)在图书上划分三个区域:①传统文字图片区域、②标记区域、③实际操作情景截图区域;(1) Divide the book into three areas: ①Traditional text and picture area, ②Mark area, ③Practical operation scene screenshot area;

(2)根据所述传统文字图片区域中的内容进行三维建模,制作虚拟三维模型;(2) Carry out three-dimensional modeling according to the content in the traditional text picture area, make virtual three-dimensional model;

(3)通过摄像头实时捕获图书上所述标记区域中印制的特定标记,计算所述特定标记的空间位置和方向,并映射到已建立的虚拟三维模型上,使虚拟三维模型的位置和方向产生对应的变化,将变化后的虚拟三维模型与摄像头捕获的原始场景实时合成后得到虚实融合的交互式图像;(3) Capture the specific mark printed in the marked area on the book in real time through the camera, calculate the spatial position and direction of the specific mark, and map it to the established virtual three-dimensional model, so that the position and direction of the virtual three-dimensional model Generate corresponding changes, and combine the changed virtual 3D model with the original scene captured by the camera in real time to obtain an interactive image of virtual and real fusion;

(4)将步骤(3)中得到的图像置于所述实际操作情景截图区域。(4) Place the image obtained in step (3) in the screenshot area of the actual operation scene.

进一步地,在所述步骤(3)中的虚实场景叠加方法中使用的摄像头是普通网络摄像头;一次同时捕获多个不同的特定标记,映射多个对应的虚拟三维模型,并在同一个虚实融合画面场景中显示出来;设置延迟机制,通过一个延迟变量timeDelay来记录标记不能被摄像头捕获所持续的时间,只有该值超过预先设定的阈值才认为标记未被摄像头捕获,降低因摄像头刷新率不高或者光线明暗变化对标记捕获不准确带来的影响,使得合成图像不闪烁;设置一个平滑矩阵列表,计算列表中矩阵的平均值作为虚拟三维模型位置和方向的变化值,降低读者手抖动的轻微变化使得虚拟对象产生晃动带来的影响,使得合成图像看起来更稳定自然。Further, the camera used in the virtual-real scene superposition method in the step (3) is an ordinary network camera; a plurality of different specific markers are simultaneously captured, a plurality of corresponding virtual three-dimensional models are mapped, and the same virtual-real fusion It is displayed in the screen scene; set up a delay mechanism, and use a delay variable timeDelay to record the duration that the marker cannot be captured by the camera. Only when the value exceeds the preset threshold value will the marker be considered not captured by the camera, reducing the rate due to the low refresh rate of the camera. The impact of high or light changes on the inaccurate capture of markers, so that the composite image does not flicker; set a smooth matrix list, calculate the average value of the matrix in the list as the change value of the virtual 3D model position and direction, and reduce the reader's hand shake Slight changes cause virtual objects to have the effect of shaking, making composite images look more stable and natural.

本发明与现有技术相比的有益效果:The beneficial effect of the present invention compared with prior art:

(1)本发明方法设备简单,只需配备一台笔记本电脑和普通视频聊天用的网络摄像头,读者不需要额外操作指令按键,只要将书上特定标记对准摄像头即可在电脑屏幕上看到虚实融合的立体交互效果,这样的互动接近自然的阅读行为,在提高读者的感官体验的同时又不增加操作的复杂性。(1) The method of the present invention has simple equipment, and only needs to be equipped with a notebook computer and a webcam for ordinary video chatting. The reader does not need additional operation command buttons, and can see it on the computer screen as long as the specific mark on the book is aimed at the camera. The three-dimensional interactive effect of the fusion of virtual and real, this kind of interaction is close to the natural reading behavior, while improving the reader's sensory experience without increasing the complexity of the operation.

(2)本发明能同时识别多标记,在一个场景中生成多个虚拟三维模型,使读者获得更丰富的虚实融合场景体验。(2) The present invention can recognize multiple marks at the same time, generate multiple virtual three-dimensional models in one scene, and enable readers to obtain a richer virtual-real fusion scene experience.

(3)本发明通过捕获延迟和矩阵平滑的方法减少了虚拟三维模型的闪烁和抖动,使读者获得更自然、真实的阅读体验。(3) The present invention reduces the flickering and jittering of the virtual three-dimensional model through the method of capturing delay and matrix smoothing, so that readers can obtain a more natural and real reading experience.

