Live broadcast method, device, equipment and storage medium

By using shortcut keys to automatically merge camera signals and virtual video feeds during esports live streams, the tedious process of creating merged video feeds has been solved, thus improving processing efficiency.

CN116132700BActive Publication Date: 2025-10-28TENGJING SPORTS CULTURE DEV (SHANGHAI) CO LTD
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Patent Information

Application Number
CN202211559707.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-06
Publication Date
2025-10-28
Estimated Expiration
2042-12-06

AI Technical Summary

Technical Problem

In esports live streaming, creating windowed images requires manual selection and layout, a tedious and complex process.

Method used

By acquiring at least 2N camera signals and virtual video images, and using shortcut keys, at least two camera signals are automatically selected for window merging, and a windowed live broadcast signal is output.

Benefits of technology

It enables the rapid selection of multiple camera signals, avoiding manual screening and improving the processing efficiency of combined live streaming signals.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application discloses a live streaming method, apparatus, device, and storage medium, belonging to the field of live streaming technology. The method includes: acquiring at least 2N camera signals and acquiring a virtual video frame, wherein the at least 2N camera signals include N camera signals belonging to a first team and N camera signals belonging to a second team; in response to a shortcut key operation, determining at least two camera signals from the at least 2N camera signals; combining the at least two camera signals and the virtual video frame into a single window, and outputting a combined live streaming signal; the camera signals are used to present the captured video frame, and the virtual video frame is a video frame observing at least one virtual character in a virtual scene, where N is an integer greater than 1. This application enables rapid selection of multiple camera signals in response to a single shortcut key operation, improving the processing efficiency of creating combined windows.
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Description

Technical Field

[0001] This application relates to the field of live streaming technology, and in particular to a live streaming method, apparatus, device and storage medium. Background Technology

[0002] During the live broadcast of e-sports events, it is necessary to create a combined window view based on the real-world camera footage of the contestants and the virtual game footage of the virtual characters controlled by the contestants for live streaming.

[0003] In related technologies, creating a combined window display requires manual screening of all players' POV signals and virtual game screens to determine the screens needed for the combined window display; then the screens are laid out and created, a very tedious process.

[0004] How to reduce the complexity of creating window-closing images is an urgent problem to be solved. Summary of the Invention

[0005] This application provides a live streaming method, apparatus, device, and storage medium, the technical solution of which is as follows:

[0006] According to one aspect of this application, a live streaming method is provided, the method comprising:

[0007] Acquire at least 2N camera signals and acquire virtual video images, wherein the at least 2N camera signals include: N camera signals belonging to the first team and N camera signals belonging to the second team;

[0008] In response to a shortcut key operation, at least two camera signals are determined from the at least 2N camera signals;

[0009] After combining the at least two camera signals and the virtual video image into a single window, a combined live broadcast signal is output.

[0010] Wherein, the camera signal is used to present the captured image, the virtual video image is a video image of at least one virtual character in a virtual scene, and N is an integer greater than 1.

[0011] According to another aspect of this application, a live streaming device is provided, the device comprising:

[0012] The acquisition module is used to acquire at least 2N camera signals and acquire virtual video images, wherein the at least 2N camera signals include: N camera signals belonging to the first team and N camera signals belonging to the second team;

[0013] A determination module is used to determine at least two camera signals from the at least 2N camera signals in response to a shortcut key operation;

[0014] The processing module is used to combine the at least two camera signals and the virtual video screen into a single window and output a combined live broadcast signal; wherein the camera signals are used to present the captured image screen, the virtual video screen is a video screen of observing at least one virtual character in a virtual scene, and N is an integer greater than 1.

[0015] According to another aspect of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the live streaming method as described above.

[0016] According to another aspect of this application, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the live streaming method as described above.

[0017] According to another aspect of this application, a computer program product is provided, the computer program product including computer instructions stored in a computer-readable storage medium, wherein a processor reads from the computer-readable storage medium and executes the computer instructions to implement the live streaming method described above.

[0018] The beneficial effects of the technical solution provided in this application include at least the following: determining at least two camera signals required for the combined live broadcast signal from 2N camera signals through shortcut key operation; realizing the rapid selection of multiple camera signals in response to a single shortcut key operation, avoiding manual screening of multiple camera signals one by one; and improving the efficiency of live broadcast signal processing for creating combined live broadcast signals based on camera signals and virtual video images. Attached Figure Description

[0019] Figure 1 This is a schematic diagram of a computer system provided in an exemplary embodiment of this application;

[0020] Figure 2 This is a live streaming illustration provided by an exemplary embodiment of this application;

[0021] Figure 3 This is a flowchart of a live streaming method provided in an exemplary embodiment of this application;

[0022] Figure 4 This is a flowchart of a live streaming method provided in an exemplary embodiment of this application;

[0023] Figure 5This is a flowchart of a live streaming method provided in an exemplary embodiment of this application;

[0024] Figure 6 This is a live streaming illustration provided by an exemplary embodiment of this application;

[0025] Figure 7 This is a schematic diagram of an input channel and an output channel provided in an exemplary embodiment of this application;

[0026] Figure 8 This is a schematic diagram of the configuration interface of the first input channel provided in an exemplary embodiment of this application;

[0027] Figure 9 This is a schematic diagram illustrating the planning of a 10-BOX signal provided in an exemplary embodiment of this application;

[0028] Figure 10 This is a schematic diagram of a 12BOX_Final signal provided in an exemplary embodiment of this application;

[0029] Figure 11 This is a schematic diagram of the planning of a 14-BOX signal provided in an exemplary embodiment of this application;

[0030] Figure 12 This is a flowchart of a live streaming method provided in an exemplary embodiment of this application;

[0031] Figure 13 This is a flowchart of a live streaming method provided in an exemplary embodiment of this application;

[0032] Figure 14 This is a flowchart of a live streaming method provided in an exemplary embodiment of this application;

[0033] Figure 15 This is a schematic diagram of the output configuration provided in an exemplary embodiment of this application;

[0034] Figure 16 This is a schematic diagram illustrating the configuration of an audio signal provided in an exemplary embodiment of this application;

[0035] Figure 17 This is a flowchart of a live streaming method provided in an exemplary embodiment of this application;

[0036] Figure 18 This is a flowchart of a live streaming method provided in an exemplary embodiment of this application;

[0037] Figure 19 This is a schematic diagram of an image signal provided in an exemplary embodiment of this application;

[0038] Figure 20 This is a flowchart of a live streaming method provided in an exemplary embodiment of this application;

[0039] Figure 21 This is a structural block diagram of a live streaming device provided in an exemplary embodiment of this application;

[0040] Figure 22 This is a structural block diagram of a terminal provided in an exemplary embodiment of this application. Detailed Implementation

[0041] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0042] Figure 1 A schematic diagram of a computer system provided in one embodiment of this application is shown. This computer system can implement a system architecture for a live streaming method. The computer system may include: a producer terminal 110 and a server 200.

[0043] The producer terminal 110 is used to produce live broadcast signals. It is a computer device used by the producers of the live broadcast signals. The producer terminal 110 can be an electronic device such as a mobile phone, tablet computer, wearable device, PC (Personal Computer), switcher, etc.

[0044] The creator terminal 110 can install and run a client application for the target application. This target application can be an application for processing esports live stream footage, or other applications that provide esports live stream footage processing functions; this application does not limit the specific application. Furthermore, this application does not limit the form of the target application, including but not limited to Apps (Applications), mini-programs, etc., installed on the creator terminal 110, and it can also be in web page form.

[0045] Server 200 can be a standalone physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server providing cloud computing services. Server 200 is used to store and configure at least one of multiple video signals 310 and virtual video frames 320. For example, server 200 is a video server. The producer terminal 110 obtains at least one of the video signals 310 and virtual video frames 320 from server 200. Communication between the producer terminal 110 and server 200 can be achieved through a network, such as a wired or wireless network.

[0046] Optionally, the virtual video feed is acquired through an observer terminal 120 connected to server 200. The observer terminal 120 can have a client installed and running to capture game footage of virtual competition within a virtual scene. The virtual scene can originate from a multiplayer online battle arena (MOBA) application, such as battle royale shooting games, virtual reality (VR) applications, augmented reality (AR) applications, 3D mapping applications, virtual reality games, augmented reality games, first-person shooter (FPS) games, third-person shooter (TPS) games, multiplayer online battle arena (MOBA) games, or simulation games (SLG). Optionally, the multiple video signals 310 are real-time signals of the players captured by a camera. Figure 1 The example shown only features four live streamers; it is understood that in another implementation, there could be a larger number of live streamers.

[0047] Figure 2 This illustration shows a live streaming diagram provided by an exemplary embodiment of this application. The creator's terminal acquires a POV signal set 410 and a virtual video frame 420. The POV signal set 410 includes 12 video signals. Exemplarily, the 12 video signals include: the point-of-view (POV) signals of five live streamers (A1 to A5) in the first team arranged from left to right in the first row; the POV signals of five live streamers (B1 to B5) in the second team arranged from left to right in the third row; and the combined window POV signal of the first team on the left side of the second row and the combined window POV signal of the second team on the right side of the second row. Exemplarily, the POV signal is the image signal acquired by a POV camera. In e-sports events, the POV signal is the frontal image signal of the player acquired by the POV camera, which is usually positioned directly facing the player's face. The combined window POV signal is obtained by cropping and arranging the POV signals of the five live streamers in the same team. Virtual video frame 420 is the image captured by the observer terminal, showing at least one virtual character controlled by a live player engaging in virtual competition in a virtual scene.

[0048] In response to the first type of shortcut key operation 432, the POV signals of the two live broadcast contestants are determined from the 12 video signals. The two POV signals are superimposed on the virtual video screen 420 signal, and the first windowed live broadcast signal 442 is output.

[0049] Specifically, the first category of shortcut key operations 432 includes 10 shortcut key operations; these are described below:

[0050] The first to fifth shortcut key operations of the first category correspond to the first team.

