A method for synchronizing a real vehicle driving scene with a game, a controller and a vehicle
Patent Information
- Application Number
- CN202311091967.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-08-28
- Publication Date
- 2026-10-30
- Estimated Expiration
- 2043-08-28
AI Technical Summary
[0003]本申请实施例的目的是提供一种实车驾驶场景同步游戏化的方法、控制器及汽车,用以解决现有技术中的模拟驾驶类游戏存在场景固定单一且不具有实时性的问题
[0043](1)本申请通过将实车驾驶场景实时重构为游戏场景,并结合用户进行游戏时输入的控制指令对显示画面进行更新显示,使得用户可以结合真实驾驶场景进行驾驶模拟,同时实现了场景更新的实时性。
Smart Images

Figure CN117138335B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of vehicle driving simulation technology, specifically to a method, controller, and vehicle for synchronous gamification of real-vehicle driving scenarios. Background Technology
[0002] Currently, car driving simulation games have a large player base across PC, console, and mobile gaming platforms. More and more users are opting for driving experiences that highly simulate real-world scenarios; however, large-scale driving simulation equipment is prohibitively expensive. Furthermore, due to the limitations of the playing field, the scenarios in driving simulation games are often pre-built by technicians, resulting in fixed environments. In contrast, real-world driving scenarios present a variety of unexpected situations, and users cannot accumulate experience in handling such situations solely through game simulations. Therefore, existing driving simulation games suffer from the problems of fixed, monotonous scenarios and a lack of real-time responsiveness. Summary of the Invention
[0003] The purpose of this application is to provide a method, controller, and vehicle for synchronous gamification of real-vehicle driving scenarios, in order to solve the problem that existing driving simulation games have fixed and singular scenarios and lack real-time performance.
[0004] To achieve the above objectives, the first aspect of this application provides a method for synchronous gamification of a real-vehicle driving scenario, applied to a vehicle controller, wherein the controller communicates with a display device, and the method includes:
[0005] Acquire input control commands;
[0006] The simulated driving parameters of the simulated car model are determined according to the control commands;
[0007] Obtain the actual driving parameters and external images of the vehicle at the current moment. The external images contain information about the vehicle's external environment at the current moment.
[0008] Scene reconstruction is performed based on actual driving parameters and external images to obtain the world model and multiple game interaction models corresponding to the current scene;
[0009] Based on the logic of the world model, multiple game interaction models and simulated car models are merged to generate the game scene corresponding to the current moment.
[0010] The game scene is sent to the display device to control the display device to render and display the game scene.
[0011] In this embodiment of the application, scene reconstruction is performed based on actual driving parameters and external images to obtain a world model and multiple game interaction models corresponding to the current scene, including:
[0012] Image recognition is performed on external images to obtain multiple interactive objects corresponding to the actual vehicle in the current scene;
[0013] Determine the runtime parameters for each interactive object;
[0014] The runtime parameters of each interactive object are processed to obtain the world model;
[0015] Based on the running parameters, each interactive object is matched with the models and elements set in the preset scene library to obtain multiple game interaction models;
[0016] The runtime parameters of the interactive object include the type of the interactive object and the actual relative position of the interactive object to the actual vehicle.
[0017] In this embodiment of the application, the method further includes:
[0018] The relative position of the simulated car model to the real car is determined based on the simulated driving parameters of the simulated car model and the actual driving parameters of the real car.
[0019] Determine the target position of the simulated car model in the game scene based on the target's relative position;
[0020] The position information of each game interaction model in the game scene is determined based on the actual relative position of each interactive object and the real vehicle.
[0021] The target position of the simulated car model is compared with the position information of multiple game interaction models;
[0022] The game ends when the target location of the simulated car model coincides with the location information of any game interaction model.
[0023] In this embodiment of the application, the method further includes:
[0024] Determine if the target location exceeds the set range of the game scene;
[0025] The game ends when the target location is outside the set range of the game scene.
[0026] In this embodiment of the application, the method further includes:
[0027] Compare the simulated driving parameters of the car model with the actual driving parameters of the real car;
[0028] If the simulated driving parameters are inconsistent with the actual driving parameters, a prompt message will be output.