(4)本发明的标记识别、三维图形显示及交互效果均使用Java语言实现,由于Java语言自身跨平台的特点,使得本书的后台程序能在不同操作系统移植。(4) The mark recognition, three-dimensional graphics display and interactive effects of the present invention are all realized by using Java language. Due to the cross-platform characteristics of Java language itself, the background program of this book can be transplanted in different operating systems.

附图说明Description of drawings

图1为本发明的制作过程图;Fig. 1 is the making process figure of the present invention;

图2为本发明的标记及附加logo示意图;Fig. 2 is the schematic diagram of mark and additional logo of the present invention;

图3为本发明的图书版式编排结构图;Fig. 3 is a layout structure diagram of books of the present invention;

图4为本发明的标记采集、计算及虚实场景融合流程图。Fig. 4 is a flow chart of marker acquisition, calculation and fusion of virtual and real scenes in the present invention.

具体实施方式Detailed ways

下面结合附图及具体实施方式详细介绍本发明。The present invention will be described in detail below in conjunction with the accompanying drawings and specific embodiments.

本发明的一种虚实融合的交互式立体图书,制作过程如An interactive three-dimensional book with virtual and real fusion of the present invention, the production process is as follows:

图1所示。具体步骤如下所述:Figure 1 shows. The specific steps are as follows:

(1)制作标记图案并印刷书本(1) Make the mark pattern and print the book

首先根据书本需要使用虚拟立体展示的内容数量制作互不相同、独一无二的标记图案。为保证摄像头灵敏的捕获标记,应将标记做得简单,图案颜色对比度高,并且不同标记之间的相互区分度较明显。可使用外围黑背景、内围白背景、字体颜色为黑色的标记,周围可辅以装饰logo图案,如图2所示。First of all, different and unique marking patterns are made according to the number of contents that the book needs to use for virtual three-dimensional display. In order to ensure that the camera can capture the marks sensitively, the marks should be made simple, the pattern color contrast is high, and the mutual distinction between different marks is obvious. A mark with a black background on the outside, a white background on the inside, and a black font color can be used, and the surrounding can be supplemented with a decorative logo pattern, as shown in Figure 2.

书籍内容的编排如图3所示,传统文字、图片部分靠左,占整个页面的2/3,标记部分置于剩下1/3页面的右上部分,右下部分放置实际操作情景截图,让读者在没有摄像头的环境下能直观地看出本书与传统书籍的区别。The layout of the book content is shown in Figure 3. The traditional text and pictures are on the left, accounting for 2/3 of the entire page. Readers can intuitively see the difference between this book and traditional books in an environment without a camera.

(2)捕获标记,制作虚拟三维模型并将其叠加到实时捕获的视频中(2) Capture markers, make a virtual 3D model and superimpose it on the video captured in real time

系统首先将摄像头获取的真实场景图像显示为最底层,然后根据标定所得的摄像头内外参数和三维注册算法计算出标记在真实空间中的三维位置,再在预先建好的虚拟三维模型库中找出标记块一一对应的虚拟模型,并在标记的三维位置上将其按照摄像头的投影矩阵投影到摄像头的投影平面上,并将虚拟三维模型在投影平面上的影像和真实空间在投影平面上的影像进行合成,形成最后虚实结合的场景进行输出,如The system first displays the real scene image acquired by the camera as the bottom layer, and then calculates the 3D position of the marker in the real space according to the internal and external parameters of the camera and the 3D registration algorithm obtained through calibration, and then finds out in the pre-built virtual 3D model library. One-to-one corresponding virtual model of the marked block, and project it on the projection plane of the camera according to the projection matrix of the camera at the three-dimensional position of the mark, and compare the image of the virtual three-dimensional model on the projection plane with the image of the real space on the projection plane The images are synthesized to form the final combined virtual and real scene for output, such as

图4所示。具体步骤如下:Figure 4 shows. Specific steps are as follows:

1)利用摄像头捕获真实场景,获得彩色图像信息;1) Use the camera to capture the real scene and obtain color image information;

2)根据设定的阈值将采集到的彩色图像转换成二值黑白图像,并对该二值图像进行连通域分析;2) Convert the collected color image into a binary black-and-white image according to the set threshold, and perform connected domain analysis on the binary image;

3)找出其中所有的四边形区域作为候选匹配区域,将每一候选区域与模板库中的模板进行匹配,如果产生匹配,则认为捕获到了一个标记;3) Find out all the quadrangular regions as candidate matching regions, match each candidate region with the template in the template library, if a match is generated, it is considered that a mark has been captured;

4)根据摄像头的位置信息和真实场景中的定位标记来计算摄像头相对于已知标记的位置和姿态;4) Calculate the position and attitude of the camera relative to known marks according to the position information of the camera and the positioning marks in the real scene;

5)按照仿射变换矩阵在视平面上绘制虚拟物体,最后与真实场景的视频合并,并投影到普通显示屏幕上。5) Draw the virtual object on the viewing plane according to the affine transformation matrix, and finally merge it with the video of the real scene, and project it on the common display screen.