[0051] The first type of shortcut key is the D1 key; pressing the D1 key will display the POV signals of the two live stream participants, A1 and B1, in the first combined window. The second type of shortcut key is the D2 key; pressing the D2 key will display the POV signals of the two live stream participants, A2 and B2, in the first combined window. The third type of shortcut key is the D3 key; pressing the D3 key will display the POV signals of the two live stream participants, A3 and B3, in the first combined window. The fourth type of shortcut key is the D4 key; pressing the D4 key will display the POV signals of the two live stream participants, A4 and B4, in the first combined window. The fifth type of shortcut key is the D5 key; pressing the D5 key will display the POV signals of the two live stream participants, A5 and B5, in the first combined window.

[0052] Furthermore, the POV signal of the first team's live stream player is displayed in the lower left corner of the first combined live stream signal, while the POV signal of the second team's live stream player is displayed in the lower right corner of the first combined live stream signal. The D1 to D5 keys are the number 1 to number 5 keys located in the numeric keypad above the letter area of ​​the keyboard.

[0053] The 6th to 10th Category 1 shortcut key operations correspond to the first team.

[0054] The sixth, first-category shortcut key is the Q key; pressing the Q key will display the POV signals of streamers A1 and B1 in the first merged live stream signal. The seventh, first-category shortcut key is the W key; pressing the W key will display the POV signals of streamers A2 and B2 in the first merged live stream signal. The eighth, first-category shortcut key is the E key; pressing the E key will display the POV signals of streamers A3 and B3 in the first merged live stream signal. The ninth, first-category shortcut key is the R key; pressing the R key will display the POV signals of streamers A4 and B4 in the first merged live stream signal. The tenth, first-category shortcut key is the T key; pressing the T key will display the POV signals of streamers A5 and B5 in the first merged live stream signal.

[0055] Furthermore, the POV signal of the first team's live stream player is displayed in the lower right corner of the first combined live stream signal, while the POV signal of the second team's live stream player is displayed in the lower left corner of the first combined live stream signal.

[0056] In response to the second type of shortcut key operation 434, the combined window POV signal of the first team and the combined window POV signal of the second team are determined from the 12 video signals. The two POV signals are superimposed on the virtual video screen 420 signal to output the second combined window live signal 444.

[0057] Specifically, the second type of shortcut key operation 434 includes two shortcut key operations; they are described below: The first type of second-class shortcut key operation corresponds to the first team, and the first type of second-class shortcut key is the D6 button; clicking the D6 button will display the second windowed live stream signal, which includes the POV signals of both the first and second teams. The second windowed live stream signal carries the team's in-game voice chat. The second type of second-class shortcut key operation corresponds to the second team, and the second type of second-class shortcut key is the Y button; clicking the Y button will display the second windowed live stream signal, which includes the POV signals of both the first and second teams. The second windowed live stream signal carries the second team's in-game voice chat.

[0058] In response to the third type of shortcut key operation 436, the POV signals of live broadcast contestants A1 to A5 in the first team, or the POV signals of live broadcast contestants B1 to B5 in the second team, are determined from the 12 video signals; the above five POV signals are superimposed on the virtual video screen 420 signal, and the third windowed live broadcast signal 446 is output.

[0059] Specifically, the third type of shortcut key operation 436 includes two shortcut key operations; these are described below: The first third type of shortcut key operation corresponds to the first team, and the first third type of shortcut key is the D7 button; clicking the D7 button will bring the POV signals of the third window live broadcast to the POV signals of the first team from A1 to A5. The second third type of shortcut key operation corresponds to the second team, and the second third type of shortcut key is the U button; clicking the U button will bring the POV signals of the third window live broadcast to the POV signals of the second team from B1 to B5.

[0060] Figure 3 A flowchart illustrating a live streaming method provided in an exemplary embodiment of this application is shown. The method is described using an example where it is executed by a creator's terminal. The method includes:

[0061] Step 510: Acquire at least 2N camera signals and acquire virtual video footage;

[0062] For example, the camera signals are used to present the live video feed of the players. The video feed can be a real-time captured video or a pre-shot photograph or video clip, and this application imposes limitations on this. The camera signals are used to present the captured video feed. N is an integer greater than 1, and at least 2N camera signals include: N camera signals belonging to the first team and N camera signals belonging to the second team.

[0063] A virtual video frame is a video view of at least one virtual character within a virtual scene. For example, a virtual video frame is a view obtained by observing a virtual character through a virtual camera model within a virtual scene.

[0064] Step 520: In response to the shortcut key operation, identify at least two camera signals from at least 2N camera signals;

[0065] For example, a shortcut key operation is used to determine at least two camera signals to output a combined live stream signal.

[0066] In one implementation, at least two camera signals are signals that are related to the virtual video screen. The camera signal usually corresponds to one live stream contestant, but it is not impossible for it to correspond to multiple live stream contestants.

[0067] Step 530: Combine at least two camera signals and the virtual video image into a single window, and then output the combined live stream signal.

[0068] For example, the combined live stream signal is used to present a combined image of at least two camera signals and a virtual video feed; optionally, the combined live stream signal can be used directly as a live stream signal, or it can be processed before being used as a live stream signal. Furthermore, the combined live stream signal can be implemented as a live stream signal for an e-sports event.

[0069] For example, a combined live stream signal is obtained by superimposing at least two camera signals onto a virtual video screen.

[0070] For example, "window merging" is used to indicate merging at least two camera signals and a virtual video image into a single window for display. During window merging, at least one of the at least two camera signals and the virtual video image can be scaled, rotated, cropped, mirrored, or otherwise processed. The images can be overlaid during window merging; for example, at least two camera signals can be overlaid on a virtual video image before window merging. Those skilled in the art will understand that, in one optional implementation, the live streaming method of this application can be specifically implemented as a live streaming method based on esports events.

[0071] In summary, the method provided in this embodiment determines at least two camera signals required for the combined live broadcast signal from 2N camera signals through shortcut key operation; it enables rapid selection of multiple camera signals in response to a single shortcut key operation, avoiding manual screening of multiple camera signals one by one; and it improves the efficiency of live broadcast signal processing for creating combined live broadcast signals based on camera signals and virtual video images.

[0072] Next, for Figure 2 This section introduces the first type of keyboard shortcut operations.

[0073] Figure 4 A flowchart illustrating a live streaming method provided in an exemplary embodiment of this application is shown. The method is explained using an example of it being executed by a creator's terminal. That is, in Figure 3 In the illustrated embodiment, step 510 can be implemented as step 512, step 520 can be implemented as steps 522 and 524, and step 530 can be implemented as step 532.

[0074] Step 512: Acquire at least 2N camera signals and acquire the virtual video frame corresponding to the i-th live stream contestant;

[0075] In this embodiment, the virtual video screen corresponding to the i-th live stream player is the screen of the virtual character controlled by the i-th live stream player in the first team within a virtual scene. For example, the virtual video screen corresponding to the i-th live stream player can be a screen from the perspective of the virtual character controlled by the i-th live stream player, or it can be a screen displaying the virtual character controlled by the i-th live stream player; this embodiment does not limit this. For example, this embodiment uses a game competition screen corresponding to a virtual environment as an example for illustration; the virtual video screen can also be other screens using a virtual environment, not limited to screens of games played in a virtual environment. For example, it can also be a social screen corresponding to a virtual environment, etc. This application does not impose any limitations. Optionally, when the live streaming method of this application is specifically implemented as a live streaming method based on e-sports events, the live stream player in this application is also called a participating player.

[0076] Step 522: Obtain the pairing relationships between the N live streamers of the first team and the N live streamers of the second team;

[0077] For example, two streamers who are in a positional relationship belong to different teams and are positioned on the same esports competitive route. The virtual characters controlled by these two streamers on the same esports competitive route are in a competitive relationship within the virtual scene.

[0078] For example, the virtual characters controlled by N players in the first team belong to the first virtual faction, and the virtual characters controlled by N players in the second team belong to the second virtual faction. The first and second virtual factions are hostile to each other, and virtual character A in the first virtual faction and virtual character B in the second virtual faction are in a competitive relationship. Virtual character A and virtual character B engage in virtual competition. Accordingly, the two live streamers controlling virtual character A and virtual character B are located on the same e-sports competition route.

[0079] Step 524: In response to the shortcut key operation being the i-th operation among the N switching shortcut operations corresponding to the first team, determine the first camera signal and the second camera signal from at least 2N camera signals based on the alignment relationship;

[0080] For example, the first camera signal is the camera signal corresponding to the i-th live streamer in the first team, and the second camera signal is the camera signal corresponding to the live streamer who has a positional relationship with the i-th live streamer in the first team.

[0081] For example, there is a positioning relationship between the live stream player corresponding to the first player's image signal and the live stream player corresponding to the second player's image signal. For example, the N switching shortcut operations corresponding to the first team are used to switch the image signals included in the windowed live stream signal to the first and second camera signals determined from the 2N camera signals.

[0082] Optionally, the camera signal is the camera signal used to present the image of the live athlete, also known as the athlete image signal.

[0083] Step 532: Superimpose the first camera signal and the second camera signal onto the virtual video screen corresponding to the i-th live stream contestant, and output the combined live stream signal;

[0084] For example, the combined live stream signal is obtained by superimposing the first camera signal and the second camera signal on the virtual video screen corresponding to the i-th live stream player; in response to the i-th operation among the N switching shortcut operations corresponding to the first team, the output combined live stream signal includes the virtual video screen corresponding to the i-th live stream player.

[0085] In summary, the method provided in this embodiment, through a quick switching operation, determines the first and second camera signals required for the combined live broadcast signal from 2N camera signals based on the alignment relationship; it enables rapid selection of multiple camera signals in response to a single shortcut key operation, avoiding manual screening of multiple camera signals one by one; it displays the camera signals of the live broadcast players and the virtual video screen corresponding to one of the players in the combined live broadcast signal, linking the e-sports confrontation position of the live broadcast players with the virtual video screen, thereby improving the efficiency of live broadcast signal processing for creating combined live broadcast signals based on camera signals and virtual video screens.

[0086] Figure 5 A flowchart illustrating a live streaming method provided in an exemplary embodiment of this application is shown. The method is explained using an example of it being executed by a creator's terminal. That is, in Figure 4 In the illustrated embodiment, step 522 can be implemented as steps 522a and 522b:

[0087] Step 522a: Obtain the esports match positions of the N live streamers of the first team and the N live streamers of the second team; taking a MOBA game as an example, the esports match positions of the live streamers in a team include, but are not limited to, at least one of the following: top lane (TopLaner, Top), jungle (Jungle, Jug), mid lane (Mid Laner, Mid), bottom lane (Bot Laner, Bot / ADC), and support (Support, Sup).