[0029] In this embodiment, the vehicle further includes an inertial measurement unit and multiple image acquisition devices. The inertial measurement unit and the multiple image acquisition devices communicate with the controller. The multiple image acquisition units are arranged around the vehicle to acquire the actual driving parameters of the vehicle at the current moment and the corresponding image data, including:
[0030] Control the inertial measurement unit to acquire the actual driving parameters of the vehicle;
[0031] Multiple image acquisition devices surrounding the actual vehicle are controlled to acquire external images of the vehicle.
[0032] A second aspect of this application provides a controller, comprising:
[0033] The memory is configured to store instructions; and
[0034] The processor is configured to retrieve instructions from memory and, when executing those instructions, to implement the aforementioned method of synchronous gamification of real-vehicle driving scenarios.
[0035] A third aspect of this application provides a car, comprising:
[0036] The aforementioned controller;
[0037] The display device communicates with the controller and is used to render and display the generated game scene.
[0038] In this embodiment of the application, the vehicle further includes:
[0039] An inertial measurement unit (IMU) communicates with the controller to acquire the vehicle's actual driving parameters.
[0040] Multiple image acquisition devices, communicating with the controller, are arranged around the vehicle to capture external images of the vehicle while it is in motion.
[0041] A fourth aspect of this application provides a machine-readable storage medium, characterized in that the machine-readable storage medium stores instructions for causing a machine to execute the above-described method for synchronous gamification of a real-vehicle driving scenario.
[0042] The beneficial effects of this application are:
[0043] (1) This application reconstructs the real vehicle driving scene into a game scene in real time and updates the display screen in combination with the control commands input by the user when playing the game, so that the user can simulate driving in combination with the real driving scene, and at the same time realizes the real-time update of the scene.
[0044] (2) This application expands the user’s perspective by reconstructing and displaying the actual vehicle driving scenario, so that the user can have a comprehensive understanding of the current driving scenario of the vehicle, thereby helping to reduce the risk of accidents and improve driving safety.
[0045] Other features and advantages of the embodiments of this application will be described in detail in the following detailed description section. Attached Figure Description
[0046] The accompanying drawings are provided to further illustrate the embodiments of this application and form part of the specification. They are used together with the following detailed description to explain the embodiments of this application, but do not constitute a limitation on the embodiments of this application. In the drawings:
[0047] Figure 1 A structural block diagram of a car provided in an embodiment of this application;
[0048] Figure 2 A flowchart illustrating a method for synchronous gamification of a real-vehicle driving scenario provided in an embodiment of this application;
[0049] Figure 3 A method for synchronous gamification of a real-vehicle driving scenario is provided in a specific embodiment of this application;
[0050] Figure 4 This is a structural block diagram of a controller provided in an embodiment of this application.
[0051] Among them, 100-controller; 200-display device; 300-inertial measurement unit; 400-image acquisition device; 110-memory; 120-processor. Detailed Implementation
[0052] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the specific embodiments described herein are only for illustration and explanation of the embodiments of this application and are not intended to limit the embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without creative effort are within the scope of protection of this application.
[0053] It should be noted that if the embodiments of this application involve directional indicators (such as up, down, left, right, front, back, etc.), the directional indicators are only used to explain the relative positional relationship and movement of the components in a certain specific posture (as shown in the figure). If the specific posture changes, the directional indicators will also change accordingly.
[0054] Furthermore, if the embodiments of this application involve descriptions such as "first" or "second," these descriptions are for descriptive purposes only and should not be construed as indicating or implying their relative importance or implicitly specifying the number of technical features indicated. Therefore, features defined with "first" or "second" may explicitly or implicitly include at least one of those features. Additionally, the technical solutions of various embodiments can be combined with each other, but this must be based on the ability of those skilled in the art to implement them. If the combination of technical solutions is contradictory or impossible to implement, it should be considered that such a combination of technical solutions does not exist and is not within the scope of protection claimed in this application.
