Display system for a car player and control method
By dynamically managing image data partitioning and buffering, and adjusting user perspective and lighting, the display system of the in-vehicle player is optimized, solving the problems of uneven storage resource allocation and visual adaptability, and achieving a more stable and comfortable visual experience.
Patent Information
- Application Number
- CN202510340237.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-20
- Publication Date
- 2026-02-24
- Estimated Expiration
- 2045-03-20
AI Technical Summary
Existing in-vehicle media player display systems fail to optimize storage resource allocation based on image content characteristics, resulting in storage delays in high-contrast areas and wasted resources in low-contrast areas. Furthermore, they do not take into account user viewing angles and lighting conditions, affecting playback smoothness and visual comfort.
The image data partitioning and allocation module divides high-brightness and low-brightness areas, dynamically adjusts buffer storage, and optimizes storage resource allocation and lighting adjustment by combining user perspective monitoring and light intensity adjustment, ensuring smooth data transmission and visual adaptability.
It improves the visual stability and user interface interaction of the in-vehicle player under different lighting conditions, and enhances playback smoothness and visual comfort.
Smart Images

Figure CN120447847B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of vehicle display technology, and more particularly to a display system and control method for vehicle-mounted media players. Background Technology
[0002] The field of automotive display technology encompasses various 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 technology includes the hardware design of display terminals, the transmission and processing of display signals, and the intelligent switching and management of different display content. From a systemic perspective, automotive display technology includes devices such as LCD displays, OLED screens, head-up displays, and instrument panel displays, widely used to provide driving information, navigation information, audio and video playback, and user interface displays for in-vehicle connectivity systems. With the development of intelligent vehicles, automotive display systems not only focus on display effects and information delivery but also emphasize the collaborative correlation with driving behavior, vehicle status, and external environmental data to achieve integrated information visualization and interaction.
[0003] The display system for in-vehicle media players refers to the display devices and system solutions applied to the design of image information display and control interfaces for in-vehicle audio and video players. The technical aspects covered by this patent include the visual presentation of playback status information, media content information, and user interaction command information of in-vehicle audio and video players. Information acquisition, processing, and display are achieved through integrated control circuits, display control programs, and multi-format audio and video decoders. Specifically, an image processing chip is used to convert audio and video content into image signals, which are then synchronously displayed on the screen. Simultaneously, input control signals are used to complete real-time presentation of functions such as playback status switching, volume adjustment, and playlist management.
[0004] Existing technologies employ a fixed buffer allocation method, failing to optimize storage based on image content characteristics. This can lead to uneven display in high-contrast areas due to data storage delays, while low-contrast areas may consume excessive storage resources, impacting overall buffer performance. The buffer data writing process does not consider dynamic changes in storage load; if storage space is insufficient after high-frequency data is written to the buffer, data loss or rewriting may occur, affecting playback smoothness. Existing in-vehicle display solutions do not adjust lighting based on user viewing angle information, relying solely on overall screen brightness and ignoring differences in viewing angles. This can result in uncomfortable brightness in some areas due to viewing angle variations. Brightness adjustment modes are based solely on fixed brightness parameters, failing to incorporate real-time lighting data. This can easily lead to excessively bright or dark screen changes under sudden lighting conditions, affecting long-term viewing comfort. Furthermore, existing systems lack a unified optimization scheme for data scheduling, lighting adjustment, and rendering execution. Each functional module operates independently with insufficient data interaction, resulting in delayed adjustments to the playback interface and low visual consistency. Summary of the Invention
[0005] The purpose of this invention is to overcome the shortcomings of the existing technology and to propose a display system and control method for in-vehicle media players.
[0006] To achieve the above objectives, the present invention adopts the following technical solution: a display system for an in-vehicle media player includes:
[0007] The image data partitioning and allocation module acquires the image frames received by the vehicle player, extracts the color change information of the texture data blocks, analyzes the brightness distribution, divides the high brightness contrast area and the low brightness contrast area, selects high contrast texture blocks to allocate to the low latency buffer sub-area, selects low contrast texture blocks to allocate to the high capacity buffer sub-area, and generates an image data allocation scheme.
[0008] Based on the image data allocation scheme, the buffer sub-area dynamic adjustment module detects the write status of the buffer sub-area, filters the fully loaded buffer sub-areas, 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 viewpoint offset monitoring module adjusts the records based on the buffer, acquires cockpit sensor data, calculates the offset angle of the user's eye center point on the vehicle display screen, determines the point of gaze, and generates the user viewpoint offset 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 bright area, adjusts the light compensation amount of the area where the line of sight falls, and generates light adjustment parameters.
[0011] As a further aspect 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's viewpoint offset direction includes the coordinates of the gaze point, offset angle parameters, and user pupil position data; the light adjustment parameters include illumination attenuation ratio, brightness compensation value, and viewpoint brightness adaptation factor.