[0088] Optionally, the information database stores the esports combat position information of the players in the live stream, and each esports combat position corresponds to a corresponding esports combat route. The information database is an online database. Optionally, an information data file stores the esports combat position information of the players in the live stream; this information data file is also called an offline database; the information data file is usually implemented in Comma-Separated Values ​​(CSV) or spreadsheet (Excel) format.

[0089] Step 522b: Based on the e-sports confrontation position, determine the positional relationship between two live stream players in the first and second teams who are located on the same e-sports confrontation route;

[0090] For example, an esports competition route includes at least two esports competition positions. In one alternative design, streamers in the first and second teams who have the same esports competition position are located on the same esports competition route. For example, a streamer in the first team who is in the top lane and a streamer in the second team who is in the top lane are located on the same esports competition route. However, it does not exclude the possibility that streamers in different esports competition positions are located on the same esports competition route. For example, in another alternative design, a streamer in the first team who is in the top lane and a streamer in the second team who is in the bottom lane are located on the same esports competition route.

[0091] In summary, the method provided in this embodiment obtains the e-sports confrontation positions through an information database, determines the positioning relationship between the live stream players of two teams, and achieves adaptability to various design methods; it displays the camera signals of the live stream players and the virtual video screen corresponding to one of the players in the combined window live stream signal, links the e-sports confrontation positions of the live stream players with the virtual video screen, and improves the efficiency of live stream signal processing for creating combined window live stream signals based on camera signals and virtual video screens.

[0092] Figure 6 This illustration shows a live streaming diagram provided in one embodiment of this application. The creator terminal 110 obtains camera signals 310 from the video server 200; the camera signals 310 include real-scene footage of four players: live stream player A1, live stream player A2, live stream player B1, and live stream player B2; these four real-scene footage are captured by a camera and transmitted to the video server 200. The observer terminal 120 is used to capture virtual video footage 320; for example, the virtual video footage 320 includes a game screen showing the main virtual character of live stream player A2 engaging in virtual competition in a virtual scene; the main virtual character of live stream player A2 is the first virtual character. The observer terminal 120 sends the virtual video footage 320 to the video server 200.

[0093] The producer terminal 110 obtains virtual video footage 320 from the video server 200. Responding to shortcut key operations, the producer terminal 110 identifies at least two camera signals from the camera signal 310, namely, the live footage of live streamer A2 and live streamer B2. Live streamer A2's primary virtual character is the first virtual character, and live streamer B2's primary virtual character is the second virtual character. The second and first virtual characters are virtual characters controlled by live streamers in different virtual factions on the same esports competitive route.

[0094] The producer terminal 110 performs window-combining editing on the live-action footage and virtual video footage 320 of live-stream contestants A2 and B2 to obtain the window-combined live-stream signal 330, and outputs the window-combined live-stream signal 330.

[0095] Next, we will further introduce the at least 2N video signals acquired by the producer's terminal.

[0096] In the following specific example, N is set to 5, meaning at least 10 camera signals. The first team, also known as Team A, consists of five live streamers, A1 to A5, and the second team, also known as Team B, consists of five live streamers, B1 to B5.

[0097] In one implementation, the creator's terminal is equipped with an i9 or higher CPU, 32GB of RAM, a 1TB solid-state drive, an AJA88 capture card, dual gigabit network cards, and uses the Windows 10 Professional operating system with video processing software installed.

[0098] In one implementation, the 10 camera signals acquired by the producer's terminal include five camera signals belonging to the first team acquired through the first input channel (Input1) and five camera signals belonging to the first team acquired through the second input channel (Input2). Figure 7 This diagram illustrates the input and output channels provided in an exemplary embodiment of this application. The diagram shows twenty-eight input channels and four output channels of this application. The Chinese or English names of the signals in these channels are shown in the diagram, and their specific meanings will be explained below.

[0099] Figure 8 A schematic diagram of the configuration interface for the first input channel provided in an exemplary embodiment of this application is shown. As shown, on the input selection interface 610, clicking the camera tab 601 on the left configures the five camera signals belonging to the first team. Specifically, camera signal 602 is selected as the five camera signals belonging to the first team, for example, the signal name is "Video Card 8K Pro"; input 603 is selected as default; resolution 604 is selected as 1920*1080; frame rate 605 is selected as NTSC 59.94p; video format 606 is selected as default; the audio enable option 607 is checked; and audio input 608 is selected as default. Exemplarily, the configuration interface for the second input channel is the same as that for the first input channel. Exemplarily, the signals obtained through the first and second input channels are referred to as 10BOX signals. Figure 9 This illustration shows a schematic diagram of the 10BOX signal layout provided in an exemplary embodiment of this application. The first row, from left to right, represents the POV signals of the four players in team A, for example, arranged in the order of top lane, jungle, mid lane, and bottom lane; the second row represents the POV signal of one player in team A, for example, the POV signal of the player corresponding to the support.

[0100] The third row, from left to right, represents the POV signals of the four players in Team B, arranged in the order of support, bot lane, mid lane, and jungle. The second row represents the POV signal of one player in Team B, for example, the POV signal of the player corresponding to the top lane. In another implementation, the 10 camera signals acquired by the creator's terminal are multi-view signals acquired through the sixth input channel (Input6). For example, the multi-view signal is obtained by cropping the images presented by the signals acquired through the first and second input channels mentioned above, i.e., cropping the 10BOX signal. In one example, the multi-view signal acquired through the sixth input channel is called the 10BOX signal of Team AB (10BOX_TEAMAB). Table 1 shows the processing information for cropping the POV signals of players A1 to A5 from the 10BOX signal to obtain the multi-view signal. Taking live stream contestant A1 as an example, the coordinates of the top left corner of the preset cropping point are (83, 0), and the coordinates of the bottom right corner are (391, 269). The scaling ratio is 1.16, and the scaling ratios for both the X and Y axes are 1.16. The movement parameter indicates the position where the cropped image signal will be placed, which is (0.135, -0.208). There is no rotation around the Z axis. The same principle applies to live stream contestants A2 to A4, and will not be elaborated further.

[0101] Table 1

[0102] Live streamer A1 A2 A3 A4 A5 Zoom 1.16 1.16 1.16 1.16 1.16 Zoom in on the X-axis 1.16 1.16 1.16 1.16 1.16 Zoom Y-axis 1.16 1.16 1.16 1.16 1.16 Move the X-axis (Pan X) 0.135 -0.078 -0.29 -0.501 1.608 Move the Y-axis (Pan Y) -0.208 -0.208 -0.208 -0.208 0.372 Rotate Z-axis 0 0 0 0 0 Crop X1 83 567 1047 1527 88 Crop Y1 0 0 0 0 270 Crop x2 391 872 1352 1832 393 Crop Y2 269 269 269 269 539

[0103] Similarly, Table 2 shows the processing information for cropping the POV signals of players B1 to B5 from the 10BOX signal to obtain multi-view signals. For the specific meaning of Table 2, please refer to the explanation above using player A1 as an example; it will not be repeated here.

[0104] Table 2

[0105] Live streamer B1 B2 B3 B4 B5 Scaling 1.16 1.16 1.16 1.16 1.16 Scaling the X-axis 1.16 1.16 1.16 1.16 1.16 Scaling the Y-axis 1.16 1.16 1.16 1.16 1.16 Moving the X-axis 1.608 -0.501 -0.29 -0.078 0.135 Move Y-axis 0.207 -0.373 -0.373 -0.373 -0.373 Rotate Z-axis 0 0 0 0 0 Cutting X1 88 1527 1047 567 83 Cut Y1 810 540 540 540 540 Cut x2 393 1832 1352 871 391 Cut Y2 1079 809 809 809 809

[0106] Next, the first and second camera signals determined from at least 2N camera signals will be further described. In one implementation, at least 2N camera signals are acquired through a ninth input channel (Input9). The signal acquired through the ninth input channel is called the SW AUX13 IN signal, which is an external signal. Further, the signal acquired through the ninth input channel is obtained by adding a time delay to the 12BOX_Final signal. Optionally, the 12BOX_Final signal is acquired through a third input channel (Input3). For example, the 12BOX_Final signal is output through a second output channel (Output2), which, for example, outputs via a Serial Digital Interface (SDI) method.

[0107] Figure 10 This diagram illustrates a 12BOX_Final signal provided in an exemplary embodiment of this application. The first row, from left to right, displays the POV signals corresponding to A1, A2, A3, A4, and A5; the third row, from right to left, displays the POV signals corresponding to B1, B2, B3, B4, and B5. The leftmost element of the second row displays the set of POV signals for the five members of team A, and the rightmost element of the second row displays the set of POV signals for the five members of team B. For example, the set of POV signals for the five members of team A displayed on the leftmost side of the second row is also referred to as the first window closing signal, and the set of POV signals for the five members of team B displayed on the rightmost side of the second row is also referred to as the second window closing signal. The first and second window closing signals will be described below; in this embodiment, only the first and second camera signals are described.

[0108] For example, in response to the shortcut key operation being the first of the five switching shortcut operations corresponding to the first team, the first camera signal is determined to be the image signal of player A1, and the second camera signal is the image signal of player B1; specifically, the first of the five switching shortcut operations corresponding to the first team is to click the D1 key, where the D1 key is the number 1 key located in the number area above the letter area of ​​the keyboard.

[0109] Similarly, the second to fifth operations for the first team are clicking the D2 to D5 buttons respectively. Responding to the shortcut key operation is the second of the five switching shortcut operations for the first team, confirming the first camera signal as the image signal of player A2, the second camera signal as the image signal of player B2, and so on.

[0110] For example, the POV signals of players A1 to A5 are acquired through the tenth input channel (Input10) to the fourteenth input channel (Input14). The POV signals of players B5 to B1 are acquired through the fifteenth input channel (Input15) to the nineteenth input channel (Input19). For example, in response to clicking button D1, the POV interface of A1 obtained through Input10 is loaded into the INPUT3 TEAM-A team member output channel through the overlay input3In operation; the POV interface of B1 obtained through Input19 is loaded into the INPUT3 TEAM-B team member output channel through the overlay input4In operation. For example, the 12BOX_Final signal in the third input channel, together with the TEAM-A team member output channel and the TEAM-B team member output channel, forms a signal for fourteen windows, also known as the 14BOX signal. For example, the 14BOX signal is output through the first output channel (Output1). For example, the first output channel outputs via a Serial Digital Interface (SDI) method.

