1. A method for achieving transformation of a virtual view into a three-dimensional (3D) view, comprising the following steps of: capturing position coordinates of a human eye by a human-eye tracking module; determining a rotation angle of a virtual scene according to the position coordinates of the human eye and coordinates of a center of a screen of a projection displaying module, and rotating the virtual scene according to the rotation angle to obtain a virtual holographic 3D view matrix by a first image processing module; wherein if a virtual scene view matrix prior to the rotation is represented by A and the virtual holographic 3D view matrix is represented by A′; then A′=M1*M2*A; M ⁢ ⁢ 1 = [ cos ⁢ ⁢ a , 0 , - sin ⁢ ⁢ a , 0 0 , 1 , 0 , 0 sin ⁢ ⁢ a ⁢ , 0 , cos ⁢ ⁢ a , 0 0 , 0 , 0 , 1 ] , M ⁢ ⁢ 2 = [ 1 , 0 , 0 , 0 0 , cos ⁢ ⁢ b , sin ⁢ ⁢ b , 0 1 , - sin ⁢ ⁢ b , cos ⁢ ⁢ b , 0 0 , 0 , 0 , 1 ] , and the 3D view A is post-multiplied with M1 and M2 to obtain the rotated view A′; wherein in a 3D space rectangular coordinate system O-XYZ prior to the rotation, the center of the screen is located at an origin of the coordinate system O-XYZ, a projection of a connecting line from the human eye to the center of the screen on the XOZ plane includes an angle α with the positive Z-axis direction, a projection of the connecting line from the human eye to the center of the screen on the YOZ plane includes an angle β with the positive Z-axis direction, the X-axis direction points from a midpoint of a left edge of the screen towards a midpoint of a right edge of the screen, and the Y-axis direction points from a midpoint of a top edge of the screen towards a midpoint of a bottom edge of the screen; and an angle by which the virtual scene is rotated about the Y-axis is determined to be a = arctan ⁢ ⁢ L · tan ⁢ ⁢ α L + Z and an angle by which the virtual scene is rotated about the X-axis is determined to be b = arctan ⁢ ⁢ L · tan ⁢ ⁢ β L + Z according to the angles α and β, a distance L from the human eye to the screen and a distance Z from a center of the virtual scene to the screen; wherein if a new coordinate system after the rotation is represented by O′-X′Y′Z′, the origin O′ coincides with the center position of the viewpoint in the original coordinate system, the positive Z′-axis direction points from the coordinates Z G of the viewer in the original coordinate system towards the coordinates of the center of the viewpoint, the shearing transformation refers to a transformation in which y′ and z′ coordinates of the viewpoint remain unchanged and an x′ coordinate is linearly transformed by taking the z′ axis as a dependent axis, the shearing angle θ refers to an angle included between the position of the viewpoint and the positive Z′-axis direction, and coordinates of any of the viewpoints are represented by (x″, y″, z″) after the shearing, then the shearing expression is as follows for all viewpoints located at the negative X′-axis direction: { x ″ = x ′ + ( z ′ - z G ) ⁢ tan ⁢ ⁢ θ y ″ = y ′ z ″ = z ′ the corresponding shearing matrix are all as follows: [ 1 , 0 , tan ⁢ ⁢ θ , - z G ⁢ tan ⁢ ⁢ θ 0 , 1 , 0 , 0 0 , 0 , 1 , 0 0 , 0 , 0 , 1 ] , the shearing expression is as follows for all viewpoints located at the positive X′-axis direction: { x ″ = x ′ - ( z ′ - z G ) ⁢ tan ⁢ ⁢ θ y ″ = y ′ z ″ = z ′ the corresponding shearing matrix are all as follows: [ 1 , 0 , - tan ⁢ ⁢ θ , z G ⁢ tan ⁢ ⁢ θ 0 , 1 , 0 , 0 0 , 0 , 1 , 0 0 , 0 , 0 , 1 ] ; determining the shearing angle θ for each of viewpoints according to coordinates of the center of the virtual scene, position coordinates Z G of the viewer in the virtual scene and coordinates of each of the viewpoints to generate a shearing matrix for each of the viewpoints in one-to-one correspondence, and post-multiplying the shearing matrix with a corresponding viewpoint model matrix A′ to generate a left view and a right view by a second image processing module; and projecting the left view and the right view of each of the viewpoints by the projection displaying module.