Dance display method of virtual human body model and computer readable storage medium

By loading dance animation files in the virtual mannequin and using the interface layer mobile technology, the effect of displaying multiple virtual mannequin models at the same time under low resource conditions is achieved, solving the problem of high resource occupation in traditional technology and improving the user experience.

CN119991929APending Publication Date: 2025-05-13FUJIAN STAR NET EVIDEO INFORMATION SYST CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202411810174.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-10
Publication Date
2025-05-13

AI Technical Summary

Technical Problem

The prior art is difficult to display the effect of multiple virtual human models dancing simultaneously while occupying smaller resources, especially in traditional on-demand systems, where hardware performance limits the simultaneous operation and dance performance of multiple virtual digital human models.

Method used

By creating a virtual mannequin and loading the dance animation file into the model, use the main camera to capture the model's picture and create at least two interface layers that are associated with the main camera picture. When playing an audio file, the dance animation file is played synchronously and the virtual mannequin dances are displayed. When the audio files reach the preset formation transformation time point, the required interface layers are displayed and moved to the corresponding formation position to achieve formation transformation of multiple virtual mannequins.

Benefits of technology

With fewer resources, multiple dance performances and formation transformation of the virtual mannequin are realized, which improves the user's viewing experience and reduces the hardware performance occupation.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119991929A_ABST
    Figure CN119991929A_ABST
Patent Text Reader

Abstract

The invention discloses a virtual human body model dance display method and a computer readable storage medium, a virtual human body model is created, a dance animation file is loaded into the virtual human body model, a main camera is used for shooting a picture of the virtual human body model, at least two interface layers are created, and the interface layers are used for displaying the virtual human body model. Content displayed in the interface layer is associated with a picture shot by the main camera; when the audio file is played, synchronously playing a dance animation file corresponding to the virtual human body model, displaying a dancing picture of the virtual human body model shot by the main camera, and when the audio file is played to a preset formation change time point, displaying more than one interface layer required by a formation to be displayed, and respectively moving the required interface layers to the corresponding formation positions. In this way, the image that one virtual human body model is converted into a plurality of virtual human body models for dancing through formation transformation can be displayed under the condition of few resources.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to the field of computer technology, and in particular to a dance display method of a virtual human body model and a computer-readable storage medium. Background Art

[0002] In digital audio-visual venues, when playing songs and music, if virtual digital people dancing are displayed on the screen at the same time, the viewing experience of users can be greatly improved. At the same time, some songs are suitable for group dances because this is more in line with the content of the music itself. If multiple virtual digital people can dance together on the screen, performing a "girl group" effect, it will bring a more shocking experience to users.

[0003] However, since creating virtual digital humans requires a lot of device hardware performance, traditional on-demand systems generally use Android systems or embedded hardware, which makes it difficult to run multiple virtual digital human models at the same time, and even more difficult to bear the extremely high load of multiple virtual digital human models dancing at the same time. Summary of the invention

[0004] The technical problem to be solved by the present invention is to provide a dance display method for a virtual human model and a computer-readable storage medium, which can display the effect of multiple virtual human models dancing simultaneously while occupying relatively few resources.

[0005] In order to solve the above technical problems, the technical solution adopted by the present invention is: A dance display method for a virtual human model comprises the following steps: Creating a virtual human body model, and loading the dance animation file into the virtual human body model; Using a main camera to shoot a picture of the virtual human body model, and creating at least two interface layers, wherein the display content in the interface layer is associated with the picture shot by the main camera; When the audio file is played, the dance animation file corresponding to the virtual human model is played synchronously, and the picture of the virtual human model dancing taken by the main camera is displayed. When the audio file is played to the preset formation change time point, one or more interface layers required for the formation to be displayed are displayed, and the required interface layers are moved to the corresponding formation positions respectively.

[0006] The present invention also provides a computer-readable storage medium on which a computer program is stored, and when the program is executed by a processor, the method described above is implemented.