[0111] Figure 11 This illustration shows a schematic diagram of the 14BOX signal layout provided in an exemplary embodiment of this application. The first row, from left to right, displays the POV signals of the five players from team A, arranged, for example, in the order of top lane, jungle, mid lane, bottom lane, and support. Correspondingly, the third row, from right to left, displays the POV signals of the five players from team B, also arranged, for example, in the order of top lane, jungle, mid lane, bottom lane, and support. The leftmost and rightmost elements of the second row represent the camera feeds of players from teams A and B, respectively. The second and fourth images from the left in the second row are player POV feeds that can be flexibly adjusted according to the live broadcast situation. Optionally, the player's name is overlaid on the POV signal display. For example, in response to a shortcut key operation being the first of five switching shortcut operations corresponding to the second team, the first camera signal is determined to be the image signal of player B1, and the second camera signal is the image signal of player A1; specifically, the first of the five switching shortcut operations corresponding to the second team is clicking the Q key. Similarly, the second to fifth operations for the second team are clicking the W, E, R, and T keys, respectively. Responding to the shortcut key operation is the second of the five switching shortcut operations for the second team, confirming the first camera signal as the image signal of player B2, the second camera signal as the image signal of player A2, and so on.

[0112] Table 3 shows the processing information of the POV signals of contestants A1 to A5 obtained by cropping the SW AUX13 IN signal acquired from the ninth input channel. The POV signals of contestants A1 to A5 are used as either the first camera signal or the second camera signal. For the specific meaning of Table 3, please refer to the introduction of Table 1 above, which will not be repeated here.

[0113] Table 3

[0114] Live streamer A1 A2 A3 A4 A5 Scaling 1 1 1 1 1 Scaling the X-axis 1 1 1 1 1 Scaling the Y-axis 1 1 1 1 1 Moving the X-axis -0.077 -0.446 -0.815 -1.184 -1.552 Move Y-axis 0.045 0.045 0.045 0.045 0.045 Rotate Z-axis 0 0 0 0 0 Cutting X1 75 428 782 1136 1490 Cut Y1 30 30 30 30 30 Cut x2 429 783 1137 1491 1845 Cut Y2 338 338 338 338 338

[0115] Table 4 shows the processing information for the POV signals of contestants B1 to B5, which are cropped from the SW AUX13 IN signal acquired through the ninth input channel. The cropped POV signals of contestants B1 to B5 are used as either the first camera signal or the second camera signal.

[0116] Table 4

[0117] Live streamer B1 B2 B3 B4 B5 Scaling 1 1 1 1 1 Scaling the X-axis 1 1 1 1 1 Scaling the Y-axis 1 1 1 1 1 Moving the X-axis -1.553 -1.184 -0.815 -0.446 -0.077 Move Y-axis 1.37 1.37 1.37 1.37 1.37 Rotate Z-axis 0 0 0 0 0 Cutting X1 1490 1136 783 429 74 Cut Y1 746 746 746 746 746 Cut x2 1845 1491 1137 783 429 Cut Y2 1054 1054 1054 1054 1054

[0118] Please refer to the explanation in Table 1 above for the specific meaning of Table 4, which will not be repeated here. For example, the POV signals of the ten live contestants acquired by the tenth input channel (Input10) to the nineteenth input channel (Input19) are based on the INPUT3-SW AUX13 signal to create virtual input.

[0119] Next, for Figure 2 The second type of shortcut key operation will be introduced. Figure 12 A flowchart illustrating a live streaming method provided in an exemplary embodiment of this application is shown. The method is explained using an example of it being executed by a creator's terminal. That is, in Figure 3 In the illustrated embodiment, step 520 can be implemented as step 526, and step 530 can be implemented as step 536:

[0120] Step 526: In response to a shortcut key operation being a window closing operation, determine a first window closing signal and a second window closing signal from at least 2N camera signals;

[0121] For example, at least the 2N camera signals also include: a first window-combining signal and a second window-combining signal. The first window-combining signal is the combined camera signal of N players from the first team, and the second window-combining signal is the combined camera signal of N players from the second team. It should be noted that the first and second window-combining signals can be obtained directly or obtained by editing the 2N camera signals. In a specific example, N is set to 5. Figure 2 The POV signal of the first team is the first window closing signal, and the POV signal of the second team is the second window closing signal.

[0122] For example, the shortcut key operation is the window closing operation, which is used to switch the video signal included in the windowed live broadcast signal to the first window closing signal and the second window closing signal.

[0123] Step 536: Superimpose the first window closing signal and the second window closing signal onto the virtual video screen, and output the window closing live broadcast signal;

[0124] For example, the combined live stream signal is obtained by superimposing the first combined signal and the second combined signal onto the virtual video screen. Optionally, the virtual video screen is the virtual video screen corresponding to any one of the live stream players in the first team.

[0125] In summary, the method provided in this embodiment uses a shortcut key operation to perform a window-closing operation, determining the first and second window-closing signals from 2N camera signals; it enables rapid selection of multiple camera signals in response to a single shortcut key operation, avoiding manual screening of multiple camera signals one by one; it enables rapid display of the first and second window-closing signals in the windowed live broadcast signal, improving the efficiency of live broadcast signal processing for creating windowed live broadcast signals based on camera signals and virtual video images.

[0126] Figure 13 A flowchart illustrating a live streaming method provided in an exemplary embodiment of this application is shown. The method is explained using an example of it being executed by a creator's terminal. That is, in Figure 12 In the illustrated embodiment, step 525 is also included; step 536 can be implemented as steps 536a and 536b:

[0127] Step 525: Acquire the first speech signal and the second speech signal;

[0128] For example, the first voice signal is the intra-team voice of the first team, and the second voice signal is the intra-team voice of the second team. It should be noted that the first voice signal and the second voice signal can be acquired separately, or they can be carried in the first window closing signal and the second window closing signal.

[0129] Step 536a: When the window closing operation corresponds to the first team, the first window closing signal and the second window closing signal are superimposed and displayed on the virtual video screen, the first voice signal is added to the audio sub-signal of the window closing live signal, and the window closing live signal is output; for example, the window closing operation includes the window closing operation corresponding to the first team; in one implementation, the first voice signal and the second voice signal are carried in the first window closing signal and the second window closing signal, and the second window closing signal is muted during the superimposed display of the second window closing signal, thereby adding the first voice signal to the window closing live signal.

[0130] Step 536b: When the window closing operation corresponds to the second team, the first window closing signal and the second window closing signal are superimposed and displayed on the virtual video screen, the second voice signal is added to the audio sub-signal of the window closing live signal, and the window closing live signal is output; for example, the window closing operation includes the window closing operation corresponding to the second team; in one implementation, the first voice signal and the second voice signal are carried in the first window closing signal and the second window closing signal, and during the superimposed display of the first window closing signal, the first window closing signal is muted to add the second voice signal to the window closing live signal.

[0131] It should be noted that this embodiment does not restrict whether the audio sub-signal of the windowed live broadcast signal carries other audio information; in one implementation, the windowed live broadcast signal carries game audio signals from the virtual scene. Steps 536a and 536b in this embodiment can be separated and implemented independently with other steps in this embodiment, that is, deleting step 536a or step 536b on the basis of this embodiment can form a new embodiment; this application does not limit this.

[0132] In summary, the method provided in this embodiment adds an audio signal carrying the team's internal voice to the windowed live broadcast signal by using the team information corresponding to the windowed operation; it enables quick selection of multiple camera signals in response to a single shortcut key operation and adds an audio signal to the windowed live broadcast signal, avoiding manual screening of multiple camera signals one by one; and it improves the efficiency of live broadcast signal processing for creating windowed live broadcast signals based on camera signals and virtual video images.

[0133] Next, the first and second window-closing signals will be further described. In one implementation, the first window-closing signal is obtained through the seventh input channel (Input7). For example, the first window-closing signal is obtained by cropping the five camera signals belonging to the first team obtained from the first input channel mentioned above. In one example, the first window-closing signal obtained from the seventh input channel (Input7) is called the TEAM_A signal. Table 5 shows the processing information for cropping the five camera signals belonging to the first team to obtain the first window-closing signal. For the specific meaning of Table 5, please refer to the introduction in Table 1 above.

[0134] Table 5

[0135] Live streamer A1 A2 A3 A4 A5 Scaling 0.582 0.582 0.582 0.582 0.582 Scaling the X-axis 0.582 0.582 0.582 0.582 0.582 Scaling the Y-axis 0.582 0.582 0.582 0.582 0.582 Moving the X-axis -0.41 -0.515 -1.023 -1.19 -0.192 Move Y-axis -0.282 -0.282 -0.575 -0.575 -0.284 Rotate Z-axis 0 0 0 0 0 Cutting X1 89 568 1098 1580 138 Cut Y1 0 0 0 0 270 Cut x2 391 872 1300 1780 340 Cut Y2 269 269 269 269 539

[0136] Similarly, the second windowed signal is acquired through the eighth input channel (Input8). For example, the second windowed signal is obtained by cropping the five camera signals belonging to the second team acquired through the second input channel mentioned above. In one example, the second windowed signal acquired by Input8 is called the TEAM_B signal. Table 6 shows the processing information for cropping the five camera signals belonging to the second team to obtain the second windowed signal. Please refer to Table 1 for the specific meaning of Table 6.

[0137] Table 6

[0138]

[0139]

[0140] To further clarify the 12BOX_Final signal mentioned above, it is obtained through the third input channel (Input3). The 12BOX_Final signal is obtained by overlaying the multi-screen signal obtained through the sixth input channel (Input6), the first window-combining signal obtained through the seventh input channel (Input7), and the second window-combining signal obtained through the eighth input channel (Input8). Optionally, the 12BOX_Final signal may also overlay the names of the live stream participants. Furthermore, the names of the live stream participants are obtained through the fourth input channel (Input4) based on an online database, or through the fifth input channel (Input5) based on a local database. Input4 and Input5 will be discussed further below.