(3)设置延迟机制(3) Set the delay mechanism

采用上述方法能看到合成视频流中的虚拟对象。但是实际操作中,如果读者操作过快但摄像头刷新率不高,或因环境光线较差,甚至有时候读者不小心偶然遮住了标记的小块边缘,就会发生摄像头瞬时捕获不到标记的情况,这导致合成的视频图像上的虚拟三维模型出现不定时的短暂消失,即虚拟三维模型发生“闪烁”,影响了读者观看的效果。本发明采用设置延迟机制的方法,通过设置一个延迟变量timeDelay来记录标记不能被摄像头捕获所持续的时间,只有该值超过预先设定的阈值才认为标记未被摄像头捕获,此时不显示虚拟三维模型。这一措施减少了虚拟三维模型的闪烁,使读者获得更自然的观看效果。Virtual objects in the composite video stream can be seen using the method described above. However, in actual operation, if the reader operates too fast but the camera refresh rate is not high, or the ambient light is poor, or even sometimes the reader accidentally covers the small edge of the mark, the camera will not be able to capture the mark instantaneously. In this case, the virtual three-dimensional model on the synthesized video image will temporarily disappear from time to time, that is, the virtual three-dimensional model will "flicker", which affects the viewing effect of readers. The present invention adopts the method of setting a delay mechanism, by setting a delay variable timeDelay to record the continuous time that the mark cannot be captured by the camera, only when the value exceeds the preset threshold value is it considered that the mark has not been captured by the camera, and the virtual 3D is not displayed at this time Model. This measure reduces the flickering of the virtual 3D model, allowing readers to obtain a more natural viewing effect.

(4)设置平滑移动(4) Set smooth movement

读者在操作书籍的时候由于手的抖动等行为导致标记的位置和朝向发生轻微的变化,而这种变化都被摄像头捕获下来而重新计算虚拟三维模型的位置和朝向,使得读者在屏幕上看到的虚拟三维模型不停地轻微抖动,让读者觉得不真实。本发明设置了一个矩阵列表smoothingMatrixList,将摄像头捕获到的标记的位置和方位的变化矩阵按顺序存储到smoothingMatrixList中,当矩阵个数超过预先设定的阈值时,计算列表中所存储矩阵的平均值matrixavg作为虚拟三维模型的变化矩阵,同时移除smoothingMatrixList中最先加入的矩阵。这一措施使得虚拟三维模型的平移或旋转变得平滑。算法如下所示:When the reader operates the book, the position and orientation of the mark changes slightly due to hand shaking and other behaviors, and this change is captured by the camera to recalculate the position and orientation of the virtual 3D model, so that the reader can see it on the screen. The virtual three-dimensional model of the website keeps shaking slightly, making readers feel unreal. The present invention sets a matrix list smoothingMatrixList, stores the change matrix of the position and orientation of the marker captured by the camera into the smoothingMatrixList in order, and calculates the average value of the matrix stored in the list when the number of matrices exceeds the preset threshold matrixavg is used as the change matrix of the virtual 3D model, and at the same time, the matrix added first in the smoothingMatrixList is removed. This measure smoothes the translation or rotation of the virtual 3D model. The algorithm looks like this:

ArrayList<Matrix4d>smoothingMatrixList  //设置类型为Matrix4d的列表ArrayList<Matrix4d>smoothingMatrixList //Set the list type to Matrix4d

MATRIX_MAX_NUM=10    //设置矩阵列表中容纳的矩阵最大个数MATRIX_MAX_NUM=10 //Set the maximum number of matrices contained in the matrix list

matNum=0matNum=0

......

if(matNum==MATRIX_MAX_NUM){if(matNum==MATRIX_MAX_NUM){

   smoothingMatrixList.remove(0)    //移除矩阵列表中最先加入的矩阵smoothingMatrixList.remove(0) //Remove the first matrix added in the matrix list

   matNum=matNum-1matNum=matNum-1

}}

smoothingMatrixList.add(currentMat)//将当前矩阵加入到矩阵列表中smoothingMatrixList.add(currentMat)//Add the current matrix to the matrix list

matNum=matNum+1matNum=matNum+1

......

