<p>In order to better apply the three-dimensional model to VR in stereoscopic visual expression, the research combines Bézier curve with the three-dimensional model and constructs a new 3D model based on Bézier curve. Then, the 3D model is used to construct a model of VR in stereoscopic visual communication design. Finally, several methods are used to compare and verify the visual communication performance of the model. The results show that in a well-lit environment, the average recognition accuracy of the model is 95.63%, while the average recognition accuracy of the traditional 3D method and 2D method is 90.13% and 85.67%, respectively. In the poor lighting environment, the average recognition accuracy of the model is 91.32%, while the average recognition accuracy of the traditional 3D method and 2D method is 89.43% and 83.92%, respectively. Meanwhile, the optimal values of Tsukuba, Venus, Teddy and Cones in the models are 2.39, 12.07, 0.94, and 11.25, respectively. The results indicate that the model has strong adaptability. By fusing the Bézier curve and the 3D model, a more realistic and stereoscopic effect in VR stereo vision is achieved. This provides new ideas and methods for the further development and application of VR technology.</p>

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Application of fusing Bézier curves and 3D models in VR stereo vision

  • Yongchao Liu

摘要

In order to better apply the three-dimensional model to VR in stereoscopic visual expression, the research combines Bézier curve with the three-dimensional model and constructs a new 3D model based on Bézier curve. Then, the 3D model is used to construct a model of VR in stereoscopic visual communication design. Finally, several methods are used to compare and verify the visual communication performance of the model. The results show that in a well-lit environment, the average recognition accuracy of the model is 95.63%, while the average recognition accuracy of the traditional 3D method and 2D method is 90.13% and 85.67%, respectively. In the poor lighting environment, the average recognition accuracy of the model is 91.32%, while the average recognition accuracy of the traditional 3D method and 2D method is 89.43% and 83.92%, respectively. Meanwhile, the optimal values of Tsukuba, Venus, Teddy and Cones in the models are 2.39, 12.07, 0.94, and 11.25, respectively. The results indicate that the model has strong adaptability. By fusing the Bézier curve and the 3D model, a more realistic and stereoscopic effect in VR stereo vision is achieved. This provides new ideas and methods for the further development and application of VR technology.