[0012] As a further aspect of the present invention, the image data partitioning and allocation module includes:
[0013] The image frame color change extraction submodule acquires the image frames received by the vehicle player, extracts texture data blocks, calculates the difference between adjacent pixels, determines the color gradient direction, summarizes the change trend, and obtains the color change trend of the texture blocks.
[0014] The brightness contrast region 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, judges the brightness contrast level, classifies the texture data block, divides the high brightness contrast region and the low brightness contrast region, and obtains the brightness contrast region division scheme.
[0015] The texture block buffer allocation submodule determines, based on the brightness contrast region division scheme, that high-contrast texture blocks are stored in a low-latency buffer and low-contrast texture blocks are stored in a high-capacity buffer, thus obtaining an image data allocation scheme.
[0016] As a further aspect of the present invention, the formula for calculating the brightness variation amplitude of the texture data block is as follows:
[0017]
[0018] Where, ΔY blk The value represents the brightness variation 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, and Y(i,j) represents the brightness value of the i-th and j-th pixels, (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 This represents the square of the brightness difference between adjacent pixels in the vertical direction. This represents the square root operation. This represents summing up the brightness changes of all pixels within the entire texture data block and taking the average value.
[0019] As a further aspect of the present invention, the buffer sub-region 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 filtering submodule calculates the data occupancy ratio of the buffer sub-area based on the data flow of the full-load buffer sub-area, compares it with the storage limit and sets a threshold, and filters the buffer sub-areas whose storage space has not reached the load as migration targets, giving priority to selecting buffers with low data occupancy ratios, and establishing buffer sub-area migration targets.
[0022] The storage location adjustment submodule adjusts the texture data storage location, modifies the data index information, records the adjusted storage distribution, and generates a buffer adjustment record based on the target of the buffer sub-area migration.
[0023] As a further aspect of the present invention, the formula for calculating the buffer sub-region occupancy ratio parameter is as follows:
[0024]
[0025] Among them, R buf The parameter represents the occupancy ratio of buffer sub-regions, where T represents the total number of current buffer sub-regions, and V represents the occupancy ratio of buffer sub-regions. k C represents the used storage capacity of the k-th buffer sub-region. total This represents the maximum storage capacity of the entire buffer. This represents the total capacity of all currently stored data in all buffer sub-areas. ×100% represents converting the calculation result into a percentage form.
[0026] As a further aspect of the present invention, the user viewpoint offset monitoring module includes:
[0027] The user eye coordinate extraction submodule obtains the buffer adjustment record, calls the data from the in-cabin sensors or cameras, detects the user's eye area, and obtains the coordinates of the user's eye center.
[0028] The line-of-sight 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 line of sight, measures the angle between the current line of sight and the center point of the display screen, determines whether it exceeds the offset threshold, filters the line-of-sight data with larger offset angles, and establishes the user's line-of-sight offset angle.
[0029] The viewpoint offset direction marking submodule determines the viewpoint offset direction and magnitude based on the user's line of sight offset angle, marks the viewpoint offset direction information, integrates the offset magnitude data, and generates the user's viewpoint offset direction.
[0030] As a further aspect of the present invention, the light intensity adjustment module includes:
[0031] The brightness distribution detection submodule obtains the user's viewing angle offset direction, detects the current screen brightness of the vehicle display, extracts the light intensity of the bright area, records the light change trend, and obtains the light parameters of the bright area.
[0032] The gaze offset matching submodule calculates the rate of change of light intensity based on the illumination parameters of the bright area, detects the direction of the user's gaze offset, determines whether it is biased towards the bright area, compares the brightness parameters of the area, filters the user gaze data with a large offset angle, and establishes gaze offset matching brightness parameters.
[0033] The illumination compensation adjustment submodule adjusts the rate of decrease in illumination intensity based on the line-of-sight offset matching brightness parameters, sets the illumination compensation amount for different viewing angles, filters and stores the adjusted brightness parameters, and generates light adjustment parameters.
[0034] As a further aspect of the present invention, the system also includes a data synchronization and rendering control module:
[0035] Based on the light adjustment parameters, the data synchronization and rendering control module detects the texture data status of the buffer sub-region, filters the user's area of interest, adjusts the brightness parameters, sends texture and lighting adjustment commands, and obtains the display scheme of the in-vehicle player.
[0036] The in-vehicle player display solution includes illumination adjustment commands, buffer data scheduling rules, and brightness configuration for user-focused areas.
[0037] The data synchronization and rendering control module includes:
[0038] The texture data state detection submodule obtains the light adjustment parameters, detects the texture data storage state of the buffer sub-area, extracts the stored data index, filters the screen area of interest to the user, and obtains the key screen data index.
