Display system for vehicle-mounted player and control method

Through image data partitioning and dynamic buffer management, combined with user perspective and lighting adjustment, the problems of wasted storage resources and discomfort in the display system of the on-board player are solved, achieving a more stable and comfortable visual experience.

CN120447847AActive Publication Date: 2025-08-08BOETKIN TECH CO LTD
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Patent Information

Application Number
CN202510340237.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-20
Publication Date
2025-08-08
Estimated Expiration
2045-03-20

AI Technical Summary

Technical Problem

The display system of the existing vehicle-mounted player failed to optimize buffer allocation based on image content features, resulting in high-contrast area storage delay and low-contrast area resource waste, and did not adjust lighting in combination with user perspective, affecting playback fluency and visual comfort.

Method used

High-brightness and low-brightness areas are divided through image data partitioning and allocation modules, buffer storage is dynamically adjusted, combined with user viewing angle monitoring and light intensity adjustment, optimize storage resource utilization and lighting adjustment, and ensure data transmission fluency and visual adaptability.

Benefits of technology

It improves the visual stability and user interface interaction effect of the car player in different lighting environments, and improves the playback fluency and visual comfort.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of vehicle-mounted display, in particular to a display system for a vehicle-mounted player and a control method, and the system comprises an image data partition and distribution module, a buffer subarea dynamic adjustment module, a user visual angle deviation monitoring module, a light intensity adjustment module and a data synchronization and rendering control module. According to the method, distribution and utilization of storage resources are optimized through fine image data partition processing and dynamic buffer area management, pressure of a high-load area is relieved by monitoring the state of a buffer area in real time and adjusting the data storage position, smoothness of data transmission is ensured, user view angle monitoring and intelligent adjustment of illumination intensity are combined, and the user experience is improved. The screen brightness is dynamically adjusted according to the actual watching position of the user, the visual comfort and the content adaptability are improved, the vehicle-mounted player can provide clearer and more stable visual experience in various illumination environments, and the interaction effect and satisfaction of a user interface are remarkably improved.
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Description

Technical Field

[0001] The present invention relates to the field of vehicle-mounted display technology, and in particular to a display system and a control method for a vehicle-mounted player. Background Art

[0002] The field of in-vehicle display technology encompasses various types of information display devices and systems used in vehicles, primarily covering functions such as driver assistance information display, entertainment information display, and in-vehicle control information interaction. The core content of this technical field includes the hardware design of display terminals, the transmission and processing of display signals, and the intelligent switching and management of different display contents. From a systemic perspective, in-vehicle display technology covers devices such as LCDs, OLED screens, head-up displays, and instrument panel displays, which are widely used to provide driving information, navigation information, audio and video playback, and user interface displays for in-vehicle interconnection systems. With the development of smart cars, in-vehicle display systems not only focus on display effects and information transmission, but also emphasize the coordinated association with driving behavior, vehicle status, and external environmental data to achieve the integration of information visualization and interaction.

[0003] The display system for an in-vehicle player refers to a display device and system solution designed for the image information display and control interface design of an in-vehicle audio and video player. The technical matters covered by this patent subject matter include the visual presentation of playback status information, media content information, and user interaction command information for an in-vehicle audio and video player. This information is collected, processed, and displayed through an integrated control circuit, display control program, and multi-format audio and video decoder. Specifically, an image processing chip is used to convert audio and video content into image signals, which are synchronously displayed on the screen. Input control signals are used to enable real-time presentation of functions such as playback status switching, volume adjustment, and playlist management.

[0004] Existing technologies use a fixed buffer allocation method and fail to optimize storage based on image content characteristics. This can cause high-contrast areas to display unevenly due to data storage delays, while low-contrast areas may occupy excessive storage resources, affecting overall buffering performance. The buffer data writing process does not consider the dynamic changes in storage load. If there is insufficient storage space after high-frequency data is written to the buffer, it may cause data loss or rewriting, affecting playback smoothness. Existing in-vehicle display solutions do not adjust lighting based on user perspective information, but only adjust light based on overall screen brightness, ignoring differences in viewing angles for different users. This may cause some areas to experience brightness discomfort due to viewing angle offsets. The brightness adjustment mode is based solely on fixed brightness parameter settings and fails to incorporate real-time lighting data. This can easily cause the image to become too bright or too dark due to sudden changes in lighting, affecting the comfort of long-term viewing. In addition, the existing system has no unified optimization plan for data scheduling, lighting adjustment, and rendering execution. Each functional module operates independently, with insufficient data interaction, resulting in delayed adjustment of the playback interface and low visual consistency. Summary of the Invention

[0005] The purpose of the present invention is to solve the shortcomings of the prior art and to propose a display system and control method for a car player.

[0006] In order to achieve the above-mentioned object, the present invention adopts the following technical solution: a display system for a vehicle-mounted player includes:

[0007] The image data partitioning and allocation module obtains the image frames received by the in-vehicle player, extracts color change information of the texture data blocks, analyzes the brightness distribution, divides the data into high-brightness contrast areas and low-brightness contrast areas, selects high-contrast texture blocks and allocates them to the low-latency buffer sub-area, selects low-contrast texture blocks and allocates them to the high-capacity buffer sub-area, and generates an image data allocation plan;

[0008] The buffer sub-area dynamic adjustment module detects the buffer sub-area writing status based on the image data allocation scheme, filters the buffer sub-areas with full storage, extracts the texture data stream, filters the low-load buffer sub-areas as migration targets, adjusts the storage location, and generates a buffer adjustment record;

[0009] The user perspective deviation monitoring module obtains the cabin sensor data based on the buffer adjustment record, calculates the deviation angle of the vehicle display screen at the user's eye center, determines the sight point, and generates the user perspective deviation direction;

[0010] The light intensity adjustment module detects the brightness distribution of the vehicle display screen based on the user's viewing angle offset direction, obtains the light intensity of the highlight area, adjusts the light compensation amount of the sight point area, and generates light adjustment parameters.

[0011] As a further solution of the present invention, the image data allocation scheme includes texture block storage location, brightness block classification information, and buffer allocation structure; the buffer adjustment record includes data migration path, storage index update, and buffer load status; the user perspective offset direction includes line of sight point coordinates, offset angle parameters, and user pupil position data; the light adjustment parameters include light attenuation ratio, brightness compensation value, and perspective brightness adaptation factor.

