AR-augmented game live method and system
A game live broadcast and AR model technology, applied in the field of intelligent terminal applications, can solve the problems of unsatisfactory AR, inability to meet the needs of viewers, poor real-time performance, etc., and achieve a full immersive effect.
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Embodiment 1
[0091] Embodiment 1. Ordinary player game live broadcast
[0092] This embodiment is described by taking the live broadcast of ordinary players as an example, including the following steps:
[0093] Step 1. The camera captures the player's current video, and the microphone captures the player's audio. This part is the original audio and video data.
[0094] Step 2. The collection of 3D game AR models is divided into two parts, taking "Glory of the King" as an example:
[0095] Part of the collection of the overall map of the game, because the map of each game is the same, so the map data can be saved locally without repeated collection, this type of data is static data;
[0096] The other part is the characters, minions, wild monsters, etc. controlled by the player. This type of data is dynamic data, but most of these character models are determined. The only uncertainties are the character's posture and coordinate orientation.
[0097] In order to reduce the amount of data ...
Embodiment 2
[0107] Embodiment 2: Professional game competition live broadcast
[0108] This embodiment takes the live broadcast of professional game competition as an example. The live broadcast of professional game competition is different from the live broadcast of ordinary players. The live broadcast of competition needs to provide more game data such as scoreboards, player performance, etc., and needs to support the playback function. Therefore, it is necessary to Use cloud storage. The steps similar to the first embodiment above will not be repeated, and the specific steps are as follows:
[0109] Step 1. The camera collects player video information, the microphone collects commentary audio information, and also needs to record current game data (scores, player performance, etc.).
[0110] Step 2 is the same as Step 2 in Embodiment 1.
[0111] Step 3 is the same as Step 3 in Embodiment 1.
[0112] Step 4 is the same as Step 4 in Embodiment 1, and packs the game data at the same ti...
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