[0039] The illumination parameter matching submodule filters illumination adjustment information within the region based on the key image data index, calls the adjusted brightness parameters, excludes data still in transmission, sets the order of light changes, matches the regional illumination adjustment parameters, and establishes regional illumination matching parameters.
[0040] The rendering priority adjustment submodule adjusts the priority of texture rendering based on the regional lighting matching parameters, generates texture and lighting adjustment instructions, integrates the screen display, and obtains the display solution for the in-vehicle player.
[0041] The display method for in-vehicle media players includes the following steps:
[0042] S1: Obtain the image frame currently received by the vehicle player, extract the color change information of the texture data block, analyze the brightness change range of adjacent pixels, set the brightness threshold, divide the high brightness contrast area and the low brightness contrast area, measure the level of detail, filter the high contrast texture block to the low latency buffer sub-area, filter the low contrast texture block to the high capacity buffer sub-area, mark the storage location, and generate an image data allocation scheme.
[0043] S2: Based on the image data allocation scheme, detect the writing status of the buffer sub-area, obtain the data storage status, filter the fully loaded buffer sub-area, extract the texture data stream, calculate the occupancy ratio, filter the unloaded buffer sub-area as the migration target, 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 point, calculate the offset direction of the vehicle display screen, obtain the angle difference between the gaze point and the center point of the screen, determine whether it exceeds the offset threshold, filter user gaze data with large offset angles, mark the view offset direction and magnitude, and generate the user view offset direction.
[0045] S4: Based on the user's viewing angle offset direction, detect the brightness distribution of the display screen, obtain the light intensity of the bright area, calculate the light change rate, determine whether the user's line of sight is biased towards the bright area, obtain the area brightness parameters, adjust the brightness decrease rate, set the light compensation amount, filter the adjusted brightness parameters, and generate light adjustment parameters.
[0046] S5: Based on the light adjustment parameters, detect the texture data status of the buffer sub-region, extract the stored data index, obtain the key areas of user concern, filter the lighting adjustment information, call the brightness adjustment parameters, exclude data that has not been fully transmitted, set the order of light changes, adjust the rendering priority, send texture and lighting adjustment commands, and obtain the display scheme of the in-vehicle player.
[0047] Compared with the prior art, the advantages and positive effects of the present invention are as follows:
[0048] In this invention, through precise image data partitioning and dynamic buffer management, the allocation and utilization of storage resources are optimized. By monitoring the buffer status in real time 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. This enables 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. Attached Figure Description
[0049] To more clearly illustrate the technical solutions in the embodiments of the present invention, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0050] Figure 1 This is a system flowchart of the present invention;
[0051] Figure 2 This is a flowchart of the sub-modules of the present invention;
[0052] Figure 3 This is a flowchart of the method steps of the present invention. Detailed Implementation
[0053] The technical solution of the present invention will now be described with reference to the accompanying drawings.
[0054] In embodiments of the present invention, words such as "exemplarily," "for example," etc., are used to indicate that something is an example, illustration, or description. Any embodiment or design described as "exemplary" in the present invention should not be construed as being more preferred or advantageous than other embodiments or designs. Specifically, the use of the word "exemplary" is intended to present the concept in a concrete manner. Furthermore, in embodiments of the present invention, the meaning expressed by "and / or" can be both, or either one.
[0055] In the embodiments of this invention, the terms "image" and "picture" may sometimes be used interchangeably. It should be noted that, without emphasizing the distinction between them, their intended meanings are consistent. Similarly, the terms "of," "corresponding (relevant)," and "corresponding" may sometimes be used interchangeably. It should be noted that, without emphasizing the distinction between them, their intended meanings are consistent.
[0056] In this embodiment of the invention, sometimes a subscript such as W1 may be written in a non-subscript form such as W1. When the difference is not emphasized, the meaning they express is the same.
[0057] To make the technical problems, technical solutions and advantages of the present invention clearer, a detailed description will be given below in conjunction with the accompanying drawings and specific embodiments.
[0058] Please see Figure 1 and Figure 2 The display system used for in-vehicle media players includes:
[0059] The image data partitioning and allocation module acquires the image frames currently received by the vehicle player, extracts the color change information of each texture data block, analyzes the brightness change range between adjacent pixels, sets a brightness threshold, divides the high brightness contrast area and the low brightness contrast area, measures the level of detail of the area, determines whether the level of detail reaches the threshold, selects high contrast texture blocks to allocate to the low latency buffer sub-area, selects low contrast texture blocks to allocate to the high capacity buffer sub-area, marks the storage location, and generates an image data allocation scheme.