[0055] Figure 1 This is a structural block diagram of a car provided as an embodiment of this application. Figure 1 As shown, this application embodiment provides a car, which includes a controller 100, a display device 200, an inertial measurement unit 300, and multiple image acquisition devices 400. The controller 100 communicates with the display device 200, the inertial measurement unit 300, and the multiple image acquisition devices 400, and can control the display device 200, the inertial measurement unit 300, and the multiple image acquisition devices 400 to perform corresponding operations based on the results of internal instruction execution. In one example, the multiple image acquisition devices 400 are respectively arranged around the car to collect external images of the car in real time during its driving process and send the collected external images to the controller 100 in real time. The external images contain information about the external environment of the actual vehicle at the current moment, i.e., the external driving scene during the actual driving process. The inertial measurement unit 300 is used to obtain the actual driving parameters of the actual vehicle. The image acquisition devices 400 are used to display corresponding image interfaces according to the control instructions of the controller 100. With this car, the real-world driving scene can be transformed into a game scene in real time and displayed accordingly, which helps to improve driving safety while meeting the entertainment needs of passengers.
[0056] Figure 2 This is a flowchart illustrating a method for synchronous gamification of a real-vehicle driving scenario provided in an embodiment of this application. Figure 2 As shown in the figure, this application provides a method for synchronous gamification of a real-vehicle driving scenario, applied to a car controller. The controller communicates with a display device, and the method may include the following steps:
[0057] Step 101: Obtain the input control commands;
[0058] Step 102: Determine the simulated driving parameters of the simulated car model according to the control commands;
[0059] Step 103: Obtain the actual driving parameters and external images of the vehicle at the current moment. The external images contain information about the external environment of the vehicle at the current moment.
[0060] Step 104: Reconstruct the scene based on actual driving parameters and external images to obtain the world model and multiple game interaction models corresponding to the current scene;
[0061] Step 105: Based on the composition logic of the world model, merge multiple game interaction models and simulated car models to generate the game scene corresponding to the current moment.
[0062] Step 106: Send the game scene to the display device to control the display device to render and display the game scene.
[0063] In this embodiment, to achieve synchronized gamification of real-vehicle driving scenarios, allowing users to simulate driving in conjunction with real-world driving conditions while improving driving safety, this embodiment provides a method for synchronized gamification of real-vehicle driving scenarios. This method is applied to a vehicle controller, which can be the vehicle's main domain controller. The vehicle also includes a display device. The controller can communicate with the display device and control the display device to show the game screen based on the program execution status. This application uses the program execution mode at a certain moment as an example for illustration.
[0064] In this embodiment, the control command refers to the control command input by the user at the current moment, the simulated car model refers to the object controlled by the user in the game, and the simulated driving parameters refer to various parameters corresponding to the driving of the simulated car model in the game, such as speed information and attitude information. Specifically, during the actual vehicle driving process, the controller can obtain the control command input by the game user at the current moment and determine the simulated driving parameters of the simulated car model based on the control command. At the same time, the controller can obtain the actual driving parameters and external images of the actual vehicle at the current moment, and reconstruct the scene based on the actual driving parameters and external images to obtain the world model and multiple game interaction models corresponding to the current scene of the actual vehicle driving. Among them, the external image contains the external environment information of the actual vehicle at the current moment, that is, the external driving scene during the actual vehicle driving process; the actual driving parameters of the actual vehicle may include the position information of the actual vehicle at the current moment, the road information where the actual vehicle is located, the attitude information and speed information of the actual vehicle, etc. The vehicle's attitude information includes its heading angle, center-of-gravity deviation angle, and yaw angle. The heading angle is the angle between the vehicle's center-of-gravity velocity and the horizontal axis in the ground coordinate system. The center-of-gravity deviation angle is the angle between the direction of the vehicle's center-of-gravity velocity and the direction the vehicle is pointing. The yaw angle is the difference between the heading angle and the center-of-gravity deviation angle. The world model contains the logical structure of the current real-world driving scenario. Multiple game interaction models refer to the display format of various interactive objects in the current scenario within the game scene, and each game interaction model is associated with corresponding runtime parameters.
[0065] Furthermore, based on the world model's construction logic, multiple game interaction models and simulated car models are merged to generate the game scene corresponding to the current moment. In one example, based on the world model's construction logic, the corresponding game scene can be generated by combining the associated operating parameters of each game interaction model and the simulated driving parameters of the simulated car model. Finally, the controller can send the game scene to the display device to control the display device to render and display the game scene.