[0012] As a further solution of the present invention, the image data partitioning and allocation module includes:

[0013] The image frame color change extraction submodule obtains the image frame received by the car player, extracts the texture data block, calculates the difference between adjacent pixels, determines the color gradient direction, summarizes the change trend, and obtains the color change trend of the texture block;

[0014] The brightness contrast area division submodule analyzes the brightness gradient of adjacent pixels based on the color change trend of the texture block, calculates the brightness change amplitude of the texture data block, compares the brightness change range with the set threshold, determines the brightness contrast level, classifies the texture data block, divides it into high brightness contrast area and low brightness contrast area, and obtains a brightness contrast area division scheme;

[0015] The texture block buffer allocation submodule determines that high-contrast texture blocks are stored in a low-latency buffer and low-contrast texture blocks are stored in a high-capacity buffer based on the brightness contrast area division scheme, thereby obtaining an image data allocation scheme.

[0016] As a further solution of the present invention, the formula for calculating the brightness variation amplitude of the texture data block is specifically:

[0017]

[0018] Among them, ΔY blk Represents the brightness change amplitude of the texture data block, N represents the number of pixels in the horizontal direction of the texture data block, M represents the number of pixels in the vertical direction of the texture data block, Y(i,j) represents the brightness value of the i,jth pixel, (Y(i+1,j)-Y(i,j)) 2 Represents the square of the brightness difference between adjacent pixels in the horizontal direction, (Y(i,j+1)-Y(i,j)) 2 Represents the square of the brightness difference between adjacent pixels in the vertical direction, Represents the square root operation, It represents the accumulation and summation of the brightness changes of all pixels in the entire texture data block and the average value.

[0019] As a further solution of the present invention, the buffer sub-area dynamic adjustment module includes:

[0020] The buffer write detection submodule obtains the image data allocation scheme, detects the data storage status of the buffer sub-area, records the write status, filters the buffer sub-area with full data storage, extracts the texture data stream of the storage area, and obtains the data stream of the full buffer sub-area;

[0021] The data migration target screening submodule calculates the data occupancy ratio of the buffer submodule based on the data flow of the fully loaded buffer submodule, compares it with the storage upper limit and sets a threshold, selects the buffer submodule whose storage space has not reached the load as the migration target, gives priority to the buffer submodule with the low data occupancy ratio, and establishes the buffer submodule migration target;

[0022] The storage position adjustment submodule adjusts the texture data storage position based on the buffer sub-area migration target, modifies the data index information, records the adjusted storage distribution, and generates a buffer adjustment record.

[0023] As a further solution of the present invention, the calculation formula of the buffer sub-area occupancy ratio parameter is specifically:

[0024]

[0025] Among them, R buf represents the buffer sub-area occupancy ratio parameter, T represents the total number of current buffer sub-areas, V k represents the used storage capacity of the kth buffer area, C total Represents the maximum storage capacity of the buffer as a whole, Represents the total capacity of all buffer sub-areas currently storing data, and ×100% represents converting the calculation result into percentage form.

[0026] As a further solution of the present invention, the user viewing angle deviation monitoring module includes:

[0027] The user eye coordinate extraction submodule obtains the buffer adjustment record, calls the sensor or camera data in the cabin, detects the user's eye area, and obtains the coordinates of the user's eye center;

[0028] The sight line offset angle calculation submodule obtains the coordinates of the center point of the vehicle display screen based on the coordinates of the center of the user's eye, calculates the position of the user's sight point, measures the angle between the current sight point and the center point of the display screen, determines whether it exceeds the offset threshold, filters the sight line data with a larger offset angle, and establishes the user's sight line offset angle;

[0029] The perspective offset direction marking submodule determines the perspective offset direction and magnitude based on the user's line of sight offset angle, marks the direction information of the perspective offset, integrates the offset magnitude data, and generates the user's perspective offset direction.

[0030] As a further solution of the present invention, the light intensity adjustment module includes:

[0031] The brightness distribution detection submodule obtains the user's viewing angle deviation direction, detects the current brightness of the vehicle display screen, extracts the light intensity of the highlight area, records the light change trend, and obtains the light parameters of the highlight area;

[0032] The sight offset matching submodule calculates the rate of change of light intensity based on the illumination parameters of the highlighted area, detects the direction of the user's sight offset, determines whether it is biased towards the highlighted area, compares the brightness parameters of the area, selects the user's sight data with a larger deviation angle, and establishes the sight offset matching brightness parameters;

[0033] The illumination compensation adjustment submodule matches the brightness parameter based on the sight offset, adjusts the illumination intensity decrease rate, sets the illumination compensation amount for the differentiated viewing angles, filters and stores the adjusted brightness parameter, and generates a light adjustment parameter.

[0034] As a further solution of the present invention, the system further includes a data synchronization and rendering control module:

[0035] The data synchronization and rendering control module detects the texture data status of the buffer sub-area based on the light adjustment parameters, selects the user's focus area, adjusts the brightness parameters, sends texture and light adjustment instructions, and obtains the display solution of the in-vehicle player;

[0036] The in-car player display solution includes illumination adjustment instructions, buffer data scheduling rules, and brightness configuration of the user's attention area;

[0037] The data synchronization and rendering control module includes:

[0038] The texture data status detection submodule obtains the light adjustment parameters, detects the texture data storage status of the buffer sub-area, extracts the stored data index, filters the screen area of the user's attention, and obtains the key screen data index;

[0039] The lighting parameter matching submodule filters the lighting adjustment information in the area based on the key picture data index, calls the adjusted brightness parameters, excludes the data still being transmitted, sets the light change sequence, matches the regional lighting adjustment parameters, and establishes the regional lighting matching parameters;

[0040] The rendering priority adjustment submodule adjusts the priority of texture rendering based on the regional illumination matching parameters, generates texture and illumination adjustment instructions, integrates the screen display, and obtains a vehicle player display solution.

[0041] A display method for a car player includes the following steps:

[0042] S1: Obtain the image frame currently received by the in-vehicle player, extract color change information of the texture data block, analyze the brightness change range of adjacent pixels, set the brightness threshold, divide the image into high-brightness contrast areas and low-brightness contrast areas, measure the level of detail, filter high-contrast texture blocks to low-latency buffer sub-areas, filter low-contrast texture blocks to high-capacity buffer sub-areas, mark storage locations, and generate an image data allocation plan;

[0043] S2: Based on the image data allocation scheme, detect the writing status of the buffer sub-areas, obtain the data storage status, filter the fully loaded buffer sub-areas, extract the texture data stream, calculate the occupancy ratio, filter the underloaded buffer sub-areas as migration targets, adjust the storage location, mark the index, and generate a buffer adjustment record;

[0044] S3: Based on the buffer adjustment record, obtain cockpit sensor or camera data, extract the coordinates of the user's eye center, calculate the offset direction of the vehicle display screen, obtain the angle difference between the sight point and the screen center, determine whether it exceeds the offset threshold, filter user sight data with large offset angles, mark the view angle offset direction and magnitude, and generate the user view angle offset direction;

[0045] S4: Based on the user's viewing angle deviation direction, the brightness distribution of the display screen is detected, the light intensity of the highlight area is obtained, the light change rate is calculated, and it is determined whether the user's line of sight is biased towards the highlight area. The brightness parameters of the area are obtained, the brightness decrease rate is adjusted, the light compensation amount is set, the adjusted brightness parameters are screened, and the light adjustment parameters are generated;

[0046] S5: Based on the light adjustment parameters, detect the texture data status of the buffer sub-area, extract the stored data index, obtain the user's key focus area, filter the light adjustment information, call the adjustment brightness parameter, exclude the untransmitted data, set the light change order, adjust the rendering priority, send texture and light adjustment instructions, and obtain the car player display solution.