[0060] The buffer sub-area dynamic adjustment module is based on the image data allocation scheme. It detects the writing status of the buffer sub-area, obtains the data storage status of each buffer area, filters the buffer sub-areas with full data storage, extracts the texture data stream of the area, calculates the current data occupancy ratio, filters the buffer sub-areas with unloaded storage space as migration targets, adjusts the data storage location, marks the data index after migration, and generates a buffer adjustment record.
[0061] The user viewpoint offset monitoring module adjusts the record based on the buffer, acquires data from sensors or cameras in the cabin, extracts the coordinates of the center point of the user's eyes, calculates the offset direction index of the vehicle display screen, obtains the angle difference between the current line of sight and the center point of the screen, determines whether it exceeds the offset threshold, filters user line of sight data with large offset angles, marks the direction and magnitude of the viewpoint offset, and generates the user viewpoint offset 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 offset direction, obtains the light intensity of the bright area, calculates the rate of change of light intensity, determines whether the user's gaze is biased towards the bright area, obtains the brightness parameters of the area, adjusts the rate of brightness decrease, sets the light compensation amount under different viewing angles, filters and stores the adjusted brightness parameters, and generates light adjustment parameters.
[0063] The data synchronization and rendering control module detects the texture data status of the buffer sub-area based on the light adjustment parameters, extracts the stored data index, obtains the key screen areas of interest to the user, filters the lighting adjustment information within the area, calls the adjusted brightness parameters, excludes data still in transmission, sets the order of light changes, adjusts the rendering priority, sends texture and lighting adjustment commands, and obtains the display solution for the in-vehicle player.
[0064] 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's viewing angle offset direction includes the coordinates of the gaze point, offset angle parameters, and user pupil position data; the light adjustment parameters include the light attenuation ratio, brightness compensation value, and viewing angle brightness adaptation factor; the in-vehicle player display scheme includes light adjustment instructions, buffer data scheduling rules, and brightness configuration of the user's focus area.
[0065] Please see Figure 2 The image data partitioning and allocation module includes:
[0066] The image frame color change extraction submodule acquires the image frames received by the vehicle player, extracts texture data blocks, calculates the difference between adjacent pixels, determines the color gradient direction, summarizes the change trend, and obtains the color change trend of the texture blocks.
[0067] The image frame color change extraction submodule parses pixel data from image frames received by the in-vehicle player and stores it according to a preset resolution. It then divides the data into fixed-size (e.g., 8×8 or 16×16) texture data blocks. Within each texture data block, it iterates through the color component values of adjacent pixels, calculating the color differences between the red, green, and blue channels to obtain the color changes between pixels. For example, if the color values of adjacent pixels in a certain texture data block differ significantly, it indicates a high color gradient in that area; otherwise, the color change is small. After obtaining the color component change values of all pixels, it further analyzes the gradient direction and summarizes the changes in the block by comparing the trends of adjacent pixels. The color gradient direction is determined by the direction of color change. If the color change of pixels in a certain area shows a consistent direction, then the area is considered to have a significant color gradient. If the color change direction of each pixel is relatively dispersed, then the color gradient direction of the area is not obvious. In practical application scenarios, such as when a vehicle is in motion, the image frames received by the in-vehicle player may contain information such as roads, signs, and pedestrians. If the color gradient change in a certain area is relatively 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. Through such calculation, 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 region division submodule analyzes the brightness gradient of adjacent pixels based on the color change trend of texture blocks, calculates the brightness change amplitude of texture data blocks, compares the brightness change range with the set threshold, judges the brightness contrast level, classifies texture data blocks, divides high brightness contrast region and low brightness contrast region, and obtains the brightness contrast region division scheme.
[0069] The specific formula for calculating the brightness variation of texture data blocks is as follows:
[0070]
[0071] Where, ΔY blkThe value represents the brightness variation 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, and Y(i,j) represents the brightness value of the i-th and j-th pixels, (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 This represents the square of the brightness difference between adjacent pixels in the vertical direction. This represents the square root operation. This represents summing up the brightness changes of all pixels within the entire texture data block and taking the average value;
[0072] This formula is used to calculate the brightness variation of all pixels within a texture data block. The calculation process is as follows: First, obtain the pixel brightness information of the texture block, and traverse each pixel by row and column index. Calculate the brightness difference between this pixel and its adjacent pixels to the right and below. Square the brightness differences in both directions, add them together, and take the square root to obtain the brightness variation value of the pixel. Then, sum the brightness variation values of all pixels in the entire texture block and take the average to obtain the overall brightness variation of the block.
[0073] Let's set up a specific example for calculation. 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 right pixel is 105, and the brightness of the adjacent bottom pixel is 102.
[0074] The brightness of the second pixel is 105, and the brightness of the adjacent right pixel is 107.
[0075] The brightness of the third pixel is 102, and the brightness of the adjacent right pixel is 107.