[0066] The above technical solution acquires the control commands input by the user at the current moment and determines the simulated driving parameters corresponding to the simulated car model based on these commands. Simultaneously, it acquires the actual driving parameters and external images of the real vehicle at the current moment, with the external images containing information about the vehicle's external environment. Then, based on the actual driving parameters and external images, it reconstructs the scene to obtain a world model and multiple game interaction models corresponding to the current scene. Next, based on the composition logic of the world model, it merges the multiple game interaction models and the simulated car model to generate the game scene corresponding to the current moment. Finally, it sends the game scene to the display device to control the display device to render and display the game scene. This application reconstructs the scene using the actual driving parameters and external images of the real vehicle at the current moment, converting the real vehicle driving scene into a game scene in real time. It also updates the display screen based on the control commands input by the user during gameplay, allowing users to simulate driving in conjunction with a real driving scenario, achieving real-time scene updates.
[0067] In this embodiment, the vehicle further includes an inertial measurement unit and multiple image acquisition devices. The inertial measurement unit and the multiple image acquisition devices communicate with the controller. The multiple image acquisition units are arranged around the vehicle. Step 103, obtaining the actual driving parameters of the vehicle at the current moment and the corresponding image data, may include:
[0068] Control the inertial measurement unit to acquire the actual driving parameters of the vehicle;
[0069] Multiple image acquisition devices surrounding the actual vehicle are controlled to acquire external images of the vehicle.
[0070] Specifically, the inertial measurement unit (IMU) is used to acquire the actual driving parameters of the vehicle. These parameters can include the vehicle's current position, road information, attitude, and speed. The attitude information includes the vehicle's heading angle, center-of-gravity deviation angle, and yaw angle. The heading angle is the angle between the vehicle's center-of-gravity velocity and the horizontal axis in the ground coordinate system. The center-of-gravity deviation angle is the angle between the direction of the vehicle's center-of-gravity velocity and the direction the vehicle is pointing. The yaw angle is the difference between the heading angle and the center-of-gravity deviation angle. In addition, the vehicle includes multiple image acquisition devices arranged around it to capture images of the surrounding environment from all angles. These devices acquire external images during the vehicle's driving process, including information about the vehicle's external environment at the current moment—the external driving scene.
[0071] In one example, the car also includes multiple ranging sensors arranged around the car to collect distance information between the vehicle and surrounding objects.
[0072] In this embodiment of the application, during the actual vehicle driving process, the controller can control the inertial measurement unit, multiple image acquisition devices and multiple ranging sensors to collect relevant data in real time, thereby improving the data foundation for subsequent processing.
[0073] In this embodiment, step 104, reconstructing the scene based on actual driving parameters and external images to obtain the world model and multiple game interaction models corresponding to the current scene, may include:
[0074] Image recognition is performed on external images to obtain multiple interactive objects corresponding to the actual vehicle in the current scene;
[0075] Determine the runtime parameters for each interactive object;
[0076] The runtime parameters of each interactive object are processed to obtain the world model;
[0077] Based on the running parameters, each interactive object is matched with the models and elements set in the preset scene library to obtain multiple game interaction models;
[0078] The runtime parameters of the interactive object include the type of the interactive object and the actual relative position of the interactive object to the actual vehicle.
[0079] In this embodiment, the interactive object refers to an object in the current driving scenario of the real vehicle that can influence the driver's driving behavior, such as other vehicles besides the vehicle itself and various traffic facilities in the scenario. In order to reconstruct the real vehicle's driving scenario into a game scenario in real time, that is, to reconstruct the real vehicle's driving scenario into a game screen at every moment, taking the current moment as an example, it is necessary to first convert the real vehicle's driving scenario at the current moment into a corresponding world model and multiple game interaction models.
[0080] Specifically, image recognition is first performed on the acquired external image of the vehicle at the current moment to obtain multiple interactive objects contained in the image, and the corresponding operating parameters for each interactive object are determined. The operating parameters for each interactive object include the type of the interactive object and its actual relative position to the vehicle. In one example, the type of each interactive object can be determined through image recognition; the type of interactive object can include vehicles, road markings, traffic lights, and obstacles. In another example, the vehicle is equipped with multiple external sensors, such as forward long-range radar, angular short-range radar, and rear short-range radar. The distances between each interactive object and the vehicle can be obtained through the radar. Based on the distances collected by the radar's installation location and signal transmission angle set, the actual relative position of each interactive object to the vehicle at the current moment can be determined.
