Visualization Practice and Communication Effect of Digital Chinese Films Based on Virtual Reality under Background of the Belt and Road Initiative

Author:

Han Dong12ORCID,Xu Jie3,Chao Peng2

Affiliation:

1. College of Literature and Journalism, Sanjiang University, Nanjing 210012, Jiangsu, China

2. One Belt One Road Research Center of Macau, City University of Macau, Macau, China

3. Institute of Portuguese-Speaking Countries, City University of Macau, Macau, China

Abstract

Since the Belt and Road Initiative was proposed, it has received extensive attention from many aspects of the international community. To disseminate the ideas, development status, and construction achievements of the Belt and Road Initiative to the outside world has become a key and difficult problem in the development process of the initiative. Among different types of film and television, virtual reality technology should be the best interpretation of film communication. The film would bring a wider space for the development of the film by means of real reproduction and virtual reality and make the film’s record form more diversified. The continuous development and innovation of new media technology enable virtual reality to pass through panoramic lenses. As the most powerful technical support for the movie, it can even be converted into the user’s eyes to serve the movie so that the presentation of the movie has more new possibilities. In this context, the article aims to interpret the visualization practice and dissemination effects of digital Chinese films with virtual reality technology. The article used the mathematical expression of the visual SLAM problem to improve the process from the world coordinate system to the pixel coordinate system. The system is constructed, and the approximate calculation of the function is carried out. The constructed system was used in the experiments. This article conducts a survey of Google’s average popularity and a comparison of the voxelization process. The experimental data showed that the performance of Sponza in this branch of the sparse octree is 88.48 ms at the resolution of 100,000, which is weaker than 80.34 ms in the Dragon scene. The performance of the cascaded voxel texture is 6.889 ms, which is also weaker than Dragon’s 5.727 ms. The structure of the rules of the cascaded voxel texture scheme made it smoother to assist with the GPU, and the speed was the fastest in both the Dragon scene and the Sponza scene. The experimental content was well completed.

Publisher

Hindawi Limited

Subject

Electrical and Electronic Engineering,Energy Engineering and Power Technology,Modeling and Simulation

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