[0007] The beneficial effects of the present invention are: creating a virtual human model, loading a dance animation file into the virtual human model, using a main camera to shoot a picture of the virtual human model, and creating at least two interface layers, wherein the display content in the interface layer is associated with the picture shot by the main camera; when playing an audio file, synchronously playing the dance animation file corresponding to the virtual human model, and displaying the picture of the virtual human model dancing shot by the main camera, when the audio file is played to a preset formation change time point, displaying more than one interface layer required for the formation to be displayed, and moving the required interface layers to the corresponding formation positions respectively. In this way, with fewer resources, it is possible to display a picture of a virtual human model being transformed into multiple virtual human models dancing after a formation change. BRIEF DESCRIPTION OF THE DRAWINGS

[0008] Figure 1 A flowchart of a dance display method of a virtual human body model according to an embodiment of the present invention; Figure 2 Schematic diagram of a dance formation according to an embodiment of the present invention. DETAILED DESCRIPTION

[0009] In order to explain the technical content, achieved objectives and effects of the present invention in detail, the following is an explanation in combination with the implementation modes and the accompanying drawings.

[0010] Please refer to Figure 1 The embodiment of the present invention provides a dance display method of a virtual human body model, comprising the steps of: Creating a virtual human body model, and loading the dance animation file into the virtual human body model; Using a main camera to shoot a picture of the virtual human body model, and creating at least two interface layers, wherein the display content in the interface layer is associated with the picture shot by the main camera; When the audio file is played, the dance animation file corresponding to the virtual human model is played synchronously, and the picture of the virtual human model dancing taken by the main camera is displayed. When the audio file is played to the preset formation change time point, one or more interface layers required for the formation to be displayed are displayed, and the required interface layers are moved to the corresponding formation positions respectively.

[0011] From the above description, it can be known that a virtual human model is created, and a dance animation file is loaded into the virtual human model, a main camera is used to shoot the image of the virtual human model, and at least two interface layers are created, and the display content in the interface layer is associated with the image shot by the main camera; when the audio file is played, the dance animation file corresponding to the virtual human model is played synchronously, and the image of the virtual human model dancing shot by the main camera is displayed, and when the audio file is played to the preset formation change time point, more than one interface layer required for the formation to be displayed is displayed, and the required interface layers are moved to the corresponding formation positions respectively. In this way, with fewer resources, it is possible to display a virtual human model that has been transformed into multiple virtual human models dancing after the formation change.

[0012] Furthermore, the creating of at least two interface layers, wherein the displayed contents in the interface layers are associated with the images captured by the main camera, comprises: One or more sub-cameras are created, and the images captured by the main camera are synchronized using the sub-cameras. Each sub-camera creates one or more interface layers, and at least one of the interface layers is used to display the images of the sub-cameras.

[0013] From the above description, it can be seen that by creating a sub-camera to synchronize the shooting image of the main camera, and creating one or more interface layers for each sub-camera, the interface layer is used to display the image of the sub-camera. In this way, it is possible to display the image of multiple virtual human models dancing at the same time with low performance.

[0014] Further, using each sub-camera to synchronize the images captured by the main camera includes: Associating each of the sub-cameras with the image of the main camera to synchronize the image of the main camera; A texture is created in each of the sub-cameras, the images of each of the sub-cameras are synchronized to the corresponding texture, and the texture is rendered to all interface layers created by the corresponding sub-camera for display.

[0015] From the above description, it can be seen that after the texture is created in the sub-camera, the image of the sub-camera is synchronized to the corresponding texture, and then the texture is rendered to all interface layers created by the corresponding sub-camera for display. In this way, it can be ensured that each interface layer corresponding to the same sub-camera displays the same image content.

[0016] Further, creating a texture in each sub-camera includes: creating the same or different textures in each sub-camera.

[0017] From the above description, it can be seen that when the textures created by each sub-camera are different, that is, the textures rendered by each sub-camera will show different effects. In this way, each special effect can be further edited according to the sub-camera.

[0018] Furthermore, the dance animation file is loaded into the virtual human body model, which includes: A live dance video is obtained, dance movements of the live dance video are captured through motion capture, and a dance animation file is generated according to the captured dance movements.