[0081] Furthermore, by processing the operational parameters of multiple interactive objects through the main domain controller of the actual vehicle, the world model corresponding to the current moment can be obtained. The world model contains the compositional logic of the actual vehicle driving scene at the current moment. In addition, the controller can also match each interactive object with the models and elements set in the preset scene library based on the operational parameters of multiple interactive objects in the current scene to obtain multiple game interaction models. The preset scene library can be obtained by training the collected target objects, such as vehicles, cyclists, traffic lights, water barriers, and cones, to obtain object types that can be stably identified in different scenes, and output the models and elements corresponding to the recognizable types. This construction of the preset scene library is beneficial to improving the efficiency of subsequent model conversion. In this way, by converting multiple interactive objects in the actual vehicle driving scene into a world model and multiple game interaction models based on operational parameters, the efficiency of game scene production is improved.
[0082] In this embodiment of the application, the method may further include:
[0083] The relative position of the simulated car model to the real car is determined based on the simulated driving parameters of the simulated car model and the actual driving parameters of the real car.
[0084] Determine the target position of the simulated car model in the game scene based on the target's relative position;
[0085] The position information of each game interaction model in the game scene is determined based on the actual relative position of each interactive object and the real vehicle.
[0086] The target position of the simulated car model is compared with the position information of multiple game interaction models;
[0087] The game ends when the target location of the simulated car model coincides with the location information of any game interaction model.
[0088] In the implementation example of this application, in order to determine whether the simulated car model operated by the game user collides with other vehicles in the reconstructed game scene, the real car can be used as a reference object. Based on the relative positions of the simulated car model and other game interaction models with the real car, it can be determined whether the position of the simulated car model coincides with any game interaction model, thereby determining whether a collision event has occurred.
[0089] Specifically, the target relative position of the simulated car model relative to the real car can be determined based on the simulated driving parameters of the simulated car model and the driving parameters of the real car. The target relative position is the relative position between the simulated car model and the real car. In one example, the target relative distance at the current moment can be determined based on the relative distance between the simulated car model and the real car at the previous moment and the relative speed between the simulated car model and the real car at the current moment. This means that at the start of the game, the initial position of the simulated car model coincides with the position of the real car. Further, the target relative position can be used to determine the target position of the simulated car model in the game scene at the current moment. Simultaneously, the position information of each game interaction model in the game scene is determined based on the relative position of each game object to the real car. Then, the target position is compared with the position information of each game interaction model. If the position information of any game interaction model coincides with the target position, it indicates that a collision has occurred between the game interaction model and the simulated car model in the current game scene. At this point, the game is considered over, and the controller can control the display device to show the pre-set game over screen.
[0090] Thus, by using the relative positions of the simulated car model and multiple game interaction models to the real car as criteria to determine whether a collision event has occurred, this method is simple to implement, has real-time performance, and is beneficial to improving the system's computational efficiency.
[0091] In this embodiment of the application, the method may further include:
[0092] Determine if the target location exceeds the set range of the game scene;
[0093] The game ends when the target location is outside the set range of the game scene.
[0094] In this embodiment, the defined range refers to the sensor's sensing range, i.e., the acquisition range of the image acquisition device and the measurement range of the radar. Since the game scene is generated in real-time based on a real-vehicle driving scenario, this application primarily uses an image acquisition device to acquire the real-vehicle driving scene; however, the scene information that the image acquisition device can acquire is limited. Furthermore, this application uses radar ranging to determine the distance between interactive objects and the real vehicle in the driving scene, and the radar measurement is also limited by a threshold. Therefore, when a user is operating a simulated driving vehicle, if the simulated driving vehicle leaves the current game scene, a new driving scene cannot be generated, the game cannot continue, and the game needs to be terminated and the player returns to the real vehicle's position to restart.
[0095] Specifically, the relative distance between the simulated vehicle and the real vehicle can be used as a criterion to determine whether the target position of the simulated vehicle is outside the set range of the game scene. If the target position is outside the set range of the game scene, it means that the simulated vehicle operated by the user has driven out of the current game scene, and the game is determined to end. The controller can control the display device to display the set game end screen.