[0141] In one implementation, the first window closing signal is acquired through the twentieth input channel (Input20). For example, the first window closing signal is obtained by trimming the SW AUX13 IN signal acquired through the ninth input channel mentioned above. In one example, the first window closing signal acquired through the twentieth input channel (Input20) is referred to as the TEAM-A signal.

[0142] Similarly, the second windowed signal is acquired through the twenty-first input channel (Input21). For example, the second windowed signal is obtained by trimming the SW AUX13 IN signal acquired through the ninth input channel mentioned above. In one example, the second windowed signal acquired through the twenty-first input channel (Input21) is called the TEAM-B signal.

[0143] For example, the first and second window closing signals acquired by the twentieth and twentieth input channels are based on the INPUT3-SW AUX13 signal to create a virtual input.

[0144] Table 7 shows the processing information for obtaining the first and second windowed signals from the SW AUX13 IN signal acquired through the ninth input channel. For the specific meaning of Table 7, please refer to the explanation in Table 1 above; it will not be repeated here.

[0145] Table 7

[0146] Live streamer TEAM-A TEAM-B Live streamer TEAM-A TEAM-B Scaling 1 1 Rotate Z-axis 0 0 Scaling the X-axis 1 1 Cutting X1 74 1490 Scaling the Y-axis 1 1 Cut Y1 389 389 Moving the X-axis -0.077 -1.553 Cut x2 429 1845 Move Y-axis 0.709 0.709 Cut Y2 696 696

[0147] For example, in response to a shortcut key operation that is a window-closing operation, a first window-closing signal and a second window-closing signal are determined. Specifically, the window-closing operation includes: a first window-closing operation corresponding to the first team, and a second window-closing operation corresponding to the second team. The first window-closing operation is clicking the D6 key, and the second window-closing operation is clicking the Y key. For example, in response to clicking the D6 key, the first voice signal is added to the audio sub-signal of the window-closing live stream signal, and the window-closing live stream signal is output; that is, the window-closing live stream signal carries the team's in-team voice. In response to clicking the Y key, the second voice signal is added to the audio sub-signal of the window-closing live stream signal, and the window-closing live stream signal is output; that is, the window-closing live stream signal carries the team's in-team voice.

[0148] Next, for Figure 2 This section will introduce the third type of keyboard shortcut operations. Figure 14 A flowchart illustrating a live streaming method provided in an exemplary embodiment of this application is shown. The method is explained using an example of it being executed by a creator's terminal. That is, in Figure 3 In the illustrated embodiment, step 520 can be implemented as step 528, and step 530 can be implemented as step 538:

[0149] Step 528: In response to the shortcut key operation being the team display operation corresponding to the first team, determine the N camera signals belonging to the first team from at least 2N camera signals;

[0150] For example, the shortcut key operation, the team display operation corresponding to the first team, is used to switch the video signals included in the combined live stream signal to the N camera signals belonging to the first team. By determining the N camera signals belonging to the first team, the first team is centrally displayed in the combined live stream signal.

[0151] Step 538: Superimpose the N camera signals belonging to the first team onto the virtual video screen and output the combined live broadcast signal; for example, the combined live broadcast signal is obtained by superimposing the N camera signals belonging to the first team onto the virtual video screen. Optionally, the virtual video screen is the virtual video screen corresponding to any one of the live broadcast contestants in the first team.

[0152] In summary, the method provided in this embodiment determines the N camera signals corresponding to the team display operation from 2N camera signals through the team display operation; it realizes the rapid selection of multiple camera signals in response to a single shortcut key operation, avoiding manual screening of multiple camera signals one by one; and it links the team to which the live stream contestant belongs with the virtual video screen, improving the efficiency of live stream signal processing for creating combined live stream signals based on camera signals and virtual video screens.

[0153] Next, we will introduce the combined live broadcast signal that includes N camera signals. For example, the combined live broadcast signal that includes N camera signals is also called a display live broadcast signal or a spotlight live broadcast signal.

[0154] In one implementation, the virtual video feed is obtained via the 22nd input channel (Input22); this signal is also called the PGM_BACKGROUND signal; for example, Add Input selects the Camera signal as the PGM IN signal; this signal is an external signal. In another implementation, badge information is obtained via the 25th input channel (Input25), which is used to display the team name identifier of the first or second team in the spotlight live broadcast signal. For example, this is achieved by loading a title designer (GT Title Designer) project file containing a Spotlight badge image file as the badge information. The badge information is displayed on the virtual video feed to show the identification information of the first or second team. In one implementation, the combined live broadcast signal of N camera signals including the first team is obtained through the twenty-third input channel (Input23) and is a multi-screen signal; called the Spotlight_TEAM_A signal; this signal is obtained by superimposing the virtual video image obtained by the twenty-second input channel (Input22), the corner mark information obtained by the twenty-fifth input channel (Input25), and the SW AUX13 IN signal obtained by the ninth input channel (Input9).

[0155] Furthermore, Table 8 shows the processing information for the POV signals of players A1 to A5, which are cropped from the SW AUX13 IN signal acquired in the ninth input channel. The cropped POV signals of players A1 to A5 are used to create a combined live broadcast signal including the N camera signals of the first team. For the specific meaning of Table 8, please refer to the introduction in Table 1 above; it will not be repeated here.

[0156] Table 8

[0157] Live streamer A1 A2 A3 A4 A5 Scaling 0.83 0.83 0.83 0.83 0.83 Scaling the X-axis 0.83 0.83 0.83 0.83 0.83 Scaling the Y-axis 0.83 0.83 0.83 0.83 0.83 Moving the X-axis 0.069 0.038 0.007 -0.024 -0.056 Move Y-axis -1.311 -1.311 -1.311 -1.311 -1.311 Rotate Z-axis 0 0 0 0 0 Cutting X1 94 447 801 1155 1508 Cut Y1 30 30 30 30 30 Cut x2 411 765 1119 1473 1828 Cut Y2 338 338 338 338 338

[0158] Similarly, the combined live broadcast signal, including the N camera signals from the second team, is obtained through the twenty-fourth input channel (Input24) and is a multi-view signal, referred to as the Spotlight_TEAM_B signal. Furthermore, Table 9 shows the processing information for the POV signals of players A1 to A5, cropped from the SW AUX13 IN signal obtained from the ninth input channel. The POV signals of players A1 to A5 are used to create the combined live broadcast signal including the N camera signals from the first team.

[0159] Table 9

[0160]

[0161]

[0162] Please refer to the explanation in Table 1 above for the specific meaning of Table 9, which will not be repeated here. For example, the combined live stream signal of the N camera signals from the first team is output through the third output channel (Output3); the combined live stream signal of the N camera signals from the second team is output through the fourth output channel (Output4). For example, the third and fourth output channels output via Network Device Interface (NDI).

[0163] Figure 15 A schematic diagram of the output configuration provided in an exemplary embodiment of this application is shown. External output 621 is selected on the left side of the settings interface 620, and external output 1 is selected at the top of the settings interface 620 to configure the preview channel output. In one possible implementation, the frame rate is configured to 59.94p, the output size is configured to 1920*1080, and the audio channel 622 is selected as channel A. Figure 16 This diagram illustrates the configuration of an audio signal provided in an exemplary embodiment of this application. The audio signal configuration interface 630 provides audio mixing functionality. Specifically, the first audio input 133 is the audio information of the SW AUX13 IN signal acquired through the ninth input channel (Input9), and the second audio input 134 is the audio information of the PGM_BACKGROUND signal acquired through the twenty-second input channel (Input22). Audio output A131 is enabled, and audio channels 1+2 are used for the team voice TEAMA; audio output B132 is enabled, and audio channels 1+2 are used for the team voice TEAMB.

[0164] Figure 17 A flowchart illustrating a live streaming method provided in an exemplary embodiment of this application is shown.

[0165] Step 652: The POV camera acquires the 10BOX signal; for example, the POV camera is used to acquire the real-time signal of the live stream contestants; for example, the 10BOX signal is obtained by arranging the real-time signal acquired by the POV camera. Please refer to the above text for the arrangement method of the 10BOX signal. Figure 9 Examples of implementations.

[0166] Step 654: The POV camera sends a 10BOX signal to the video server; for example, the video server is used to store and configure the 10BOX signal.

[0167] Step 656: The video server sends a 10BOX signal to the processing terminal; for example, the processing terminal is a terminal with processing software installed, such as the producer terminal mentioned above; the processing terminal receives the 10BOX signal.

[0168] Step 658: Process the terminal to create the 12BOX_Final signal; for example, the 12BOX_Final signal is created based on the 10BOX signal. For an introduction to the 12BOX_Final signal and specific acquisition methods, please refer to the above text. Figure 10 Examples of implementations and an introduction to the third input channel.

[0169] Step 660: The processing terminal sends the 12BOX_Final signal to the switcher terminal; for example, the switcher terminal receives the 12BOX_Final signal and processes it, such as adding a time delay. A switcher terminal, also known as a switcher, is a computer device used for television program production. In the text, the producer terminal is a switcher terminal.

[0170] Step 662: The switcher terminal sends the processed 12BOX_Final signal to the processing terminal; for example, the processing terminal obtains the processed 12BOX_Final signal.

[0171] Step 664: The processing terminal generates the 14BOX signal and the Spotlight signal; for example, the 14BOX signal and the Spotlight signal are generated based on the processed 12BOX_Final signal. For example, the processed 12BOX_Final signal is called the SW AUX13 IN signal; for information about the processed 12BOX_Final signal, please refer to the introduction about the ninth input channel above; for the 14BOX signal, please refer to the introduction above. Figure 11 In the embodiment, please refer to the above text for the Spotlight signal. Figure 14 The embodiments, the twenty-third input channel, and the twenty-fourth input channel are described.

[0172] Step 666: The processing terminal sends the 14BOX signal and the Spotlight signal to the video server; for example, the video server is used to store and configure the 14BOX signal and the Spotlight signal.

[0173] Figure 18 A flowchart illustrating a live streaming method provided in an exemplary embodiment of this application is shown. The method is explained using an example of it being executed by a creator's terminal. That is, in Figure 3 In the illustrated embodiment, step 510 can be implemented as steps 510a to 510d:

[0174] Step 510a: In response to the shortcut key operation for selecting the full offline live streaming mode, switch the input to the real-time camera source to acquire N real-time signals belonging to the first team and N real-time signals belonging to the second team, as well as acquire virtual video footage; for example, the camera signals include real-time signals; such as real-time signals acquired in real time by a camera and used to capture the real-time image of the live stream participants. In the case of participating in the live stream offline, real-time camera equipment is set up to acquire the real-time signals of the live stream participants.