[0019] It can be seen from the above description that the dance animation file can be obtained quickly and accurately by capturing the dance movements of a real-life dance video.

[0020] Further, creating at least two interface layers also includes: An initial position corresponding to the position of the virtual human body model is set for each interface layer.

[0021] From the above description, it can be seen that when creating the interface layer, the same initial position of the interface layer is set according to the position of the virtual human model, so that when the formation is subsequently changed, the picture of multiple virtual human models dancing can be smoothly changed.

[0022] Furthermore, playing the audio file previously includes: A corresponding dance formation is generated according to the style of the audio file, and a dance formation database is generated for a plurality of the dance formations, each of the dance formations including the number of required virtual human body models, and the position and display effect of each virtual human body model.

[0023] From the above description, it can be seen that a dance formation database is generated according to the style of the audio file and the corresponding dance formation, so that when the formation needs to be changed, a formation with a suitable style and display effect can be found for change and display.

[0024] Furthermore, when the audio file is played to a preset formation change time point, one or more interface layers required for the formation to be displayed are displayed, including: When the audio file is played to a preset formation change time point, searching the dance formation database for a dance formation corresponding to the audio file as the formation to be displayed; According to the number of virtual human models required for the formation to be displayed and the display effect of each virtual human model, the number of sub-cameras to be created and the number of interface layers corresponding to each sub-camera are determined.

[0025] From the above description, it can be seen that after determining the formation to be displayed, the number of sub-cameras and the number of interface layers corresponding to each sub-camera can be determined according to the number of virtual human models required for the formation to be displayed and the display effect of each virtual human model. In this way, the effect of displaying multiple virtual human models for formation changes can be achieved with fewer resources.

[0026] Furthermore, the types of display effects of the virtual human body model are the same as the number of sub-cameras, the number of virtual human body models required is the same as the number of total interface layers; and the interface layer corresponding to each sub-camera displays the same picture.

[0027] From the above description, it can be seen that the number of sub-cameras can be determined according to the type of display effect, and the total number of interface layers can be determined according to the number of virtual human models required for the formation, so as to avoid creating redundant sub-cameras and interface layers and reduce resource usage.

[0028] Further, the required interface layers are moved to their respective formation positions, including: According to the current position of each required interface layer and the formation position of the formation to be displayed, the optimal moving path of each interface layer is calculated, and the optimal moving path is the path with the shortest sum of the moving paths of all required interface layers.

[0029] From the above description, it can be seen that by calculating the best moving path for each interface layer, the total moving distance of all interface layers can be guaranteed to be the shortest. This movement method will make the interface layers look smoother and more orderly when the formation changes, without confusion.

[0030] Furthermore, the optimal moving path of each interface layer is calculated, including: Calculate the distance from each interface layer to each formation position and generate a distance matrix; The optimal solution of the distance matrix is ​​calculated using an optimal dispatching algorithm to obtain the best moving path for each interface layer.

[0031] From the above description, it can be seen that using the optimal dispatching algorithm to calculate the optimal solution for the distance matrix can improve the calculation efficiency of the optimal moving path.

[0032] Furthermore, the method further comprises: When the audio file is played to another preset formation change time point, all displayed interface layers are moved to the same position according to a preset path, and the interface is restored to only display the picture of the virtual human model dancing taken by the main camera.

[0033] From the above description, it can be seen that when the audio file is played to another preset formation change time point, all displayed interface layers will be moved to the same position according to the preset path, and the interface will be restored to only display the picture of the virtual human model dancing taken by the main camera. In this way, it is possible to display a picture of multiple virtual human models being transformed into a single virtual human model dancing after formation change.

[0034] Another embodiment of the present invention provides a computer-readable storage medium having a computer program stored thereon, wherein the program, when executed by a processor, implements the various steps of the above-mentioned method for displaying a dance of a virtual human body model.