[0076] The brightness change of each pixel is calculated using the following formula: For the first pixel, the brightness change of its horizontally adjacent pixels is calculated as (105-100). 2 =5 2 =25, and the vertical adjacent brightness variation value is calculated as (102-100). 2 =2 2 =4, the final brightness change value is calculated as follows:
[0077] For the second pixel, the brightness variation value between its horizontally adjacent pixels is calculated as (10⁷-10⁵). 2 =2 2 =4, the final brightness change value is calculated as follows:
[0078] For the third pixel, the brightness variation value of its horizontally adjacent pixels is calculated as (107-102). 2=5 2 =25, the final brightness change value is calculated as follows:
[0079] Adding all the brightness changes together gives:
[0080] 5.385 + 2 + 5 = 12.385;
[0081] Calculate the average brightness variation:
[0082]
[0083] The calculation result indicates that the overall brightness variation of the texture block is 3.096, which can be used to determine the subsequent 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 region or a low-brightness contrast region, thereby optimizing image rendering or other visual processing tasks.
[0084] The texture block buffer allocation submodule determines the image data allocation scheme by dividing the brightness contrast region into high-contrast texture blocks into a low-latency buffer and low-contrast texture blocks into a high-capacity buffer.
[0085] Based on the brightness contrast region division scheme, different types of texture blocks should be stored in different buffers. A low-latency buffer is set up 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, 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 the overall data storage capacity. In practical applications, such as when an in-vehicle player processes real-time video streams, areas containing important information such as road markings, pedestrians, and obstacles usually have high brightness contrast, so they are stored in the low-latency buffer to ensure fast loading, while low-contrast areas such as the sky and road shadows are stored in the high-capacity buffer to reduce system load. In this way, a reasonable image data allocation scheme can be obtained, improving the overall data access efficiency and stability.
[0086] Please see Figure 2 The buffer sub-area dynamic adjustment module includes:
[0087] 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.
[0088] The process iterates through all buffer sub-regions, checking their storage status one by one to obtain the current data storage volume and recording the write status of each sub-region. First, it reads the storage pointer of the buffer to obtain the current size of the written data and compares it with the maximum storage capacity of the sub-region. A storage full-load threshold is set; for example, if the maximum storage capacity of a buffer sub-region is 512MB, the full-load threshold is set to 90%, meaning that when the stored data reaches 460MB or more, the sub-region is considered full. All buffer sub-regions are then filtered, and those that meet the full-load condition are extracted. The texture data stream of the corresponding storage area is then read. During this process, a batch reading method is used to extract all the data in the buffer sub-region according to data blocks, for example, in 256KB units. All data blocks are read sequentially and organized into a continuous data stream to ensure complete acquisition of the stored data in the buffer sub-region. In practical application scenarios, such as when a car player is continuously playing high-resolution video, some buffer sub-regions may be quickly filled due to high-frequency writing. If effective detection and management are not performed, data accumulation problems may occur. Therefore, this module filters and extracts the data stream of the full-load buffer sub-regions to obtain the full-load buffer sub-region data stream.
[0089] The data migration target filtering 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 limit and sets a threshold, and filters the buffer sub-areas whose storage space has not reached the load as migration targets. It prioritizes the selection of buffers with low data occupancy ratios and establishes buffer sub-area migration targets.
[0090] The specific formula for calculating the buffer sub-area occupancy ratio parameter is as follows:
[0091]
[0092] Among them, R buf The parameter represents the occupancy ratio of buffer sub-regions, where T represents the total number of current buffer sub-regions, and V represents the occupancy ratio of buffer sub-regions. k C represents the used storage capacity of the k-th buffer sub-region. total This represents the maximum storage capacity of the entire buffer. This represents the total capacity of all buffer sub-areas currently storing data; ×100% represents converting the calculation result into a percentage form.
[0093] This formula is used to calculate the occupancy rate of the data buffer sub-region. The specific steps are as follows:
[0094] Parameter V k : Indicates the currently used storage capacity of the k-th buffer sub-area, which is usually obtained by directly reading 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-regions in the current system, which is a fixed system configuration value.
[0097] Consider a specific example for calculation:
[0098] Assume the system has three buffer sub-areas, and the maximum storage capacity C of each buffer sub-area is... total The current used storage capacity V of each buffer sub-area is 1000GB. k The following data is available: 400GB of buffer space has been used in the first buffer sub-area, 500GB of buffer space has been used in the second buffer sub-area, and 600GB of buffer space has been used in the third buffer sub-area.
[0099] According to the formula, first calculate the total storage capacity used by all buffer sub-areas:
[0100]
[0101] Then, divide this total value by the total capacity of the buffer and convert it to a percentage:
[0102]
[0103] This calculation indicates that 50% of the storage space in the entire buffer system is occupied.