[0175] Specifically, the shortcut for selecting the full offline live streaming mode is to press the NumPad2 key, which is the number 2 key located on the numeric keypad (NumPad) area of ​​the keyboard. For example, pressing the NumPad2 key will disable the multi-view function of the third input channel. Figure 4 Output channel to avoid displaying image signals.

[0176] Optionally, if the live streaming method of this application is specifically implemented as a live streaming method based on e-sports events, the fully offline live streaming mode in this application is also called the fully offline competition mode. Similarly, the different live streaming modes mentioned below are also called the corresponding competition modes, such as the fully online competition mode, the first team only online competition mode, and the second team only online competition mode.

[0177] Step 510b: In response to the shortcut key operation for selecting the full online live streaming mode, switch the input to the image source to acquire N image signals belonging to the first team and N image signals belonging to the second team, as well as acquire virtual video footage; for example, the camera signals include image signals; for instance, the image signals are acquired through image source files and are used to display the image of the live stream contestants, such as promotional poster photos of the live stream contestants. When participating in a live stream online, it is not possible to set up a real-time camera device; therefore, the image of the live stream contestants is displayed by acquiring their image signals.

[0178] Specifically, the shortcut key to select the full online live streaming mode is to press the NumPad1 button, then press the NumPad4 button; similarly, the NumPad1 and NumPad4 buttons are the number 1 and number 4 buttons located on the numeric keypad. For example, pressing the NumPad1 button activates the multi-view function of the third input channel. Figure 4 Output channel, responding to NumPad4 button clicks, multi-view Figure 4 The output channel signal is adjusted to the 26th input channel (Input26). The 26th input channel will be described below.

[0179] Step 510c: In response to the shortcut key operation of selecting the online live streaming mode for only the first team, switch the input of the first team to the image source and switch the input of the second team to the real-time camera source, so as to obtain N image signals belonging to the first team and N real-time signals belonging to the second team, and obtain virtual video images;

[0180] For example, the shortcut key operation for selecting the "Only the First Team Streams Online" mode can be implemented as a single operation, such as clicking the first button to indicate that the "Only the First Team Streams Online" mode is selected; or it can be implemented as two operations, such as first clicking the second button to indicate that an existing team is in online streaming mode, and then clicking the third button to indicate that only the first team is in online streaming mode.

[0181] In this step, at least 2N camera signals are acquired from different signal sources. Specifically, the shortcut key operation for selecting the first team's online live streaming mode is to press the NumPad1 button, then press the NumPad5 button; similarly, the NumPad5 button is the number 5 key located on the numeric keypad. For example, in response to pressing the NumPad1 button, the multi-view function of the third input channel is activated. Figure 4 Output channel, responding to NumPad5 button clicks, multi-view Figure 4 The output channel signal is adjusted to the twenty-seventh input channel (Input27). The twenty-seventh input channel will be introduced below.

[0182] Step 510d: In response to the shortcut key operation of selecting the online live streaming mode for the second team only, switch the input of the first team to the real-time camera source and switch the input of the second team to the image source, so as to obtain N real-time signals belonging to the first team and N image signals belonging to the second team, and obtain virtual video images;

[0183] Similarly, the shortcut key operation for selecting the second-team-only online live streaming mode can be performed in one or two steps. In this step, at least 2N camera signals are acquired from different signal sources. Specifically, the shortcut key operation for selecting the second-team-only online live streaming mode is to press the NumPad1 button, and then press the NumPad6 button; similarly, the NumPad6 button is the number 6 key located on the numeric keypad. For example, in response to pressing the NumPad1 button, the multi-view function of the third input channel is activated. Figure 4 Output channel, responding to clicks on NumPad6 buttons, multi-view Figure 4 The output channel signal is adjusted to the 28th input channel (Input28). The 28th input channel will be introduced below.

[0184] In summary, the method provided in this embodiment indicates whether the two teams are participating in online or offline live streaming mode via shortcut key operation, determines the signal source for acquiring camera signals for different live streaming modes, and enables switching between real-time camera sources and image sources via shortcut key operation; it also proposes a technical solution for determining the signal source at the input end for different live streaming modes, thereby improving the efficiency of live streaming signal processing for creating combined live streaming signals based on camera signals and virtual video images.

[0185] Next, we will further describe the image signals included in the camera signals. In a specific example below, N is set to 5, meaning at least 10 camera signals. For instance, in response to a shortcut key operation selecting the full online live streaming mode, at least 2N image signals are acquired through the 26th input channel (Input26); for instance, team logo images of the first and second teams are also acquired through the 26th input channel; for instance, a title design project file is loaded, containing image files such as the official photos of the five live streamers in the first team, the team logo image of the first team, the official photos of the five live streamers in the second team, and the team logo image of the second team.

[0186] Figure 19This diagram illustrates an exemplary embodiment of the image signal provided in this application. The first row, from left to right, displays the image signals corresponding to the five live-streamed contestants A1, A2, A3, A4, and A5 in the first team; the third row, from right to left, displays the image signals corresponding to the five live-streamed contestants B1, B2, B3, B4, and B5 in the second team. The leftmost element of the second row displays the team logo image of the first team, and the rightmost element displays the team logo image of the second team. Exemplarily, the image signal can be a static image or a dynamic image; the specific format of the image signal is not limited. It should be noted that the camera signal obtained through the first input channel (Input1) and the second input channel (Input2) mentioned above is, in one implementation, a real-time shooting signal. Figure 19 The image signal and the real-time video signal are distinguished by background filling. However, this does not limit the image signal; the different background filling methods are only used to differentiate between image signals and real-time video signals. For example, when responding to the shortcut key operation of selecting the online live broadcast mode for only the first team, at least N image signals of the first team are obtained through the twenty-seventh input channel (Input27); specifically, this includes the image signals corresponding to the five live broadcast players in the first team and the team logo image of the first team.

[0187] For example, in response to the shortcut key operation of selecting the online live streaming mode for the second team only, at least N image signals of the second team are obtained through the twenty-eighth input channel (Input28); specifically, these include the image signals corresponding to the five live streamers in the second team and the team logo image of the second team.

[0188] Next, the fourth input channel (Input4) and the fifth input channel (Input5) will be introduced. In response to the shortcut key operation that triggers the online database, the name information of the live stream players from the online database is overlaid on the 12BOX_Final signal obtained from the third input channel; specifically, the shortcut key operation to trigger the online database is to click the NumPad8 button. The name information of the live stream players is obtained through the fourth input channel based on the online database. In response to the shortcut key operation that triggers the offline database, the name information of the live stream players from the offline database is overlaid on the 12BOX_Final signal obtained from the third input channel; specifically, the shortcut key operation to trigger the online database is to click the NumPad9 button. The name information of the live stream players is obtained through the fifth input channel based on the local database. Table 10 shows the configuration information for obtaining the name information of the live stream players A1 to A5 of the first team and the team name information of the first team from the online database.

[0189] Table 10

[0190]

[0191] For example, the data source for the name information of players A1 to A5 is named JSON_Season 1; the data comes from a table named JSON. Taking player A1 as an example, the information in full format is extracted from the first row of the column named 'name', and the preview of the information is the player A1's ID. Similarly, the extraction process for the name information of players A2 to A5 will not be described in detail.

[0192] Table 11 shows the configuration information for retrieving the names of the second team's live stream players B1 to B5 and the team name information from the online database. Similarly, please refer to Table 10 for the parameter descriptions in Table 11, which will not be repeated here.

[0193] Table 11

[0194]

[0195] Table 12 shows the configuration information for retrieving the names of live streamers A1 to A5 from the first team and the team name from the local database. For example, the data source for the names of A1 to A5 is an Excel / CSV file from the first season; the data originates from a table named Sheet1. Taking player A1 as an example, the information in full format is extracted from row 4 of column 2, with a preview of the player A1's ID. Similarly, the extraction process for the names of players A2 to A5 is not described further. Table 13 shows the configuration information for retrieving the names of live streamers B1 to B5 from the second team and the team name from the first team from the local database. Please refer to Table 12 for a description of the parameters in Table 13.

[0196] Table 12

[0197]

[0198] Table Thirteen

[0199]

[0200] For example, Table 14 illustrates one implementation of a local database, which is an Excel file. It should be noted that Table 14 is an eleven-column, five-row table; due to space limitations, columns 1 to 6 of Table 14 are presented as Part 1, and columns 7 to 11 as Part 2.

[0201] Table XIV (Part 1)

[0202] contestants A1 A2 A3 A4 A5 Team Home team Team Name Team A Team Image D:\A.PNG Location Top lane jungler Mid AD Support Name ZHAO QIAN SUN LI ZHOU photo D:\1.PNG D:\2.PNG D:\3.PNG D:\4.PNG D:\5.PNG

[0203] (Continued) (Part Two)

[0204] B5 B4 B3 B2 B1 Home team Team Name Team B Team Image C:\B.PNG Support AD Mid jungler Top lane WU ZHENG WANG FENG CHEN C:\5.PNG C:\4.PNG C:\3.PNG C:\2.PNG C:\1.PNG

[0205] Figure 20 A flowchart illustrating a live streaming method provided in an exemplary embodiment of this application is shown. The method is explained using an example of it being executed by a creator's terminal. That is, in Figure 3 Based on the illustrated embodiment, steps 542 and 544 are also included:

[0206] Step 542: Perform recognition processing on the virtual video image;

[0207] For example, the identification process is used to obtain virtual characters in the virtual video frame; for example, identifying the identity information of the virtual characters; further, it also identifies at least one of the following: the number of virtual characters, virtual professions, virtual activities performed, and competitive scenario information. The competitive scenario information includes at least one of the following: kill information of at least one virtual character from the first faction killing at least one virtual character or non-player character (NPC) from the second faction; combat information of at least one virtual character from the first faction fighting against at least one virtual character or non-player character from the second faction. In an optional implementation, step 542 can be implemented as follows: calling a scenario prediction model to perform identification processing on the virtual video frame and predict the competitive scenario label at the first timestamp;

[0208] For example, the scenario prediction model is an Artificial Neural Network (ANN). The scenario prediction model is used to identify and process virtual video footage at a second timestamp to predict the competitive scenario label at a first timestamp, where the first timestamp is later than the second timestamp corresponding to the virtual video footage. In one example, the scenario prediction model predicts the competitive scenario label using at least one of the following: the distance information between the master virtual character at the center of the virtual video footage and other virtual characters and virtual defensive buildings in the virtual video footage; the health information of the master virtual character and other virtual characters; and the historical battle record information of the master virtual character and other virtual characters.