[0096] In one example, if the target position of the simulated car model does not overlap with the position information of any game interaction model, and the target position does not exceed the set range of the game scene, the same judgment procedure will continue to be executed in the next moment until the user actively ends the game or the controller determines that the game has ended.
[0097] Thus, the built-in logic described above helps to improve the user's gaming experience.
[0098] In this embodiment of the application, the method may further include:
[0099] Compare the simulated driving parameters of the car model with the actual driving parameters of the real car;
[0100] If the simulated driving parameters are inconsistent with the actual driving parameters, a prompt message will be output.
[0101] In this embodiment, to enhance the user's gaming experience and meet their need to improve driving skills through simulated driving games, the driving conditions of real-world drivers can be used as a reference standard to provide prompts for the simulated driving process, allowing users to choose to learn from real-world drivers' methods. Specifically, the simulated driving parameters of the user-controlled car model can be compared with the actual driving parameters of a real car controlled by a real driver. Since the game scenario is the same as the real-world driving scenario, discrepancies between the simulated and actual driving parameters indicate inconsistencies between the simulated and actual driving conditions. In this case, the display can output prompts to remind the user that their driving behavior differs from that of a real driver under the same road conditions. The user can then choose whether to adjust their driving behavior based on the prompts. Because the game user has a wider perspective, if the user determines that the real driver's operation is incorrect, the display can also provide a reverse prompt regarding the current driving situation. In one example, when the simulated and actual driving parameters are consistent, no prompts are needed. In this way, the game can provide users with learning references based on the current driving scenario, which can help users improve their driving skills and at the same time remind real drivers to improve driving safety.
[0102] Figure 3 This application provides a method for synchronous gamification of a real-vehicle driving scenario, as part of a specific embodiment. Figure 3 As shown in the figure, a specific embodiment of this application provides a method for synchronous gamification of a real vehicle driving scenario, which may include the following steps:
[0103] Step 301: The game begins, and the scene displayed on the passenger entertainment screen is reconstructed;
[0104] Step 302: The scene on the passenger-side entertainment screen is reconstructed to respond to the game user's operation;
[0105] Step 303: Merge the game user's operation commands with the real vehicle world model information obtained by the main domain controller;
[0106] Step 304: Determine whether the driving situation of the simulated car model exceeds the sensor's sensing range or a collision event has occurred; if so, proceed to step 305; otherwise, proceed to step 302.
[0107] Step 305: The game ends. Reset the game scene displayed on the passenger entertainment screen.
[0108] The above technical solutions can improve the entertainment experience for passengers. At the same time, passengers can provide feedback to the driver on some dangerous information that the driver may have overlooked based on the reconstructed game scene, thereby improving driving safety.
[0109] Figure 4 This is a structural block diagram of a controller provided in an embodiment of this application. Figure 4 As shown in the figure, this application provides a controller that may include:
[0110] Memory 410 is configured to store instructions; and
[0111] The processor 420 is configured to retrieve instructions from the memory 410 and, when executing the instructions, to implement the aforementioned method of synchronous gamification of real-vehicle driving scenarios.
[0112] Specifically, in this embodiment of the application, the processor 420 can be configured to:
[0113] Acquire input control commands;
[0114] The simulated driving parameters of the simulated car model are determined according to the control commands;
[0115] Obtain the actual driving parameters and external images of the vehicle at the current moment. The external images contain information about the vehicle's external environment at the current moment.
[0116] Scene reconstruction is performed based on actual driving parameters and external images to obtain the world model and multiple game interaction models corresponding to the current scene;
[0117] Based on the logic of the world model, multiple game interaction models and simulated car models are merged to generate the game scene corresponding to the current moment.
[0118] The game scene is sent to the display device to control the display device to render and display the game scene.
[0119] Furthermore, the processor 420 can also be configured as follows:
[0120] Image recognition is performed on external images to obtain multiple interactive objects corresponding to the actual vehicle in the current scene;
[0121] Determine the runtime parameters for each interactive object;
[0122] The runtime parameters of each interactive object are processed to obtain the world model;
[0123] Based on the running parameters, each interactive object is matched with the models and elements set in the preset scene library to obtain multiple game interaction models;
[0124] The runtime parameters of the interactive object include the type of the interactive object and the actual relative position of the interactive object to the actual vehicle.