[0047] Compared with the prior art, the advantages and positive effects of the present invention are:

[0048] In the present invention, the allocation and utilization of storage resources are optimized through sophisticated image data partitioning processing and dynamic buffer management. By real-time monitoring of the buffer status and adjusting the data storage location, the pressure on high-load areas is reduced, ensuring the smoothness of data transmission. Combined with user perspective monitoring and intelligent adjustment of light intensity, the screen brightness is dynamically adjusted according to the user's actual viewing position, improving visual comfort and content adaptability, enabling the in-vehicle player to provide a clearer and more stable visual experience in various lighting environments, significantly improving the interactive effect and satisfaction of the user interface. BRIEF DESCRIPTION OF THE DRAWINGS

[0049] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0050] Figure 1 is a system flow chart of the present invention;

[0051] Figure 2 It is a submodule flow chart of the present invention;

[0052] Figure 3 The figure is a flow chart of the steps of the method of the present invention. DETAILED DESCRIPTION

[0053] The technical solution of the present invention is described below in conjunction with the accompanying drawings.

[0054] In the embodiments of the present invention, words such as "exemplarily" and "for example" are used to indicate examples, illustrations, or explanations. Any embodiment or design described as an "exemplary" in the present invention should not be interpreted as being preferred or advantageous over other embodiments or designs. Rather, the use of the word "exemplary" is intended to present concepts in a concrete manner. Furthermore, in the embodiments of the present invention, "and / or" can mean both or either of the two.

[0055] In the embodiments of the present invention, the terms "image" and "picture" may be used interchangeably. It should be noted that, when the distinction between them is not emphasized, their intended meanings are the same. The terms "of," "corresponding," and "corresponding" may be used interchangeably. It should be noted that, when the distinction between them is not emphasized, their intended meanings are the same.

[0056] In the embodiments of the present invention, sometimes a subscript such as W1 may be written as a non-subscript such as W1. When the difference is not emphasized, the meanings to be expressed are the same.

[0057] In order to make the technical problems, technical solutions and advantages to be solved by the present invention clearer, a detailed description will be given below with reference to the accompanying drawings and specific embodiments.

[0058] See also Figure 1 and Figure 2 , the display system for the car player includes:

[0059] The image data partitioning and allocation module obtains the image frame currently received by the in-vehicle player, extracts color change information for each texture data block, analyzes the brightness variation range between adjacent pixels, sets a brightness threshold, divides the area into high-brightness contrast areas and low-brightness contrast areas, measures the level of detail of the area, determines whether the level of detail reaches the threshold, selects high-contrast texture blocks and allocates them to the low-latency buffer sub-area, selects low-contrast texture blocks and allocates them to the high-capacity buffer sub-area, marks the storage location, and generates an image data allocation plan;

[0060] The buffer sub-area dynamic adjustment module detects the write status of the buffer sub-area based on the image data allocation plan, obtains the data storage status of each buffer area, selects the buffer sub-area with full data storage, extracts the texture data stream of the area, calculates the current data occupancy ratio, selects the buffer sub-area with storage space not reaching the load as the migration target, adjusts the data storage location, marks the index of the migrated data, and generates a buffer adjustment record;

[0061] The user perspective deviation monitoring module adjusts records in the buffer, obtains data from sensors or cameras in the cabin, extracts the coordinates of the user's eye center, calculates the deviation direction indicator of the vehicle display, obtains the angle difference between the current line of sight and the center of the screen, determines whether it exceeds the deviation threshold, filters out user line of sight data with large deviation angles, marks the direction and magnitude of the perspective deviation, and generates the user perspective deviation direction;

[0062] The light intensity adjustment module detects the brightness distribution of the current screen on the vehicle display based on the user's viewing angle deviation direction, obtains the light intensity of the highlighted area, calculates the rate of change of the light intensity, determines whether the user's line of sight is biased towards the highlighted area, obtains the brightness parameters of the area, adjusts the brightness decrease rate, sets the light compensation amount under different viewing angles, filters and stores the adjusted brightness parameters, and generates light adjustment parameters;

[0063] Based on the light adjustment parameters, the data synchronization and rendering control module detects the texture data status of the buffer sub-area, extracts the stored data index, obtains the screen area that the user is most concerned about, filters the lighting adjustment information within the area, calls the adjusted brightness parameters, excludes data still in transmission, sets the light change order, adjusts the rendering priority, sends texture and lighting adjustment instructions, and obtains the display solution for the in-vehicle player.

[0064] The image data allocation plan includes the texture block storage location, brightness block classification information, and buffer allocation structure; the buffer adjustment record includes the data migration path, storage index update, and buffer load status; the user perspective offset direction includes the line of sight coordinates, offset angle parameters, and user pupil position data; the light adjustment parameters include the light attenuation ratio, brightness compensation value, and perspective brightness adaptation factor; the in-vehicle player display plan includes light adjustment instructions, buffer data scheduling rules, and user focus area brightness configuration.

[0065] See also Figure 2 , the image data partitioning and allocation module includes:

[0066] The image frame color change extraction submodule obtains the image frame received by the car player, extracts the texture data block, calculates the difference between adjacent pixels, determines the color gradient direction, summarizes the change trend, and obtains the color change trend of the texture block;

[0067] The image frame color change extraction submodule parses the pixel data from the image frame received by the car player and stores it according to the preset resolution. It is then divided into texture data blocks of fixed size (such as 8×8 or 16×16). In each texture data block, the color component values of adjacent pixels are traversed one by one, and the color difference of the red, green and blue channels is calculated respectively to obtain the color change between the pixels. For example, in a certain texture data block, if the color value difference between adjacent pixels is large, it means that the color gradient of the area is high, otherwise the color change is small. After obtaining the color component change values of all pixels, the gradient direction is further analyzed, and the change trend of the block is summarized by comparing the adjacent pixels. If the color changes of pixels in a certain area show a consistent direction, then the area is considered to have an obvious color gradient. If the color change directions of each pixel are more dispersed, then the color gradient direction of the area is determined to be unclear. In actual application scenarios, for example, during vehicle driving, the image frames received by the on-board player may contain information such as roads, signs, and pedestrians. If the color gradient changes in a certain area are more concentrated, it can be inferred that the area may belong to a clear object edge or a specific target, while the area with more dispersed color changes may be the background or shadow part. Through such calculations, the color change trend of each texture block can be obtained and recorded as a data reference value for use in subsequent steps.