[0104] This result indicates that half of the system's storage space is occupied. This information is crucial for making data migration decisions, especially when system performance needs to be optimized or overload prevented. If a certain threshold is exceeded, such as exceeding 70%, data migration may be necessary to prevent overload in certain areas, thereby maintaining 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 system iterates through the data streams of all full buffer sub-areas, adjusting the storage location block by block. First, it reads the storage address index of the buffer sub-area and obtains the starting storage address of the target migration sub-area. During data migration, the texture data of the full buffer sub-areas is re-stored according to a fixed data block size, and the data index information is modified to ensure the new storage location correctly matches 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 buffer's data access table is updated. After migration, the adjusted storage distribution information is recorded to ensure the storage management system can correctly access the migrated data. In practical applications, such as when a car player continuously plays long videos, some highly occupied buffer sub-areas may need to release storage space. This module's adjustment can migrate the data to a less full sub-area and reallocate storage resources to ensure complete data storage and generate a buffer adjustment record.
[0107] Please see Figure 2 The user viewpoint offset monitoring module includes:
[0108] The user eye coordinate extraction submodule obtains the buffer adjustment record, calls the data of the in-cabin sensor or camera, detects the user's eye area, and obtains the coordinates of the user's eye center.
[0109] This module uses data from in-cabin sensors or cameras to capture real-time images of the user's face and identify the eye region. First, it extracts facial feature points from the image frames captured by the camera. Possible eye regions are then filtered out based on the facial area. The pixel coordinates of the center points of the left and right eyes are obtained, and the average coordinate value of the eye center points is calculated and used as the user's eye center coordinates. During this process, the resolution information of the image frames is read to determine the coordinate mapping relationship. For example, at a resolution of 1920×1080, if the center point coordinates of the left eye are detected as (850, 500) and the center point coordinates of the right eye are (1070, 500), then the calculated eye center coordinates are (960, 500). During the recognition process, a coordinate deviation threshold is used for filtering. If the deviation between the center points of the left and right eyes is too large, the detection parameters are readjusted to ensure accurate extraction of the user's eye center coordinates. In practical applications, such as during vehicle movement, slight head movements may cause fluctuations in eye coordinates. 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 line-of-sight 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 line of sight, measures the angle between the current line of sight and the center point of the display screen, determines whether it exceeds the offset threshold, filters the line-of-sight data with large offset angles, and establishes the user's line-of-sight offset angle.
[0111] First, obtain the coordinates of the center point of the vehicle display screen and set this coordinate as a fixed reference point. Then, measure the position of the user's gaze point and obtain the coordinates of the eye center. Next, calculate the angle between the user's gaze and the center point of the display screen. Iterate through multiple detection frames, recording the change in the angle between the user's eye center and the center of the display screen in each frame. Set a gaze offset angle threshold; for example, if the user's gaze offset angle exceeds 10°, it is considered a large gaze offset. Filter all detection frame data, select frames with larger offset angles, and organize the offset of consecutive frames. If the gaze offset angle exceeds the set threshold within 10 consecutive frames... If the value is recorded, the trend of gaze deviation during that period is recorded. During the calculation process, the display screen size and the distance to the user's eyes are considered to ensure accurate angle calculation. For example, if the center point coordinates of the vehicle display screen are (960, 540) and the center coordinates of the user's eyes are shifted 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 real-world scenarios, such as when the driver's attention is diverted and their gaze leaves the display screen, this module can filter out gaze data with larger deviations based on the detected deviation angle data to establish the user's gaze deviation angle.
[0112] The viewpoint offset direction marking submodule determines the viewpoint offset direction and magnitude based on the user's line of sight offset angle, marks the viewpoint offset direction information, integrates offset magnitude data, and generates the user's viewpoint offset direction;
[0113] The system iterates through all detected frames, calculating the direction and magnitude of the user's gaze offset relative to the center of the display screen. A coordinate axis is set as the origin, dividing the screen into four offset directions: left, right, up, and down. The magnitude of the offset is calculated by combining the offset angle. First, data with significant changes in gaze offset angle within consecutive frames are selected, and their offset direction relative to the initial frame is calculated. If the user's gaze shifts from the center to the right, the offset direction is marked as "right"; if it shifts upward, it is marked as "up." The magnitude of the offset is also calculated. For example, if the gaze offset angle exceeds 15°, it is marked as "away from the center area"; if the offset angle is between 5° and 15°, it is marked as "slight offset." All detected data is recorded, and statistical data on the user's gaze offset magnitude is integrated. In practical applications, such as when a driver is looking at objects to the side or adjusting the vehicle's systems, gaze offset may occur. This module can mark the direction information of the viewpoint offset in real time and combine multi-frame data to statistically analyze the offset magnitude, ultimately generating the user's viewpoint offset direction.