[0209] Step 544: Among at least 2N camera signals, identify at least two camera signals that are associated with the virtual character appearing in the virtual video frame;

[0210] For example, when there are two or more virtual characters appearing in the virtual video frame, at least two camera signals shall include at least one camera signal from the live stream contestant corresponding to the virtual character appearing in the virtual video frame.

[0211] In summary, the method provided in this embodiment, by recognizing and processing virtual video images, determines camera signals based on virtual video images, and establishes a connection between virtual video images and player images, provides a way to automatically determine the player images displayed in the combined live broadcast signal based on virtual video images, avoiding the need for manual screening of multiple camera signals one by one; thus improving the efficiency of live broadcast signal processing for creating combined live broadcast signals based on camera signals and virtual video images.

[0212] Next, the scenario prediction model will be introduced. In one design, the scenario prediction model includes an encoding layer and a decoding layer; for example, the encoding layer is invoked to perform recognition processing on the virtual video frame, and the scenario combat features carried by the virtual video frame are extracted. The scenario combat features are used to indicate at least one of the following information: the distance between at least two virtual characters in the virtual video frame, the virtual actions performed by the virtual characters, and the virtual profession of the virtual characters.

[0213] The weighted information of the virtual video frame is obtained and used to adjust the influence factor of the decoding layer in predicting the competitive scenario label. The weighted information is determined based on at least one of the following: the historical record of at least two virtual characters in the virtual video frame, whether there is a restraint relationship between the virtual professions corresponding to at least two virtual characters, and whether there is a matchup relationship between the live stream players corresponding to at least two virtual characters.

[0214] For example, when the historical performance differences between at least two virtual characters exceed a threshold, the likelihood of virtual characters chasing each other and engaging in virtual combat increases, thus improving the predicted probability of virtual combat through weighted information. When there is a counter-relationship between the virtual classes of at least two virtual characters, the virtual character with the advantage over the opposing virtual character will actively engage in virtual combat, increasing the likelihood of virtual combat, thus improving the predicted probability of virtual combat through weighted information. When there is a matchup relationship between the livestreamers corresponding to at least two virtual characters, the virtual characters controlled by at least two livestreamers on the same esports competitive route will directly encounter each other, increasing the likelihood of virtual combat based on the matchup relationship, thus improving the predicted probability of virtual combat through weighted information.

[0215] Optionally, the weighted information can be obtained directly from the virtual video footage or from the combat features extracted from the virtual video footage. The influence factor of the decoding layer is adjusted according to the weighted information to obtain a weighted decoding layer. The weighted decoding layer is then used to predict the combat features of the virtual video footage to obtain a competitive scenario label. The competitive scenario label is used to indicate whether there is a virtual battle in the virtual video footage at the first time stamp. Furthermore, the competitive scenario label is also used to indicate that, if a virtual battle exists, the type of virtual battle is a virtual battle between virtual characters or a virtual battle between a virtual character and an NPC.

[0216] Next, we will describe at least two camera signals that are identified as being associated with the virtual characters appearing in the virtual video frame: For example, step 544 above can be further implemented in at least one of the following ways:

[0217] Implementation Method 1: When the competitive scenario label indicates that there is a virtual battle between virtual characters in the virtual video screen, and the number of virtual characters in the virtual video screen does not exceed a certain threshold, determine the camera signal of the live stream player corresponding to the virtual character participating in the virtual battle from at least 2N camera signals; for example, when the competitive scenario label indicates that there is a virtual battle between virtual characters in the virtual video screen, and the number of virtual characters in the virtual video screen does not exceed a certain threshold; a small number of virtual characters are fighting in the virtual scene, also known as a laning state; by determining the camera signal of the live stream player corresponding to the virtual character participating in the virtual battle, the virtual video screen and the corresponding live stream player's real-time camera screen are simultaneously displayed to the live stream audience; helping the audience quickly obtain live stream information and know which live stream player is controlling the virtual character.

[0218] Implementation Method Two: When the competitive scenario label indicates that there is a virtual battle between virtual characters in the virtual video screen, and the number of virtual characters in the virtual video screen exceeds a certain threshold, a first window-closing signal and a second window-closing signal are determined from at least 2N camera signals. The first window-closing signal is the combined camera signal of N players from the first team, and the second window-closing signal is the combined camera signal of N players from the second team. For example, when the competitive scenario label indicates that there is a virtual battle between virtual characters in the virtual video screen, and the number of virtual characters in the virtual video screen exceeds a certain threshold, it means that a large number of virtual characters are fighting in a virtual scene, also known as a team battle. By determining the first window-closing signal and the second window-closing signal, the virtual video screen, the first window-closing signal, and the second window-closing signal are simultaneously displayed to the live audience, helping the audience to watch all the live players from both teams at the same time while watching the team battle.

[0219] Implementation Method 3: When the competitive scenario label indicates that there is a virtual battle between virtual characters and NPCs in the virtual video screen, or when the density of virtual characters in the first team in the virtual video screen exceeds a density threshold, determine N camera signals of the first team from at least 2N camera signals. For example, when the competitive scenario label indicates that there is a virtual battle between virtual characters and NPCs in the virtual video screen, it means that the virtual team to which the virtual character belongs is engaged in a virtual battle with NPCs in the virtual scene to obtain a buff effect. For example, the first team is engaged in a virtual battle with the Overlord character. By determining the N camera signals of the first team, the virtual video screen and the N camera signals of the first team are simultaneously displayed to the live audience; the audience can watch the exciting scenes of the first team and NPCs engaged in a virtual battle and all the live stream players of the first team.

[0220] For example, when the density of virtual characters in the same team in the virtual video frame exceeds a density threshold, the first team corresponding to the virtual characters is performing a unified action, conducting a virtual ambush battle to increase the intensity of competition with virtual characters from the opposing faction. By determining the N camera signals of the first team, the virtual video frame and the N camera signals of the first team are simultaneously displayed to the live audience; the audience watches the exciting scenes of the first team and NPCs engaging in virtual combat and all the live stream participants of the first team. Those skilled in the art will understand that the above embodiments can be implemented independently, or the above embodiments can be freely combined to create new embodiments to implement the live streaming method of this application.

[0221] Figure 21 A block diagram of a live streaming apparatus provided in an exemplary embodiment of this application is shown. The apparatus includes:

[0222] The acquisition module 810 is used to acquire at least 2N camera signals and acquire virtual video images, wherein the at least 2N camera signals include: N camera signals belonging to the first team and N camera signals belonging to the second team;

[0223] The determination module 820 is used to determine at least two camera signals from the at least 2N camera signals in response to a shortcut key operation;

[0224] The processing module 830 is used to combine the at least two camera signals and the virtual video screen into a single window and output a combined live broadcast signal; wherein the camera signals are used to present the captured image screen, the virtual video screen is a video screen of observing at least one virtual character in a virtual scene, and N is an integer greater than 1.

[0225] In an optional design of this embodiment, the determining module 820 is further configured to:

[0226] Obtain the pairing relationship between N live streamers of the first team and N live streamers of the second team. Two live streamers with the pairing relationship belong to different teams and are on the same e-sports competition route.

[0227] In response to the shortcut key operation being the i-th of the N switching shortcut operations corresponding to the first team, a first camera signal and a second camera signal are determined from the at least 2N camera signals based on the alignment relationship; wherein, the first camera signal is the camera signal corresponding to the i-th live streamer in the first team, and the second camera signal is the camera signal corresponding to the live streamer who has the alignment relationship with the i-th live streamer in the first team.

[0228] In an optional design of this embodiment, the acquisition module 810 is further configured to: acquire the virtual video frame corresponding to the i-th live stream contestant; the processing module 830 is further configured to: superimpose the first camera signal and the second camera signal on the virtual video frame corresponding to the i-th live stream contestant, and output the windowed live stream signal.

[0229] In an optional design of this embodiment, the determining module 820 is further configured to: obtain the e-sports confrontation positions of N live streamers of the first team and N live streamers of the second team, wherein the e-sports confrontation positions correspond to the e-sports confrontation routes to which they belong; and based on the e-sports confrontation positions, determine that there is a matchup relationship between two live streamers of the first team and the second team who are located on the same e-sports confrontation route.

[0230] In an optional design of this embodiment, the at least 2N camera signals further include: a first window-closing signal and a second window-closing signal, wherein the first window-closing signal is the combined window camera signal of N players of the first team, and the second window-closing signal is the combined window camera signal of N players of the second team;

[0231] The determining module 820 is further configured to: in response to the shortcut key operation being a window closing operation, determine the first window closing signal and the second window closing signal from the at least 2N video signals;

[0232] The processing module 830 is further configured to: superimpose the first window closing signal and the second window closing signal on the virtual video screen, and output the window closing live broadcast signal.

[0233] In an optional design of this embodiment, the processing module 830 is further configured to: when the window closing operation corresponds to the first team, superimpose the first window closing signal and the second window closing signal on the virtual video screen, add the first voice signal to the audio sub-signal of the window closing live signal, and output the window closing live signal;

[0234] And / or, when the window merging operation corresponds to the second team, the first window merging signal and the second window merging signal are superimposed and displayed on the virtual video screen, the second voice signal is added to the audio sub-signal of the window merging live broadcast signal, and the window merging live broadcast signal is output, wherein the first voice signal is the team voice of the first team, and the second voice signal is the team voice of the second team.

[0235] In an optional design of this embodiment, the determining module 820 is further configured to: in response to the shortcut key operation being a team display operation corresponding to the first team, determine N camera signals belonging to the first team from the at least 2N camera signals; the processing module 830 is further configured to: superimpose the N camera signals belonging to the first team onto the virtual video screen and output the combined live broadcast signal.

