three.js实现裸眼双目平行立体视觉

three.js实现裸眼双目平行立体视觉原理:

利用两个相机、两个渲染器,同时渲染同一个场景。

html 复制代码
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Three.js双摄像机同时渲染显示(平行立体视觉效果)</title>
    <style>
        body { margin: 0;background-color: "#000000"; }
        canvas { display: block; }
        #canvas1 { position: absolute; top: 0; left: 0; width: 50%; height: 100%; border: 1px solid;}
        #canvas2 { position: absolute; top: 0; right: 0; width: 50%; height: 100%; border: 1px solid;}
    </style>
</head>
<body>
    <canvas id="canvas1"></canvas>
    <canvas id="canvas2"></canvas>

    <script type="importmap">
		{
		  "imports": {
			"three": "https://cdn.jsdelivr.net/npm/three@0.170.0/build/three.module.js",
			"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.170.0/examples/jsm/"
		  }
		}
	</script>

	
    <script type="module">

        import * as THREE from 'three';

        const scene = new THREE.Scene();
        scene.background = new THREE.Color(0x87CEEB); // 设置背景为天蓝色

        // 创建一个环境光源
        const ambientLight = new THREE.AmbientLight(0x888888); // 颜色为深灰色
        scene.add(ambientLight);

        // 点光源灯光        
        const pointLight = new THREE.PointLight(0xFFFFFF, 500, 1000);
        pointLight.position.set(3, 30, -10); // 设置光的位置
        pointLight.castShadow = true;        

        pointLight.shadow.mapSize.width = 1024;
        pointLight.shadow.mapSize.height = 1024;
        pointLight.shadow.camera.near = 0.5;
        pointLight.shadow.camera.far = 500;

        scene.add(pointLight);
              

        //地基
        const geometry0 = new THREE.BoxGeometry(1000,1,1000);
        const material0 = new THREE.MeshStandardMaterial({
            color: 0xffffff,
            roughness: 0.7,
            metalness: 0.2
        });
        const cube0 = new THREE.Mesh(geometry0, material0);
        cube0.position.set(0, 0, 0);
        cube0.castShadow = true;
        cube0.receiveShadow = true;
        scene.add(cube0);


        // 立方体
        const geometry = new THREE.BoxGeometry(8,8,8);
        const material = new THREE.MeshStandardMaterial({
            color: 0xff0000,
            roughness: 0.7,
            metalness: 0.2
        });
        const cube = new THREE.Mesh(geometry, material);
        cube.position.set(3, 15, -30);
        cube.castShadow = true;
        cube.receiveShadow = true;
        scene.add(cube);

        // 第一个相机
        const camera1 = new THREE.PerspectiveCamera(30, window.innerWidth / 2 / window.innerHeight, 0.1, 1000);
        camera1.position.set(2, 30, 10);
        camera1.lookAt(cube.position);

        // 第二个相机
        const camera2 = new THREE.PerspectiveCamera(30, window.innerWidth / 2 / window.innerHeight, 0.1, 1000);
        camera2.position.set(4, 30, 10);
        camera2.lookAt(cube.position);

        // 第一个渲染器
        const renderer1 = new THREE.WebGLRenderer({ canvas: document.getElementById('canvas1') });
        renderer1.setSize(window.innerWidth / 2, window.innerHeight);
        renderer1.shadowMap.enabled = true;

        // 第二个渲染器
        const renderer2 = new THREE.WebGLRenderer({ canvas: document.getElementById('canvas2') });
        renderer2.setSize(window.innerWidth / 2, window.innerHeight);
        renderer2.shadowMap.enabled = true;

        // 动画循环
        function animate() {
            requestAnimationFrame(animate);

            cube.rotation.x += 0.01;
            cube.rotation.y += 0.01;
            cube.rotation.z += 0.01;

            renderer1.render(scene, camera1);
            renderer2.render(scene, camera2);
        }

        animate();
    </script>
</body>
</html>
相关推荐
沧沧凉凉2 小时前
一段需求、零素材,Claude Code 派了 33 个代理给我做了个 3D 动作游戏
游戏·ai编程·three.js
创世虚拟世界6 小时前
从零打通 MCP 访问创世虚拟世界CRM的 3D 数据,我搭了一个可直接调用的演示站
3d
李游Leo11 小时前
HarmonyOS 7 + Spatial Recon Kit-C++:3DGS 高斯参数的非有限值隔离与可渲染性门禁【鸿蒙心迹】
开发语言·c++·3d·harmonyos
迁移科技11 小时前
小体积蕴含大能量:Epic Eye Pixel Mini轻量化相机的应用美学
人工智能·3d·自动化·视觉检测
Martina_032113 小时前
同一片森林换个镜头就忽冷忽暖?用6步统一曝光、LUT与相机后处理
人工智能·游戏·数学建模·3d·自然语言处理·aigc·游戏策划
Better Bench15 小时前
奇异值分解(SVD)在3D骨骼旋转中的应用:原理与实现
3d·人体姿态估计·骨骼关键点
追烽少年x16 小时前
从零构建一个3D点云预览器:Python + PySide6 + pyqtgraph 实战
python·3d
西红柿炖牛腩3542 天前
Three.js 模型体积优化:Draco/Meshopt 压缩与 DRACOLoader 配置的 4 个步骤
javascript·3d·性能优化
每日出拳老爷子2 天前
【VR】【Unity】抓走转放系列21|一天搭完门和抽屉工具槽:小场景按这个次序拼装
unity·vr·驱动·排错·snap zone
JAI科研2 天前
CT重建(二) | 3D高斯泼溅:实时渲染的革命
图像处理·人工智能·计算机视觉·3d·视觉检测·ct重建