[0114] Please see Figure 2 The light intensity adjustment module includes:
[0115] The brightness distribution detection submodule obtains the user's viewing angle offset direction, detects the current brightness of the vehicle display screen, extracts the light intensity of the bright areas, records the light change trend, and obtains the light parameters of the bright areas.
[0116] The system calls the brightness data interface of the vehicle display screen to obtain the brightness information of the current display screen and performs brightness distribution analysis across the entire screen area. First, it extracts the brightness values of image pixels and calculates the brightness intensity of each pixel. A brightness threshold is set; for example, if the brightness value of a certain area is higher than the set threshold (e.g., 200, with a value range of 0-255), the area is marked as a bright area. The entire display screen is traversed to filter out all bright areas and calculate the rate of change of light intensity. If a certain area shows an increasing or decreasing trend in brightness data across consecutive frames, its light change trend is recorded. Combined with the user's viewing angle offset information, the system analyzes the positional relationship between the user's current gaze direction and the bright areas. In practical application scenarios, such as nighttime driving, the vehicle display screen may have higher brightness in some areas due to changes in the background color of certain information interfaces. If the brightness of this area is significantly higher than other areas, and the user's gaze offset direction is consistent with the position of the bright area, it may cause visual interference. Therefore, it is necessary to accurately obtain the illumination parameters of the bright areas in order to match the user's gaze data and finally obtain the illumination parameters of the bright areas.
[0117] The gaze offset matching submodule calculates the rate of change of light intensity based on the illumination parameters of the bright area, detects the direction of the user's gaze offset, determines whether it is biased towards the bright area, compares the brightness parameters of the area, filters the user gaze data with a large offset angle, and establishes gaze offset matching brightness parameters.
[0118] The system calculates the rate of change of light intensity, acquires the brightness changes of highlighted areas over multiple time frames, records the increase or decrease in brightness for each frame, and calculates the rate of change. A threshold for the rate of change is set; for example, if the brightness of a certain area increases by more than 50% within five consecutive frames, the light intensity of that area is considered to be changing rapidly. After calculation, combined with the user's gaze deviation direction data, it determines whether the user's gaze is biased towards the highlighted area. The coordinates of the user's eye center are acquired, and the distance between the gaze point and the center point of the highlighted area is calculated. If the gaze point is within the highlighted area, it is marked as the user's gaze being biased towards the highlighted area. Simultaneously, [the system further analyzes and processes this data]. By comparing the brightness parameters of the highlighted area with the surrounding area, a brightness difference threshold is set. For example, if the brightness value of the highlighted area is more than 50% higher than that of the surrounding area, the brightness change in that area is considered significant. All gaze offset data are filtered to obtain the gaze data of users with larger offset angles, and the offset trend is recorded in continuous time frames. In practical applications, such as when the in-vehicle display screen plays a navigation interface, some highlighted prompts may change in a short period of time. If the user's gaze offset direction is consistent with that area, it may be necessary to adjust the illumination compensation to reduce visual burden. Through the matching analysis of this module, gaze 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 decrease in light intensity, sets the illumination compensation amount for different viewing angles, filters and stores the adjusted brightness parameters, and generates light adjustment parameters.
[0120] The system adjusts the rate of light intensity decrease to obtain the brightness change trend of bright areas and sets light compensation rules. First, it detects the user's current gaze point and analyzes the time the user stays in the bright area. If the user's gaze stays in the bright area for more than a set time threshold (e.g., 3 seconds), the light compensation mechanism is triggered to reduce the rate of light intensity decrease in that area. Simultaneously, 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°, a smaller light compensation amount is set, reducing brightness by 5%; when the offset angle exceeds 20°, a larger light compensation amount is set, reducing brightness by 15%. After adjustment, all adjusted brightness parameters are filtered to ensure that the brightness change conforms to the set range, and the adjusted light compensation data is stored. In practical applications, such as in-vehicle displays in night mode, to prevent bright areas from affecting the driver's vision, light compensation adjustments need to be made for different gaze offsets. Through the calculations of this module, the display brightness can be accurately adjusted, and the light adjustment parameters can be generated.
[0121] Please see Figure 2 The data synchronization and rendering control module includes:
[0122] The texture data state detection submodule acquires the lighting adjustment parameters, detects the texture data storage state of the buffer sub-area, extracts the stored data index, filters the screen area of interest to the user, and obtains the key screen data index.