[0068] The brightness contrast area division submodule analyzes the brightness gradient of adjacent pixels based on the color change trend of the texture block, calculates the brightness change amplitude of the texture data block, compares the brightness change range with the set threshold, determines the brightness contrast level, classifies the texture data block, divides it into high brightness contrast area and low brightness contrast area, and obtains the brightness contrast area division scheme;

[0069] The formula for calculating the brightness change amplitude of the texture data block is as follows:

[0070]

[0071] Among them, ΔY blkRepresents the brightness change amplitude of the texture data block, N represents the number of pixels in the horizontal direction of the texture data block, M represents the number of pixels in the vertical direction of the texture data block, Y(i,j) represents the brightness value of the i,jth pixel, (Y(i+1,j)-Y(i,j)) 2 Represents the square of the brightness difference between adjacent pixels in the horizontal direction, (Y(i,j+1)-Y(i,j)) 2 Represents the square of the brightness difference between adjacent pixels in the vertical direction, Represents the square root operation, It represents the accumulation and summation of the brightness changes of all pixels in the entire texture data block and the average value;

[0072] This formula is used to calculate the brightness change magnitude for all pixels within a texture data block. The calculation process is as follows: First, obtain the brightness information of the pixels in the texture block. Then, iterate over each pixel by row and column index. The brightness difference between that pixel and its adjacent pixels to the right and below is calculated. The brightness differences in both directions are squared, added, and the square root is taken to obtain the brightness change magnitude for that pixel. Subsequently, the brightness change values for all pixels in the entire texture block are summed and averaged to obtain the overall brightness change magnitude for the block.

[0073] Let's take a specific example and select a 2×2 texture block with the following pixel brightness values: the brightness of the first pixel is 100, the brightness of the adjacent pixel to the right is 105, and the brightness of the adjacent pixel below is 102.

[0074] The brightness of the second pixel is 105, and the brightness of the adjacent pixel on the right is 107;

[0075] The brightness of the third pixel is 102, and the brightness of the adjacent pixel on the right is 107.

[0076] Calculate the brightness change of each pixel according to the formula: For the first pixel, the brightness change value of its horizontal adjacent pixels is calculated as (105-100) 2 =5 2 =25, the vertical adjacent brightness change value is calculated as (102-100) 2 =2 2 =4, the final brightness change value is calculated as

[0077] For the second pixel, its horizontal adjacent brightness change value is calculated as (107-105) 2 =2 2 =4, the final brightness change value is calculated as

[0078] For the third pixel, its horizontal adjacent brightness change value is calculated as (107-102) 2=5 2 =25, the final brightness change value is calculated as

[0079] All brightness changes are added together to get:

[0080] 5.385+2+5=12.385;

[0081] Calculate the average brightness change:

[0082]

[0083] The calculated result indicates that the overall brightness variation of the texture block is 3.096, which can be used to determine the brightness contrast level. By comparing it with a set threshold, it can be further determined whether the texture block belongs to a high-brightness contrast area or a low-brightness contrast area, thereby optimizing image rendering or other visual processing tasks.

[0084] The texture block buffer allocation submodule determines the image data allocation scheme by storing high-contrast texture blocks in a low-latency buffer and low-contrast texture blocks in a high-capacity buffer based on the brightness contrast area division scheme;

[0085] Based on the brightness contrast area division scheme, different categories of texture blocks are determined to be stored in different buffers. A low-latency buffer is set to store high-contrast texture blocks and provide faster access speed, while a high-capacity buffer is used to store low-contrast texture blocks to optimize storage utilization. In the specific operation process, all texture data blocks are first traversed. Based on the brightness contrast classification results, high-contrast texture blocks are stored in the low-latency buffer and the data is optimized for storage to reduce reading time. Low-contrast texture blocks are stored in the high-capacity buffer to ensure overall data storage capacity. In practical applications, for example, when an in-vehicle player processes a real-time video stream, areas containing important information such as road markings, pedestrians, and obstacles usually have high brightness contrast and are therefore stored in the low-latency buffer to ensure fast loading. Low-contrast areas such as the sky and road shadows are stored in the high-capacity buffer to reduce system burden. In this way, a reasonable image data allocation scheme can be obtained, improving the efficiency and stability of overall data access.

[0086] See also Figure 2 , the buffer sub-area dynamic adjustment module includes:

[0087] The buffer write detection submodule obtains the image data allocation plan, detects the data storage status of the buffer sub-area, records the write status, filters the buffer sub-area where data storage is full, extracts the texture data stream of the storage area, and obtains the data stream of the full buffer sub-area;

[0088] All buffer sub-areas are traversed, the storage status is checked one by one, the current data storage capacity is obtained, and the write status of each buffer sub-area is recorded. First, the storage pointer of the buffer is read to obtain the current written data size and compare it with the maximum storage capacity of the sub-area. The storage fullness threshold is set. For example, if the maximum storage capacity of the buffer sub-area is 512MB, the fullness threshold is set to 90%. That is, when the stored data reaches 460MB or more, the sub-area is considered full. All buffer sub-areas are screened, and the buffer sub-areas that meet the fullness condition are extracted. The texture data stream of the corresponding storage area is read. In this process, a batch read method is used to extract all the data in the buffer sub-area according to data blocks. For example, all data blocks are read sequentially in units of 256KB and organized into a continuous data stream to ensure that the storage data of the buffer sub-area is fully obtained. In actual application scenarios, such as when an in-car player continuously plays high-resolution video, some buffer sub-areas may fill up quickly due to high-frequency writes. Without effective detection and management, data accumulation may occur. Therefore, this module filters and extracts the data stream of the full buffer sub-areas to obtain the data stream of the full buffer sub-areas.

[0089] The data migration target screening submodule calculates the data occupancy ratio of the buffer sub-area based on the data flow of the fully loaded buffer sub-area, compares it with the storage upper limit and sets a threshold, and selects the buffer sub-area whose storage space is not yet loaded as the migration target, giving priority to the buffer with the low data occupancy ratio and establishing the buffer sub-area migration target;

[0090] The calculation formula of the buffer sub-area occupancy ratio parameter is as follows:

[0091]

[0092] Among them, R buf represents the buffer sub-area occupancy ratio parameter, T represents the total number of current buffer sub-areas, V k represents the used storage capacity of the kth buffer area, C total Represents the maximum storage capacity of the buffer as a whole, Represents the total capacity of all buffer sub-areas currently storing data. ×100% represents converting the calculation result into percentage form.