[0236] In an optional design of this embodiment, the camera signal includes a real-time signal or an image signal; the acquisition module 810 is used for at least one of the following: in response to a shortcut key operation to select the full offline live streaming mode, switching the input terminal to a real-time camera source to acquire N real-time signals belonging to the first team and N real-time signals belonging to the second team; in response to a shortcut key operation to select the full online live streaming mode, switching the input terminal to an image source to acquire N image signals belonging to the first team and N image signals belonging to the second team; in response to a shortcut key operation to select the first team only online live streaming mode, switching the input terminal of the first team to an image source and the input terminal of the second team to a real-time camera source to acquire N image signals belonging to the first team and N real-time signals belonging to the second team; in response to a shortcut key operation to select the second team only online live streaming mode, switching the input terminal of the first team to a real-time camera source and the input terminal of the second team to an image source to acquire N real-time signals belonging to the first team and N image signals belonging to the second team.

[0237] In an optional design of this embodiment, the determining module 820 is further configured to:

[0238] The virtual video image is identified; among the at least 2N camera signals, at least two camera signals that are associated with the virtual character appearing in the virtual video image are identified.

[0239] In an optional design of this embodiment, the determining module 820 is further configured to:

[0240] The scenario prediction model is invoked to identify the virtual video frame and predict the competitive scenario label at the first timestamp, where the first timestamp is later than the second timestamp corresponding to the virtual video frame.

[0241] In an optional design of this embodiment, the determining module 820 is further configured to perform at least one of the following:

[0242] When the competitive scenario label indicates that there is a virtual battle between virtual characters in the virtual video screen, and the number of virtual characters in the virtual video screen does not exceed a number threshold, the camera signal of the live player corresponding to the virtual character participating in the virtual battle is determined from the at least 2N camera signals.

[0243] When the competitive scenario label indicates that there is a virtual battle between virtual characters in the virtual video screen, and the number of virtual characters in the virtual video screen exceeds a certain threshold, a first window-closing signal and a second window-closing signal are determined from the at least 2N camera signals. The first window-closing signal is the window-closing camera signal of N players of the first team, and the second window-closing signal is the window-closing camera signal of N players of the second team.

[0244] When the competitive scenario label indicates that there is a virtual battle between virtual characters and NPCs in the virtual video screen, or when the density of virtual characters in the first team in the virtual video screen exceeds a density threshold, the N camera signals of the first team are determined from the at least 2N camera signals.

[0245] It should be noted that the device provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules according to actual needs, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.

[0246] Regarding the apparatus in the above embodiments, the specific manner in which each module performs its operation has been described in detail in the embodiments of the relevant method; the technical effects achieved by each module performing its operation are the same as the technical effects in the embodiments of the relevant method, and will not be elaborated here.

[0247] This application also provides a computer device, comprising: a processor and a memory, wherein the memory stores a computer program; the processor is configured to execute the computer program in the memory to implement the live streaming method provided in the above-described method embodiments. Optionally, the computer device is a terminal. For example, Figure 22This is a structural block diagram of a terminal provided in an exemplary embodiment of this application. Typically, the terminal 900 includes a processor 901 and a memory 902.

[0248] Processor 901 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 901 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 901 may also include a main processor and a coprocessor. The main processor, also known as a Central Processing Unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 901 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 901 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.

[0249] The memory 902 may include one or more computer-readable storage media, which may be non-transitory. The memory 902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 902 are used to store at least one instruction, which is executed by the processor 901 to implement the live streaming method provided in the method embodiments of this application.

[0250] In some embodiments, terminal 900 may optionally include an input interface 903 and an output interface 904. Processor 901, memory 902, and input interface 903 and output interface 904 can be connected via a bus or signal line. Various peripheral devices can be connected to input interface 903 and output interface 904 via a bus, signal line, or circuit board. Input interface 903 and output interface 904 can be used to connect at least one input / output (I / O) related peripheral device to processor 901 and memory 902. In some embodiments, processor 901, memory 902, and input interface 903 and output interface 904 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 901, memory 902, and input interface 903 and output interface 904 can be implemented on separate chips or circuit boards, and this application embodiment does not limit this. Those skilled in the art will understand that the structure shown above does not constitute a limitation on terminal 900, and may include more or fewer components than illustrated, or combine certain components, or employ different component arrangements.

[0251] In an exemplary embodiment, a chip is also provided, the chip including programmable logic circuitry and / or program instructions, which, when the chip is run on a computer device, are used to implement the live streaming method described above.

[0252] In an exemplary embodiment, a computer program product is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the live streaming methods provided in the above-described method embodiments.

[0253] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores a computer program. The computer program is loaded and executed by a processor to implement the live streaming method provided in the above-described method embodiments. All or part of the steps of the above embodiments can be implemented by hardware, or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0254] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or code on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any medium that facilitates the transfer of a computer program from one place to another. Storage media can be any available medium that can be accessed by a general-purpose or special-purpose computer.

Claims

1. A live streaming method, characterized in that, The method includes: Acquire at least 2N camera signals and acquire virtual video images, wherein the at least 2N camera signals include: N camera signals belonging to the first team and N camera signals belonging to the second team; When the competitive scenario label indicates that there is a virtual battle between virtual characters in the virtual video frame, and the number of virtual characters in the virtual video frame does not exceed a certain threshold, at least two camera signals of the live stream players corresponding to at least two virtual characters participating in the virtual battle are determined from the at least 2N camera signals; the competitive scenario label is predicted using a scenario prediction model; the scenario prediction model is used to identify the virtual video frame at the second timestamp and predict the competitive scenario label at the first timestamp, where the first timestamp is later than the second timestamp; After combining the at least two camera signals and the virtual video image into a single window, a combined live broadcast signal is output. Wherein, the camera signal is used to present the captured image, the virtual video image is a video image of at least one virtual character in a virtual scene, and N is an integer greater than 1.

2. The method according to claim 1, characterized in that, The method further includes: In response to a shortcut key operation, at least two camera signals are determined from the at least 2N camera signals; After combining the at least two camera signals and the virtual video image into a single window, a combined live broadcast signal is output.

3. The method according to claim 2, characterized in that, The response to the shortcut key operation determines at least two camera signals from the at least 2N camera signals, including: Obtain the pairing relationship between N live streamers of the first team and N live streamers of the second team. Two live streamers with the pairing relationship belong to different teams and are on the same e-sports competition route. In response to the shortcut key operation being the i-th of the N switching shortcut operations corresponding to the first team, the first camera signal and the second camera signal are determined from the at least 2N camera signals based on the alignment relationship; Wherein, the first camera signal is the camera signal corresponding to the i-th live streamer in the first team, and the second camera signal is the camera signal corresponding to the live streamer who has the positioning relationship with the i-th live streamer in the first team.

4. The method according to claim 3, characterized in that, The acquisition of virtual video footage includes: Obtain the virtual video frame corresponding to the i-th live stream contestant; The step of combining the at least two camera signals and the virtual video image into a single window and then outputting the combined live stream signal includes: The first camera signal and the second camera signal are superimposed and displayed on the virtual video screen corresponding to the i-th live stream contestant, and the combined live stream signal is output.

5. The method according to claim 3, characterized in that, The step of obtaining the pairing relationships between the N live streamers of the first team and the N live streamers of the second team includes: Obtain the esports confrontation positions of N live streamers from the first team and N live streamers from the second team, where each esports confrontation position corresponds to an esports confrontation route. Based on the e-sports confrontation positions, it is determined that there is a matchup relationship between two live streamers in the first team and the second team who are located on the same e-sports confrontation route.

6. The method according to claim 2, characterized in that, The at least 2N camera signals also include: a first window-combining signal and a second window-combining signal, wherein the first window-combining signal is the combined window camera signal of N players of the first team, and the second window-combining signal is the combined window camera signal of N players of the second team; The response to the shortcut key operation determines at least two camera signals from the at least 2N camera signals, including: In response to the shortcut key operation being a window closing operation, the first window closing signal and the second window closing signal are determined from the at least 2N camera signals; The step of combining the at least two camera signals and the virtual video image into a single window and then outputting the combined live stream signal includes: The first window closing signal and the second window closing signal are superimposed and displayed on the virtual video screen, and the window closing live broadcast signal is output.

7. The method according to claim 6, characterized in that, The step of superimposing the first window-closing signal and the second window-closing signal on the virtual video screen and outputting the window-closing live broadcast signal includes: When the window closing operation corresponds to the first team, the first window closing signal and the second window closing signal are superimposed and displayed on the virtual video screen, the first voice signal is added to the audio sub-signal of the window closing live signal, and the window closing live signal is output. and / or, When the window closing operation corresponds to the second team, the first window closing signal and the second window closing signal are superimposed and displayed on the virtual video screen, the second voice signal is added to the audio sub-signal of the window closing live signal, and the window closing live signal is output. Wherein, the first voice signal is the team voice of the first team, and the second voice signal is the team voice of the second team.

8. A live streaming device, characterized in that, The device includes: The acquisition module is used to acquire at least 2N camera signals and acquire virtual video images, wherein the at least 2N camera signals include: N camera signals belonging to the first team and N camera signals belonging to the second team; The determination module is used to determine at least two camera signals from at least 2N camera signals of the live stream players corresponding to at least two virtual characters participating in the virtual battle, when the competitive scenario label indicates that there is a virtual battle between virtual characters in the virtual video screen and the number of virtual characters in the virtual video screen does not exceed a number threshold; the competitive scenario label is predicted using a scenario prediction model; the scenario prediction model is used to identify the virtual video screen at the second time stamp and predict the competitive scenario label at the first time stamp, where the first time stamp is later than the second time stamp; The processing module is used to combine the at least two camera signals and the virtual video image into a single window and output a combined live broadcast signal. Wherein, the camera signal is used to present the captured image, the virtual video image is a video image of at least one virtual character in a virtual scene, and N is an integer greater than 1.

9. A computer device, characterized in that, The computer device includes: a processor and a memory, wherein the memory stores at least one program; the processor is configured to execute the at least one program in the memory to implement the live streaming method according to any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that, The readable storage medium stores executable instructions, which are loaded and executed by a processor to implement the live streaming method according to any one of claims 1 to 7.

11. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium, and a processor reads from and executes the computer instructions to implement the live streaming method according to any one of claims 1 to 7.

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