[0035] Embodiment 1 Please refer to Figure 1 This embodiment provides a dance display method for a virtual human body model, comprising the steps of: S1. Create a virtual human body model, and load a dance animation file into the virtual human body model.

[0036] In this step, it is necessary to obtain a real-life dance video, capture the dance movements of the real-life dance video through motion capture, generate a dance animation file based on the captured dance movements, and then load the dance animation file into the virtual human model. In this embodiment, the virtual human model can be a digital human 3D model.

[0037] Specifically, a prepared live dance video is obtained, the dance movements of the characters in the video are captured using motion capture, and a single-person dance animation file is generated, and the dance animation file is loaded onto the digital human 3D model.

[0038] S2. Use a main camera to shoot a picture of the virtual human body model, and create at least two interface layers, where display contents in the interface layers are associated with the picture shot by the main camera.

[0039] Specifically, step S2 includes the following steps: S21, placing the digital human 3D model under the main camera, and using the main camera to shoot the image of the digital human 3D model.

[0040] S22. Create one or more sub-cameras, and use each sub-camera to synchronize the image captured by the main camera. Each sub-camera creates one or more interface layers, and uses at least one of the interface layers to display the image of the sub-camera. An initial position corresponding to the position of the virtual human body model is set for each interface layer.

[0041] Specifically, each sub-camera is associated with the main camera's screen to synchronize the main camera's screen; a texture is created in each sub-camera, the screen of each sub-camera is synchronized to the corresponding texture, and the texture is rendered to all interface layers created by the corresponding sub-camera for display. Each interface layer corresponding to each sub-camera displays the same screen.

[0042] In this embodiment, sub-cameras are created, and corresponding textures are created in each sub-camera. The texture of each sub-camera corresponds to a special effect, so the textures of each interface layer corresponding to a sub-camera are the same, and each interface layer displays a digital human.

[0043] Among them, the same or different textures can be created in each sub-camera. When the textures created by each sub-camera are different, that is, the textures rendered by each sub-camera show different effects, that is, each special effect can be further edited, for example: adjusting the brightness of the light, the color of the digital human's clothes, etc.

[0044] S3. When playing an audio file, the dance animation file corresponding to the virtual human model is played synchronously, and the picture of the virtual human model dancing taken by the main camera is displayed. When the audio file is played to the preset formation change time point, one or more interface layers required for the formation to be displayed are displayed, and the required interface layers are moved to the corresponding formation positions respectively.

[0045] Before this step, it is necessary to generate corresponding dance formations according to the style of the audio file, and generate a dance formation database for multiple dance formations, each of which includes the required number of virtual human body models, and the position and display effect of each virtual human body model.

[0046] For details, please refer to Figure 2 , generate a dance formation database, generate different dance formations according to the style of music, use triangle, trapezoid and other formations for popular songs with fast rhythm, and use curved formations for folk songs. For example, Mongolian dance uses a circular shape similar to a yurt.

[0047] When the audio file starts playing, the dance animation file plays synchronously, and the dance animation file drives the digital human to make corresponding dance movements, and only the texture image of the main camera is displayed. At this time, a picture of only one digital human dancing is realized.

[0048] When the audio file is played to the preset formation change time point, the dance formation corresponding to the audio file is searched in the dance formation database as the formation to be displayed; according to the number of virtual human models required for the formation to be displayed and the display effect of each virtual human model, the number of sub-cameras to be created and the number of interface layers corresponding to each sub-camera are determined. The types of display effects of the virtual human models are the same as the number of sub-cameras, and the number of virtual human models required is the same as the total number of interface layers. All or part of the interface layers can be selected for formation change.

[0049] In this embodiment, the preset formation change time point can be a music transition time point. When the audio file is played to the preset formation change time point, the created interface layers begin to be displayed, and these interface layers are moved to the pre-arranged formation. The displayed effect is: a digital human splits into multiple digital humans, and slowly moves to the target formation, and finally forms a formation.