[0093] This formula is used to calculate the occupancy rate of the data buffer sub-area. The specific steps are as follows:

[0094] Parameter V k : Indicates the currently used storage capacity of the kth buffer sub-area, which is usually obtained by directly reading the real-time storage data through the data management system.

[0095] Parameter C total : Represents the total storage capacity of the buffer, which is a fixed value determined according to the design specifications of the buffer system.

[0096] Parameter T: represents the total number of buffer sub-areas in the current system, which is a fixed system configuration value.

[0097] Consider a specific example to perform the calculation:

[0098] Assume that there are three buffer sub-areas in the system, and the maximum storage capacity of each buffer sub-area is C total The currently used storage capacity of each buffer area is V k As follows: 400GB of the first buffer sub-area has been used, 500GB of the second buffer sub-area has been used, and 600GB of the third buffer sub-area has been used.

[0099] First, calculate the total storage capacity used by all buffer sub-areas according to the formula:

[0100]

[0101] This total is then divided by the total capacity of the buffer and converted to a percentage:

[0102]

[0103] This calculation result means that 50% of the storage space of the entire buffer system is occupied.

[0104] This result indicates that the system's storage space is half full. This information is crucial for making data migration decisions, especially when optimizing system performance or preventing overload. If a certain threshold is exceeded, such as over 70%, data migration may be necessary to prevent overload in certain areas and maintain high system efficiency and responsiveness.

[0105] The storage location adjustment submodule adjusts the texture data storage location based on the buffer sub-area migration target, modifies the data index information, records the adjusted storage distribution, and generates a buffer adjustment record;

[0106] The data streams of all fully loaded buffer sub-areas are traversed, and the storage locations are adjusted block by block. First, the storage address index of the buffer sub-area is read, and the storage starting address of the target migration sub-area is obtained. During the data migration process, the texture data of the fully loaded buffer sub-area is re-stored according to the fixed data block size, and the data index information is modified so that the new storage location can correctly match the data access requirements. For example, if the original data is stored in a new data block with an address offset of 0x1000 to 0x2000, the storage index is modified to 0x3000 to 0x4000 after migration, and the data access table of the buffer is updated. After the migration is complete, the adjusted storage distribution information is recorded to ensure that the storage management system can correctly access the migrated data. In actual application scenarios, such as when an in-vehicle player continuously plays a long video, some highly occupied buffer sub-areas may need to release storage space. Through the adjustment of this module, the data can be migrated to a less fully loaded sub-area and storage resources are reallocated to ensure complete data storage and generate buffer adjustment records.

[0107] See also Figure 2 , the user perspective deviation monitoring module includes:

[0108] The user eye coordinate extraction submodule obtains the buffer adjustment record, calls the sensor or camera data in the cabin, detects the user's eye area, and obtains the coordinates of the user's eye center;

[0109] The system uses data from in-cabin sensors or cameras to capture the user's facial image in real time and identify the eye area. First, facial feature points are extracted from the image frames captured by the camera. Possible eye areas are identified using the facial region. The pixel coordinates of the left and right eye centers are obtained, and the average coordinate value of the eye centers is calculated and used as the user's eye center coordinates. During this process, the image frame resolution information is read to determine the coordinate mapping relationship. For example, at a resolution of 1920×1080, if the left eye center coordinates are detected as (850, 500) and the right eye center coordinates are detected as (1070, 500), the eye center coordinates are calculated as (960, 500). During the recognition process, a coordinate deviation threshold is used for screening. If the deviation between the left and right eye centers is too large, the detection parameters are readjusted to ensure accurate extraction of the user's eye center coordinates. In practical applications, for example, slight head movements while the vehicle is driving may cause the user's eye coordinates to fluctuate. This module can stably track the user's eye center position and provide accurate input for subsequent gaze calculations, ultimately obtaining the user's eye center coordinates.

[0110] The sight line offset angle calculation submodule obtains the coordinates of the center point of the vehicle display screen based on the coordinates of the user's eye center, calculates the position of the user's sight point, measures the angle between the current sight point and the center point of the display screen, determines whether it exceeds the offset threshold, filters the sight line data with a larger offset angle, and establishes the user's sight line offset angle;

[0111] First, obtain the coordinates of the center point of the vehicle display screen, set the coordinates as a fixed reference point, and measure the position of the user's line of sight. After obtaining the coordinates of the eye center, calculate the angle between the user's line of sight and the center point of the display screen, traverse multiple detection frames, and record the angle change of the user's eye center relative to the center of the display screen in each frame. Set the line of sight offset angle threshold. For example, when the user's line of sight offset angle exceeds 10°, it is determined that the line of sight offset is large. Filter the data of all detection frames, select the frame with the larger offset angle, and sort out the offset of consecutive frames. If the line of sight offset angle exceeds the set threshold in 10 consecutive frames, the line of sight offset angle is set to zero. value, the gaze deviation trend during this period is recorded. During the calculation process, the display screen size and the user's eye distance are combined to ensure accurate angle calculation. For example, if the coordinates of the center point of the vehicle display screen are (960, 540) and the coordinates of the user's eye center are offset to (1250, 600), the angle change between the horizontal and vertical directions is calculated, and the user's gaze deviation angle is finally obtained. In actual scenarios, for example, the driver may look away from the display screen due to distraction. This module can filter out the gaze data with larger deviations based on the detected deviation angle data and establish the user's gaze deviation angle.

[0112] The perspective offset direction marking submodule determines the perspective offset direction and magnitude based on the user's line of sight offset angle, marks the direction information of the perspective offset, integrates the offset magnitude data, and generates the user's perspective offset direction;

[0113] The data of all detection frames is traversed, and the direction and magnitude of the user's gaze offset relative to the center of the display are calculated one by one. The coordinate axis reference is set, and the center of the display is used as the origin. The offset directions are divided into four directions: left, right, up, and down. The amplitude change is calculated based on the offset angle. First, the data with large changes in the gaze offset angle in consecutive frames are filtered out, and the offset direction relative to the initial frame is calculated. If the user's gaze shifts from the center to the right area, the offset direction is marked as "right"; if it shifts upward, it is marked as "up". The offset magnitude is also calculated. For example, if the gaze offset angle exceeds 15°, it is marked as "away from the center area", and if the offset angle is between 5° and 15°, it is marked as "slightly offset". All detection data is recorded, and the statistical data of the user's gaze offset magnitude is integrated. In practical applications, for example, when the driver is viewing side objects or adjusting the vehicle system, the gaze may shift. This module can mark the direction of the view angle offset in real time and combine the offset magnitude statistics of multiple frames of data to finally determine the user's view angle offset direction.