[0125] Furthermore, the processor 420 can also be configured as follows:
[0126] The relative position of the simulated car model to the real car is determined based on the simulated driving parameters of the simulated car model and the actual driving parameters of the real car.
[0127] Determine the target position of the simulated car model in the game scene based on the target's relative position;
[0128] The position information of each game interaction model in the game scene is determined based on the actual relative position of each interactive object and the real vehicle.
[0129] The target position of the simulated car model is compared with the position information of multiple game interaction models;
[0130] The game ends when the target location of the simulated car model coincides with the location information of any game interaction model.
[0131] Furthermore, the processor 420 can also be configured as follows:
[0132] Determine if the target location exceeds the set range of the game scene;
[0133] The game ends when the target location is outside the set range of the game scene.
[0134] Furthermore, the processor 420 can also be configured as follows:
[0135] Compare the simulated driving parameters of the car model with the actual driving parameters of the real car;
[0136] If the simulated driving parameters are inconsistent with the actual driving parameters, a prompt message will be output.
[0137] In this embodiment of the application, the vehicle also includes an inertial measurement unit and multiple image acquisition devices, which communicate with the controller respectively, and the multiple image acquisition units are arranged around the vehicle.
[0138] Furthermore, the processor 420 can also be configured as follows:
[0139] Control the inertial measurement unit to acquire the actual driving parameters of the vehicle;
[0140] Multiple image acquisition devices surrounding the actual vehicle are controlled to acquire external images of the vehicle.
[0141] The above technical solution acquires the control commands input by the user at the current moment and determines the simulated driving parameters corresponding to the simulated car model based on these commands. Simultaneously, it acquires the actual driving parameters and external images of the real vehicle at the current moment, with the external images containing information about the vehicle's external environment. Then, based on the actual driving parameters and external images, it reconstructs the scene to obtain a world model and multiple game interaction models corresponding to the current scene. Next, based on the composition logic of the world model, it merges the multiple game interaction models and the simulated car model to generate the game scene corresponding to the current moment. Finally, it sends the game scene to the display device to control the display device to render and display the game scene. This application reconstructs the scene using the actual driving parameters and external images of the real vehicle at the current moment, converting the real vehicle driving scene into a game scene in real time. It also updates the display screen based on the control commands input by the user during gameplay, allowing users to simulate driving in conjunction with a real driving scenario, achieving real-time scene updates.
[0142] like Figure 1 As shown in the embodiments of this application, an automobile is also provided, including:
[0143] The aforementioned controller 100;
[0144] The display device 200 communicates with the controller 100 and is used to render and display the generated game scene.
[0145] Specifically, the controller 100 can control the display device 200 to perform corresponding operations based on the results of internal instruction execution. The display device 200 can communicate with the controller 100 to display corresponding game screens based on the control output of the controller 100, such as rendering and displaying generated game scenes.
[0146] In this embodiment of the application, the vehicle further includes:
[0147] The inertial measurement unit 300 communicates with the controller 100 to acquire the actual driving parameters of the vehicle;
[0148] Multiple image acquisition devices 400 communicate with the controller 100. The multiple image acquisition devices 400 are arranged around the car to acquire external images of the car while it is in motion.
[0149] Specifically, the controller 100 communicates with the inertial measurement unit 300 and multiple image acquisition devices 400. The controller 100 can control the inertial measurement unit 300 and the multiple image acquisition devices 400 to perform corresponding operations based on the results of internal command execution. In one example, the multiple image acquisition devices 400 are arranged around the vehicle to acquire external images of the vehicle in real time during its operation and send these images to the controller 100 in real time. The external images contain information about the vehicle's external environment at the current moment, i.e., the external driving scene during the actual driving process. The inertial measurement unit 300 is used to acquire the actual driving parameters of the vehicle. The image acquisition devices 400 are used to display corresponding image interfaces according to the control commands from the controller 100. Through this vehicle, the real-world driving scene can be transformed into a game scene in real time and displayed accordingly, which helps to improve driving safety while meeting passengers' entertainment needs.