[0050] According to the current position of each required interface layer and the formation position of the formation to be displayed, the optimal moving path of each interface layer is calculated, and the optimal moving path is the path with the shortest sum of the moving paths of all required interface layers. The specific method for calculating the optimal moving path of each interface layer is: calculating the distance from each interface layer to each formation position to generate a distance matrix; using the Kuhn-Munkres optimal dispatch algorithm to calculate the optimal solution of the distance matrix to obtain the optimal moving path of each interface layer.

[0051] In this embodiment, the optimal movement path of each digital human when the formation changes is calculated based on the Kuhn-Munkres algorithm. The optimal path is defined as the shortest total movement distance of all characters when the digital human moves from the current formation to the target formation. This movement method will make the digital human look smoother and more orderly when the formation changes, without confusion.

[0052] The specific method of using the Kuhn-Munkres algorithm to calculate the optimal moving path of each digital human when the formation changes is as follows: (1) The plane coordinate points of the current digital human formation are recorded as P1, P2, ..., Pm, and the plane coordinate points of the formation to be displayed are recorded as Q1, Q2, ..., Qn; (2) Calculate the distance d from point Pi to Qj ij , the calculation formula is:

[0053] In the formula, x j represents the horizontal coordinate of Qj, x i Represents the horizontal coordinate of Pi, y j represents the ordinate of Qj, y i Represents the ordinate of Pi.

[0054] Construct a matrix C(i,j) to describe the distance each digital man moves to the next formation. Assuming there are 4 digital men, then construct a 4-order matrix as follows:

[0055] (3) Based on the Kuhn-Munkres algorithm, find the optimal solution for C(i,j) and obtain a new matrix Y. The position marked as 1 in the matrix Y is the moving path of the digital human. For example, assume that the matrix Y is displayed as follows:

[0056] It can be seen that in this example, the movement plan of the four digital humans is: P1 moves to Q4, P2 moves to Q2, P3 moves to Q1, and P4 moves to Q3.

[0057] When the audio file is played to another preset formation change time point, all displayed interface layers are moved to the same position according to a preset path, and the interface is restored to only display the picture of the virtual human model dancing taken by the main camera.

[0058] Therefore, this embodiment can achieve the effect of one digital human dancing becoming multiple digital human dancing, or multiple digital human dancing becoming one digital human dancing. It is possible to display multiple digital human dancing on low-performance devices, arrange multiple digital human dancing in formation, and perform various formation changes at various transition points of music playback, providing a strong visual impact. This display method greatly enriches the song images in digital audio-visual venues, and brings users an unprecedented karaoke experience.

[0059] Embodiment 2 This embodiment provides a computer-readable storage medium having a computer program stored thereon, characterized in that when the program is executed by a processor, the program implements the various steps of the above-mentioned method for displaying a dance of a virtual human body model and can achieve the same technical effect, which will not be repeated here.

[0060] In summary, the dance display method and computer-readable storage medium of the virtual human model provided by the present invention create a virtual human model, load a dance animation file into the virtual human model, use a main camera to shoot the picture of the virtual human model, and create at least two interface layers, the display content in the interface layer is associated with the picture shot by the main camera; when playing an audio file, the dance animation file corresponding to the virtual human model is played synchronously, and the picture of the virtual human model dancing shot by the main camera is displayed, and when the audio file is played to the preset formation change time point, more than one interface layer required for the formation to be displayed is displayed, and the required interface layers are moved to the corresponding formation positions respectively. Therefore, the present invention provides a low-performance solution, which can realize the display of a virtual human model transformed into a picture of multiple virtual human models dancing at the same time, and multiple virtual human models dancing at the same time transformed into a picture of a virtual human model dancing, with less resources, and the dance movements are precisely synchronized, and the dance formation choreography and formation transformation can be performed on the displayed multiple virtual human models, enriching the performance methods of the displayed multiple virtual human models.

[0061] The above descriptions are merely embodiments of the present invention and are not intended to limit the patent scope of the present invention. Any equivalent transformations made using the contents of the present invention's specification and drawings, or directly or indirectly applied in related technical fields, are also included in the patent protection scope of the present invention.