[0114] See also Figure 2 , the light intensity adjustment module includes:

[0115] The brightness distribution detection submodule obtains the user's viewing angle deviation direction, detects the current brightness of the vehicle display, extracts the light intensity of the highlight area, records the light change trend, and obtains the light parameters of the highlight area;

[0116] The brightness data interface of the vehicle display is called to obtain the brightness information of the current display screen and perform brightness distribution analysis across the entire screen area. First, the brightness values of the image pixels are extracted and the brightness intensity of each pixel is calculated. A brightness threshold is set. For example, if the brightness value of a certain area exceeds the set threshold (such as 200, with a value range of 0-255), the area is marked as a highlight area. The entire display screen is traversed to filter out all highlight areas, and the rate of change of light intensity is calculated. If a certain area shows an increasing or decreasing trend in the brightness data of consecutive frames, its light change trend is recorded. Combined with the user's perspective offset information, the relationship between the user's current gaze direction and the position of the highlight area is analyzed. In actual application scenarios, such as nighttime driving, the vehicle display screen may have higher brightness in a local area due to background color changes of certain information interfaces. If the brightness of this area is significantly higher than that of other areas and the user's gaze offset direction coincides with the location of the highlight area, it may cause visual interference. Therefore, it is necessary to accurately obtain the lighting parameters of the highlight area so that it can be matched with the user's gaze data and ultimately obtain the lighting parameters of the highlight area.

[0117] The gaze offset matching submodule calculates the rate of change of light intensity based on the illumination parameters of the highlighted area, detects the direction of the user's gaze offset, determines whether it is biased towards the highlighted area, compares the brightness parameters of the area, selects the user's gaze data with a large offset angle, and establishes the gaze offset matching brightness parameters;

[0118] Calculate the rate of change of light intensity, obtain the brightness change of the highlighted area in multiple time frames, record the brightness increase or decrease of each frame, calculate the rate of change of light intensity, set the rate of change threshold, for example, if the brightness of a certain area increases by more than 50% in five consecutive frames, it is considered that the light intensity of the area changes rapidly. After the calculation is completed, combine the user's line of sight deviation direction data to determine whether the user's line of sight is biased towards the highlighted area, obtain the coordinates of the user's eye center, calculate the distance between the line of sight landing point and the center point of the highlighted area, if the line of sight landing point is within the range of the highlighted area, it is marked as the user's line of sight is biased towards the highlighted area, and at the same time, Compare the brightness parameters of the highlighted area with those of the surrounding area and set a brightness difference threshold. For example, if the brightness value of the highlighted area is more than 50% higher than that of the surrounding area, it is considered that the brightness change in this area is obvious. Filter all sight offset data, obtain user sight data with larger offset angles, and record the offset trend within a continuous time frame. In practical applications, for example, when the car display plays the navigation interface, some highlight prompts may change in a short period of time. If the user's sight offset direction is consistent with this area, it may be necessary to adjust the lighting compensation to reduce the visual burden. Through the matching analysis of this module, the sight offset matching brightness parameters can be established.

[0119] The illumination compensation adjustment submodule matches the brightness parameters based on the line of sight offset, adjusts the rate of illumination intensity decrease, sets the illumination compensation amount for different viewing angles, filters and stores the adjusted brightness parameters, and generates light adjustment parameters.

[0120] Adjust the rate of decrease in light intensity, obtain the brightness change trend of the highlight area, and set the light compensation rules. First, detect the user's current gaze point and analyze the time they stay in the highlight area. If the user's gaze stays in the highlight area for more than a set time threshold (such as 3 seconds), the light compensation mechanism is triggered to reduce the rate of decrease in light intensity in the area. At the same time, differentiated light compensation amounts are set for users with different viewing angles. For example, when the user's gaze offset angle is less than 10°, the light compensation amount is set to be small, reducing the brightness by 5%; when the offset angle exceeds 20°, the light compensation amount is set to be large, reducing the brightness by 15%. After the adjustment is completed, all adjusted brightness parameters are screened to ensure that the brightness change is within the set range, and the adjusted light compensation data is stored. In practical applications, for example, in night mode of the car display, to prevent the highlight area from affecting the driver's vision, light compensation adjustments need to be made for different sight offset conditions. Through the calculation of this module, the display brightness can be accurately adjusted and the light adjustment parameters are ultimately generated.

[0121] See also Figure 2 , the data synchronization and rendering control module includes:

[0122] The texture data status detection submodule obtains the light adjustment parameters, detects the texture data storage status of the buffer sub-area, extracts the stored data index, filters the screen area of the user's attention, and obtains the key screen data index;

[0123] The data management system of the buffer sub-area is called to obtain the current stored texture data status, read the storage pointer and data index information, calculate the storage occupancy ratio of each buffer sub-area, and filter the area where texture data is stored. First, all buffer sub-areas are traversed to obtain their storage index tables and parse the data storage addresses therein. Data blocks with a texture data storage status of "valid" are filtered out and sorted by timestamp to extract the latest stored data index. Based on this, the user's line of sight information is combined to filter the screen area of interest to the user. The range of texture data blocks in the area where the user's line of sight is located is calculated. The line of sight matching radius is set, for example, a line of sight focus area with a diameter of 200 pixels is set. The texture data indexes stored in the buffer sub-area are traversed to filter out texture data blocks that match the user's line of sight area and record the storage addresses and update times of these data blocks. In actual application scenarios, for example, when the user's line of sight is located in the central area of the in-vehicle navigation interface during driving, this module can filter the key screen data index in this area to ensure that lighting matching and rendering optimization are performed for the screen of interest to the user in subsequent processing, and finally obtain the key screen data index.