public Matrix4d get(){//得到平滑移动矩阵的调用方法函数public Matrix4d get(){//Get the call method function of the smooth moving matrix

  for(Matrix4d mat:smoothingMatrixList)for(Matrix4d mat: smoothingMatrixList)

    matrixavg.add(mat);//得到矩阵列表中的所有矩阵和matrixavg.add(mat);//Get all matrix sums in the matrix list

  matrixavg.mul(1.0/matNum);//得到平均矩阵matrixavg.mul(1.0/matNum);//Get the average matrix

  return matrixavg;return matrixavg;

}}

通过调用上述算法中的get()方法函数即可得到虚拟三维模型的平滑变化矩阵。The smooth change matrix of the virtual three-dimensional model can be obtained by calling the get() method function in the above algorithm.

Claims (5)

1.一种虚实融合的交互式立体图书制作方法,其特征在于包含以下步骤:1. an interactive three-dimensional book production method of virtual and real fusion, is characterized in that comprising the following steps: (1)在图书上划分三个区域:①传统文字图片区域、②标记区域、③实际操作情景截图区域;(1) Divide the book into three areas: ①Traditional text and picture area, ②Mark area, ③Practical operation scene screenshot area; (2)根据所述传统文字图片区域中的内容进行三维建模,制作虚拟三维模型;(2) Carry out three-dimensional modeling according to the content in the traditional text picture area, make virtual three-dimensional model; (3)通过摄像头实时捕获图书上所述标记区域中印制的特定标记,计算所述特定标记的空间位置和方向,并映射到已建立的虚拟三维模型上,使虚拟三维模型的位置和方向产生对应的变化,将变化后的虚拟三维模型与摄像头捕获的原始场景实时合成后得到虚实融合的交互式图像;(3) Capture the specific mark printed in the marked area on the book in real time through the camera, calculate the spatial position and direction of the specific mark, and map it to the established virtual three-dimensional model, so that the position and direction of the virtual three-dimensional model Generate corresponding changes, and combine the changed virtual 3D model with the original scene captured by the camera in real time to obtain an interactive image of virtual and real fusion; (4)将步骤(3)中得到的图像置于所述实际操作情景截图区域。(4) Place the image obtained in step (3) in the screenshot area of the actual operation scene. 2.根据权利要求1所述的虚实融合的交互式立体图书制作方法,其特征在于,在所述步骤(3)中捕获特定标记所用的摄像头是普通网络摄像头。2. The interactive three-dimensional book production method of virtual and real fusion according to claim 1, characterized in that, in said step (3), the camera used to capture the specific mark is a common network camera. 3.根据权利要求1所述的虚实融合的交互式立体图书制作方法,其特征在于,在所述步骤(3)中同时捕获多个不同的特定标记,映射多个对应的虚拟三维模型,并在同一个虚实融合画面场景中显示出来。3. the interactive three-dimensional book making method of virtual-real fusion according to claim 1, is characterized in that, in described step (3), captures a plurality of different specific marks simultaneously, maps a plurality of corresponding virtual three-dimensional models, and Displayed in the same virtual-real fusion screen scene. 4.根据权利要求1所述的虚实融合的交互式立体图书制作方法,其特征在于,在所述步骤(3)中设置一个延迟变量timeDelay记录标记不能被摄像头捕获所持续的时间,只有该值超过预先设定的阈值才认为标记未被摄像头捕获。4. the interactive three-dimensional book making method of virtual and real fusion according to claim 1, is characterized in that, in described step (3), a delay variable timeDelay record mark can not be captured by camera and is set to the continuous time of recording, only this value A marker is considered not captured by the camera if it exceeds a pre-set threshold. 5.根据权利要求1所述的虚实融合的交互式立体图书制作方法,其特征在于,在所述步骤(3)中设置一个平滑矩阵列表,计算列表中矩阵的平均值作为虚拟三维模型位置和方向的变化值。5. the interactive three-dimensional book making method of virtual reality fusion according to claim 1, is characterized in that, in described step (3), a smooth matrix list is set, calculates the average value of matrix in the list as virtual three-dimensional model position and The value of the change in direction.
CN 201010535155 2010-11-03 2010-11-03 Manufacturing method of virtual reality interactive stereoscopic book Pending CN101976463A (en)

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