Claims

1. A dance display method for a virtual human model, characterized in that: Includes steps: Creating a virtual human body model, and loading the dance animation file into the virtual human body model; Using a main camera to shoot a picture of the virtual human body model, and creating at least two interface layers, wherein the display content in the interface layer is associated with the picture shot by the main camera; When the audio file is played, the dance animation file corresponding to the virtual human model is played synchronously, and the picture of the virtual human model dancing taken by the main camera is displayed. When the audio file is played to the preset formation change time point, one or more interface layers required for the formation to be displayed are displayed, and the required interface layers are moved to the corresponding formation positions respectively.

2. The dance display method of a virtual human model according to claim 1, characterized in that: The step of creating at least two interface layers, wherein the displayed contents in the interface layers are associated with the images captured by the main camera, comprises: One or more sub-cameras are created, and the images captured by the main camera are synchronized using the sub-cameras. Each sub-camera creates one or more interface layers, and at least one of the interface layers is used to display the images of the sub-cameras.

3. The dance display method of a virtual human model according to claim 2, characterized in that: Using each sub-camera to synchronize the images captured by the main camera includes: Associating each of the sub-cameras with the image of the main camera to synchronize the image of the main camera; A texture is created in each of the sub-cameras, the images of each of the sub-cameras are synchronized to the corresponding texture, and the texture is rendered to all interface layers created by the corresponding sub-camera for display.

4. The dance display method of a virtual human model according to claim 2, characterized in that: The creating a texture in each sub-camera includes: creating the same or different textures in each sub-camera.

5. The dance display method of a virtual human model according to claim 1, characterized in that: Loading the dance animation file into the virtual human model includes: A live dance video is obtained, dance movements of the live dance video are captured through motion capture, and a dance animation file is generated according to the captured dance movements.

6. A method for displaying a dance of a virtual human model according to claim 1 or 2, characterized in that: Create at least two interface layers, including: An initial position corresponding to the position of the virtual human body model is set for each interface layer.

7. A method for displaying a dance of a virtual human model according to claim 1 or 2, characterized in that: Playing an audio file, previously included: A corresponding dance formation is generated according to the style of the audio file, and a dance formation database is generated for a plurality of the dance formations, each of the dance formations including the number of required virtual human body models, and the position and display effect of each virtual human body model.

8. The method for displaying a dance of a virtual human model according to claim 7, characterized in that: When the audio file is played to the preset formation change time point, one or more interface layers required for the formation to be displayed are displayed, including: When the audio file is played to a preset formation change time point, searching the dance formation database for a dance formation corresponding to the audio file as the formation to be displayed; According to the number of virtual human models required for the formation to be displayed and the display effect of each virtual human model, the number of sub-cameras to be created and the number of interface layers corresponding to each sub-camera are determined.

9. The method for displaying a dance of a virtual human model according to claim 8, characterized in that: The types of display effects of the virtual human body model are the same as the number of sub-cameras, and the number of virtual human body models required is the same as the number of total interface layers; the interface layer corresponding to each sub-camera displays the same picture.

10. The method for displaying a dance of a virtual human model according to claim 1, characterized in that: Move the required interface layers to their respective formation positions, including: According to the current position of each required interface layer and the formation position of the formation to be displayed, the optimal moving path of each interface layer is calculated, and the optimal moving path is the path with the shortest sum of the moving paths of all required interface layers.

11. The method for displaying a dance of a virtual human model according to claim 8, characterized in that: Calculate the optimal movement path for each interface layer, including: Calculate the distance from each interface layer to each formation position and generate a distance matrix; The optimal solution of the distance matrix is ​​calculated using an optimal dispatching algorithm to obtain the best moving path for each interface layer.

12. A method for displaying a dance of a virtual human model according to claim 1 or 2, characterized in that: The method further comprises: When the audio file is played to another preset formation change time point, all displayed interface layers are moved to the same position according to a preset path, and the interface is restored to only display the picture of the virtual human model dancing taken by the main camera.

13. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processor, the method according to any one of claims 1 to 12 is implemented.