[0124] The lighting parameter matching submodule filters the lighting adjustment information in the area based on the key picture data index, calls the adjusted brightness parameters, excludes the data still being transmitted, sets the light change sequence, matches the regional lighting adjustment parameters, and establishes the regional lighting matching parameters;

[0125] The lighting adjustment information in the storage area is filtered, all key screen data indexes are traversed, and the corresponding lighting adjustment parameter table is searched. The lighting parameters matching each data index are extracted and the adjusted brightness parameters are called. First, for each key screen data index, the associated lighting adjustment record is searched to obtain the lighting change rate and brightness compensation value. The lighting adjustment information still in the process of data transmission is discarded. The lighting parameter update interval is set. For example, new lighting adjustment data within 50ms after data transmission is set as valid data. If a lighting parameter is still in the data transmission state, it is temporarily excluded from the matching calculation. After the data is filtered, the lighting change trend in the area is compared to obtain the lighting adjustment value of each key screen. The values are sorted by the brightness adjustment time and the lighting parameter matching order is adjusted based on the user's line of sight offset data. In actual application scenarios, for example, when the car player display interface has multiple dynamic lighting adjustment areas, this module will prioritize matching the lighting adjustment parameters in the area of user's attention and synchronize the lighting changes in chronological order to ensure that the lighting adjustment conforms to the actual viewing situation of the user. Finally, the regional lighting matching parameters are established.

[0126] The rendering priority adjustment submodule adjusts the texture rendering priority based on the regional lighting matching parameters, generates texture and lighting adjustment instructions, integrates the screen display, and obtains the in-vehicle player display solution;

[0127] Parse all key screen data indexes and lighting adjustment parameters, adjust the priority of texture rendering, traverse all texture data blocks, obtain the corresponding lighting adjustment information, and set different rendering priorities according to the magnitude of the lighting change. First, calculate the lighting change magnitude of each texture data block and set the rendering priority threshold. For example, when the brightness change magnitude of the lighting adjustment parameter exceeds 30%, set the rendering priority of this area to high. If the lighting change magnitude is less than 10%, set the rendering priority of this area to low. After the priority setting is completed, generate texture and lighting adjustment instructions and sort them according to rendering priority. First, render the high-priority area to ensure that the data of the area with high lighting change is updated first, and then render the low-priority area. In this process, integrate the screen display to ensure that all texture data and lighting adjustment are loaded synchronously. In actual application scenarios, for example, when a highlighted area in the car player interface needs to adjust the lighting parameters due to user's attention, this module will prioritize rendering the texture of this area and synchronously adjust the lighting data to ensure that the screen display is consistent with the user's visual perception, and finally obtain the car player display solution.

[0128] See also Figure 3 , a display method for a car player, comprising the following steps:

[0129] S1: Obtain the image frame currently received by the in-vehicle player, extract color change information of the texture data block, analyze the brightness change range of adjacent pixels, set the brightness threshold, divide the image into high-brightness contrast areas and low-brightness contrast areas, measure the level of detail, filter high-contrast texture blocks to low-latency buffer sub-areas, filter low-contrast texture blocks to high-capacity buffer sub-areas, mark storage locations, and generate an image data allocation plan;

[0130] S2: Based on the image data allocation scheme, detect the writing status of the buffer sub-area, obtain the data storage status, filter the buffer sub-area with full storage, extract the texture data stream, calculate the occupancy ratio, filter the buffer sub-area with underload as the migration target, adjust the storage location, mark the index, and generate the buffer adjustment record;

[0131] S3: Based on the buffer adjustment record, obtain the cockpit sensor or camera data, extract the coordinates of the user's eye center, calculate the offset direction of the vehicle display, obtain the angle difference between the gaze point and the screen center, determine whether it exceeds the offset threshold, filter the user's gaze data with a large offset angle, mark the view angle offset direction and magnitude, and generate the user's view angle offset direction;

[0132] S4: Based on the user's viewing angle deviation direction, the brightness distribution of the display screen is detected, the light intensity of the highlight area is obtained, the light change rate is calculated, and it is determined whether the user's line of sight is biased towards the highlight area. The brightness parameters of the area are obtained, the brightness decrease rate is adjusted, the light compensation amount is set, the adjusted brightness parameters are filtered, and the light adjustment parameters are generated;

[0133] S5: Based on the light adjustment parameters, detect the texture data status of the buffer sub-area, extract the stored data index, obtain the user's key focus area, filter the light adjustment information, call the adjustment brightness parameters, exclude untransmitted data, set the light change order, adjust the rendering priority, send texture and light adjustment instructions, and obtain the car player display solution.

[0134] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any modifications or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in the present invention should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.

Claims

1. A display system for a car player, characterized by: The system comprises: The image data partitioning and allocation module obtains the image frames received by the in-vehicle player, extracts color change information of the texture data blocks, analyzes the brightness distribution, divides the data into high-brightness contrast areas and low-brightness contrast areas, selects high-contrast texture blocks and allocates them to the low-latency buffer sub-area, selects low-contrast texture blocks and allocates them to the high-capacity buffer sub-area, and generates an image data allocation plan; The buffer sub-area dynamic adjustment module detects the buffer sub-area writing status based on the image data allocation scheme, filters the buffer sub-areas with full storage, extracts the texture data stream, filters the low-load buffer sub-areas as migration targets, adjusts the storage location, and generates a buffer adjustment record; The user perspective deviation monitoring module obtains the cabin sensor data based on the buffer adjustment record, calculates the deviation angle of the vehicle display screen at the user's eye center, determines the sight point, and generates the user perspective deviation direction; The light intensity adjustment module detects the brightness distribution of the vehicle display screen based on the user's viewing angle offset direction, obtains the light intensity of the highlight area, adjusts the light compensation amount of the sight point area, and generates light adjustment parameters.

2. The display system for an in-vehicle player according to claim 1, characterized in that: The image data allocation scheme includes texture block storage locations, luminance block classification information, and buffer allocation structure; The buffer adjustment record includes data migration path, storage index update, and buffer load status; the user perspective offset direction includes the coordinates of the sight point, offset angle parameters, and user pupil position data; The light adjustment parameters include a light attenuation ratio, a brightness compensation value, and a viewing angle brightness adaptation factor.

3. The display system for an in-vehicle player according to claim 1, characterized in that: The image data partitioning and allocation module includes: The image frame color change extraction submodule obtains the image frame received by the car player, extracts the texture data block, calculates the difference between adjacent pixels, determines the color gradient direction, summarizes the change trend, and obtains the color change trend of the texture block; The brightness contrast area division submodule analyzes the brightness gradient of adjacent pixels based on the color change trend of the texture block, calculates the brightness change amplitude of the texture data block, compares the brightness change range with the set threshold, determines the brightness contrast level, classifies the texture data block, divides it into high brightness contrast area and low brightness contrast area, and obtains a brightness contrast area division scheme; The texture block buffer allocation submodule determines that high-contrast texture blocks are stored in a low-latency buffer and low-contrast texture blocks are stored in a high-capacity buffer based on the brightness contrast area division scheme, thereby obtaining an image data allocation scheme.