[0150] This application also provides a machine-readable storage medium storing instructions for causing a machine to execute the above-described method for synchronous gamification of a real-vehicle driving scenario.
[0151] Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0152] This application is described with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of this application. It will be understood that each block of the flowchart illustrations and / or block diagrams, as well as combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, generate instructions for implementing the flowchart... Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.
[0153] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing device to function in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1One or more processes and / or boxes Figure 1 The function specified in one or more boxes.
[0154] These computer program instructions may also be loaded onto a computer or other programmable data processing equipment to cause a series of operational steps to be performed on the computer or other programmable equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.
[0155] In a typical configuration, a computing device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0156] Memory may include non-persistent memory in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.
[0157] Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information using any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include transient computer-readable media, such as modulated data signals and carrier waves.
[0158] It should also be noted that the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such process, method, article, or apparatus. Unless otherwise specified, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element.
[0159] The above are merely embodiments of this application and are not intended to limit the scope of this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the scope of the claims of this application.
Claims
1. A method for synchronous gamification of real-vehicle driving scenarios, characterized in that, A controller for an automobile, the controller communicating with a display device, the automobile further including an inertial measurement unit and multiple image acquisition devices, the inertial measurement unit and the multiple image acquisition devices respectively communicating with the controller, the multiple image acquisition units being arranged around the automobile, the method comprising: Acquire input control commands; The simulated driving parameters of the simulated car model are determined according to the control commands; The inertial measurement unit is controlled to acquire the actual driving parameters of the vehicle, and multiple image acquisition devices surrounding the vehicle are controlled to acquire external images of the vehicle, the external images containing the external environment information of the vehicle at the current moment; Based on the actual driving parameters and external images, the scene is reconstructed to obtain the world model and multiple game interaction models corresponding to the current scene; Based on the composition logic of the world model, the multiple game interaction models and the simulated car model are merged to generate the game scene corresponding to the current moment. The game scene is sent to the display device to control the display device to render and display the game scene; The simulated driving parameters of the simulated car model are compared with the actual driving parameters of the real car. If the simulated driving parameters are inconsistent with the actual driving parameters, a prompt message will be output; The step of reconstructing the scene based on the actual driving parameters and the external image to obtain the world model and multiple game interaction models corresponding to the current scene includes: Image recognition is performed on the external image to obtain multiple interactive objects corresponding to the actual vehicle in the current scene; Determine the runtime parameters for each interactive object; The running parameters of each interactive object are processed to obtain the world model; Based on the aforementioned operating parameters, each interactive object is matched with the models and elements set in the preset scene library to obtain the multiple game interaction models. The operating parameters of the interactive object include the type of the interactive object and the actual relative position of the interactive object to the actual vehicle.
2. The method according to claim 1, characterized in that, The method further includes: The target relative position of the simulated car model to the real car is determined based on the simulated driving parameters of the simulated car model and the actual driving parameters of the real car. The target position of the simulated car model in the game scene is determined based on the target's relative position; The position information of each game interaction model in the game scene is determined based on the actual relative position of each interactive object and the actual vehicle. The target position of the simulated car model is compared with the position information of the multiple game interaction models; The game ends when the target position of the simulated car model coincides with the position information of any game interaction model.
3. The method according to claim 2, characterized in that, The method further includes: Determine whether the target location exceeds the set range of the game scene; If the target location exceeds the set range of the game scene, the game is considered over.
4. A controller, characterized in that, include: The memory is configured to store instructions; as well as A processor is configured to retrieve the instructions from the memory and, when executing the instructions, to implement a method for synchronous gamification of a real-vehicle driving scenario according to any one of claims 1 to 3.
5. A car, characterized in that, include: The controller according to claim 4; The display device communicates with the controller and is used to render and display the generated game scene.
6. The automobile according to claim 5, characterized in that, The vehicle also includes: An inertial measurement unit communicates with the controller to acquire the vehicle's actual driving parameters; Multiple image acquisition devices, communicating with the controller, are arranged around the vehicle to acquire external images of the vehicle while it is in motion.
7. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores instructions for causing the machine to perform a method for synchronous gamification of a real-vehicle driving scenario according to any one of claims 1 to 3.
Citation Information
Patent Citations
Data processing method, vehicle-mounted host and vehicle
CN114247152A