4. The display system for an in-vehicle player according to claim 3, characterized in that: The formula for calculating the brightness variation of the texture data block is specifically: Among them, ΔY blk Represents the brightness change amplitude of the texture data block, N represents the number of pixels in the horizontal direction of the texture data block, M represents the number of pixels in the vertical direction of the texture data block, Y(i,j) represents the brightness value of the i,jth pixel, (Y(i+1,j)-Y(i,j)) 2 Represents the square of the brightness difference between adjacent pixels in the horizontal direction, (Y(i,j+1)-Y(i,j)) 2 Represents the square of the brightness difference between adjacent pixels in the vertical direction, Represents the square root operation, It represents the accumulation and summation of the brightness changes of all pixels in the entire texture data block and the average value.

5. The display system for an in-vehicle player according to claim 1, characterized in that: The buffer sub-area dynamic adjustment module includes: The buffer write detection submodule obtains the image data allocation scheme, detects the data storage status of the buffer sub-area, records the write status, filters the buffer sub-area with full data storage, extracts the texture data stream of the storage area, and obtains the data stream of the full buffer sub-area; The data migration target screening submodule calculates the data occupancy ratio of the buffer submodule based on the data flow of the fully loaded buffer submodule, compares it with the storage upper limit and sets a threshold, selects the buffer submodule whose storage space has not reached the load as the migration target, gives priority to the buffer submodule with the low data occupancy ratio, and establishes the buffer submodule migration target; The storage position adjustment submodule adjusts the texture data storage position based on the buffer sub-area migration target, modifies the data index information, records the adjusted storage distribution, and generates a buffer adjustment record.

6. The display system for an in-vehicle player according to claim 5, characterized in that: The calculation formula of the buffer sub-area occupancy ratio parameter is specifically: Among them, R buf represents the buffer sub-area occupancy ratio parameter, T represents the total number of current buffer sub-areas, V k represents the used storage capacity of the kth buffer area, C total Represents the maximum storage capacity of the buffer as a whole, Represents the total capacity of all buffer sub-areas currently storing data, and ×100% represents converting the calculation result into percentage form.

7. The display system for an in-vehicle player according to claim 1, characterized in that: The user viewing angle deviation monitoring module includes: The user eye coordinate extraction submodule obtains the buffer adjustment record, calls the sensor or camera data in the cabin, detects the user's eye area, and obtains the coordinates of the user's eye center; The sight line offset angle calculation submodule obtains the coordinates of the center point of the vehicle display screen based on the coordinates of the center of the user's eye, calculates the position of the user's sight point, measures the angle between the current sight point and the center point of the display screen, determines whether it exceeds the offset threshold, filters the sight line data with a larger offset angle, and establishes the user's sight line offset angle; The perspective offset direction marking submodule determines the perspective offset direction and magnitude based on the user's line of sight offset angle, marks the direction information of the perspective offset, integrates the offset magnitude data, and generates the user's perspective offset direction.

8. The display system for an in-vehicle player according to claim 1, characterized in that: The light intensity adjustment module includes: The brightness distribution detection submodule obtains the user's viewing angle deviation direction, detects the current brightness of the vehicle display screen, extracts the light intensity of the highlight area, records the light change trend, and obtains the light parameters of the highlight area; The sight offset matching submodule calculates the rate of change of light intensity based on the illumination parameters of the highlighted area, detects the direction of the user's sight offset, determines whether it is biased towards the highlighted area, compares the brightness parameters of the area, selects the user's sight data with a larger deviation angle, and establishes the sight offset matching brightness parameters; The illumination compensation adjustment submodule matches the brightness parameter based on the sight offset, adjusts the illumination intensity decrease rate, sets the illumination compensation amount for the differentiated viewing angles, filters and stores the adjusted brightness parameter, and generates a light adjustment parameter.

9. The display system for an in-vehicle player according to claim 1, characterized in that: The system also includes a data synchronization and rendering control module: The data synchronization and rendering control module detects the texture data status of the buffer sub-area based on the light adjustment parameters, selects the user's focus area, adjusts the brightness parameters, sends texture and light adjustment instructions, and obtains the display solution of the in-vehicle player; The in-car player display solution includes illumination adjustment instructions, buffer data scheduling rules, and brightness configuration of the user's attention area; The data synchronization and rendering control module includes: The texture data status detection submodule obtains the light adjustment parameters, detects the texture data storage status of the buffer sub-area, extracts the stored data index, filters the screen area of the user's attention, and obtains the key screen data index; The lighting parameter matching submodule filters the lighting adjustment information in the area based on the key picture data index, calls the adjusted brightness parameters, excludes the data still being transmitted, sets the light change sequence, matches the regional lighting adjustment parameters, and establishes the regional lighting matching parameters; The rendering priority adjustment submodule adjusts the priority of texture rendering based on the regional illumination matching parameters, generates texture and illumination adjustment instructions, integrates the screen display, and obtains a vehicle player display solution.

10. A display method for a car player, characterized in that: The display system for an in-vehicle player according to any one of claims 1 to 9 comprises the following steps: S1: Obtain the image frame currently received by the in-vehicle player, extract color change information of the texture data block, analyze the brightness change range of adjacent pixels, set the brightness threshold, divide the image into high-brightness contrast areas and low-brightness contrast areas, measure the level of detail, filter high-contrast texture blocks to low-latency buffer sub-areas, filter low-contrast texture blocks to high-capacity buffer sub-areas, mark storage locations, and generate an image data allocation plan; S2: Based on the image data allocation scheme, detect the writing status of the buffer sub-areas, obtain the data storage status, filter the fully loaded buffer sub-areas, extract the texture data stream, calculate the occupancy ratio, filter the underloaded buffer sub-areas as migration targets, adjust the storage location, mark the index, and generate a buffer adjustment record; S3: Based on the buffer adjustment record, obtain cockpit sensor or camera data, extract the coordinates of the user's eye center, calculate the offset direction of the vehicle display screen, obtain the angle difference between the sight point and the screen center, determine whether it exceeds the offset threshold, filter user sight data with large offset angles, mark the view angle offset direction and magnitude, and generate the user view angle offset direction; S4: Based on the user's viewing angle deviation direction, the brightness distribution of the display screen is detected, the light intensity of the highlight area is obtained, the light change rate is calculated, and it is determined whether the user's line of sight is biased towards the highlight area. The brightness parameters of the area are obtained, the brightness decrease rate is adjusted, the light compensation amount is set, the adjusted brightness parameters are screened, and the light adjustment parameters are generated; S5: Based on the light adjustment parameters, detect the texture data status of the buffer sub-area, extract the stored data index, obtain the user's key focus area, filter the light adjustment information, call the adjustment brightness parameter, exclude the untransmitted data, set the light change order, adjust the rendering priority, send texture and light adjustment instructions, and obtain the car player display solution.

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