[0123] The module invokes the data management system of the buffer sub-area to obtain the current state of stored texture data, reads the storage pointer and data index information, calculates the storage occupancy ratio of each buffer sub-area, and filters the areas where texture data has been stored. First, it traverses all buffer sub-areas to obtain their storage index tables and parses the data storage addresses within them. It then filters out data blocks whose texture data storage status is "valid" and sorts them by timestamp to extract the latest stored data index. Based on this, it combines user gaze information to filter the screen area that the user is interested in, calculates the range of texture data blocks in the area where the user's gaze falls, and sets the gaze matching radius, for example, setting a gaze attention area with a diameter of 200 pixels. It traverses the texture data indexes stored in the buffer sub-areas, filters out texture data blocks that match the user's gaze area, and records the storage address and update time of these data blocks. In practical application scenarios, such as when the user's gaze falls in the central area of the in-vehicle navigation interface while driving, this module can filter the key screen data indexes in that area to ensure that lighting matching and rendering optimization are performed on the screen that the user is interested in during subsequent processing, ultimately obtaining the key screen data indexes.
[0124] The illumination parameter matching submodule filters illumination adjustment information within a region based on the key image data index, calls the adjusted brightness parameters, excludes data still in transmission, sets the order of light changes, matches the regional illumination adjustment parameters, and establishes regional illumination matching parameters.
[0125] The module filters lighting adjustment information within the storage area, traverses all key screen data indexes, looks up the corresponding lighting adjustment parameter table, extracts the lighting parameters matching each data index, and calls the adjusted brightness parameters. First, for each key screen data index, it searches for its associated lighting adjustment records, obtains the lighting change rate and brightness compensation value, and removes lighting adjustment information still in data transmission. It sets the lighting parameter update interval, for example, setting new lighting adjustment data within 50ms after data transmission is completed as valid data. If a lighting parameter is still in data transmission, it is not included in the matching calculation. After data filtering, it compares the lighting change trend within the area, obtains the lighting adjustment values for each key screen, sorts them according to the brightness adjustment time order, and adjusts the lighting parameter matching order based on user gaze offset data. In practical application scenarios, such as when there are multiple dynamic lighting adjustment areas on the in-vehicle player display interface, this module will prioritize matching the lighting adjustment parameters within the user's gaze area and synchronize lighting changes according to time sequence to ensure that the lighting adjustment matches the actual viewing situation of the user, ultimately establishing regional lighting matching parameters.
[0126] The rendering priority adjustment submodule adjusts the priority of texture rendering based on the regional lighting matching parameters, generates texture and lighting adjustment instructions, integrates the screen display, and obtains the display solution for the in-vehicle player.
[0127] This module analyzes all key image data indexes and lighting adjustment parameters, adjusts texture rendering priorities, traverses all texture data blocks to obtain corresponding lighting adjustment information, and sets different rendering priorities based on the magnitude of lighting changes. First, it calculates the lighting change magnitude of each texture data block and sets a rendering priority threshold. For example, when the brightness change magnitude of the lighting adjustment parameters exceeds 30%, the rendering priority of that area is set to high; if the lighting change magnitude is less than 10%, the rendering priority of that area is set to low. After the priority is set, texture and lighting adjustment instructions are generated and sorted according to rendering priority. High-priority areas are rendered first to ensure that data in areas with high lighting changes is updated first, followed by low-priority areas. During this process, the image display is integrated to ensure that all texture data and lighting adjustments are loaded synchronously. In practical application scenarios, such as when a bright area in the car player interface needs to have its lighting parameters adjusted due to user attention, this module will prioritize rendering the texture of that area and synchronously adjust the lighting data to ensure that the image display is consistent with the user's visual perception, ultimately resulting in the car player display solution.
[0128] Please see Figure 3 The display method for in-vehicle media players includes the following steps:
[0129] S1: Obtain the image frame currently received by the vehicle player, extract the color change information of the texture data block, analyze the brightness change range of adjacent pixels, set the brightness threshold, divide the high brightness contrast area and the low brightness contrast area, measure the level of detail, filter the high contrast texture block to the low latency buffer sub-area, filter the low contrast texture block to the high capacity buffer sub-area, mark the storage location, and generate an image data allocation scheme.
[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 fully loaded buffer sub-areas, extract the texture data stream, calculate the occupancy ratio, filter the unloaded buffer sub-areas as migration targets, adjust the storage location, mark the index, and generate a buffer adjustment record.
[0131] S3: Based on buffer adjustment records, obtain cockpit sensor or camera data, extract the coordinates of the user's eye center point, calculate the offset direction of the vehicle display screen, obtain the angle difference between the gaze point and the center point of the screen, determine whether it exceeds the offset threshold, filter user gaze data with large offset angles, mark the view offset direction and magnitude, and generate the user view offset direction.
[0132] S4: Based on the user's viewing angle offset direction, detect the brightness distribution of the display screen, obtain the light intensity of the bright area, calculate the light change rate, determine whether the user's gaze is biased towards the bright area, obtain the area brightness parameters, adjust the brightness decrease rate, set the light compensation amount, filter the adjusted brightness parameters, and generate light adjustment parameters.
[0133] S5: Based on the lighting adjustment parameters, detect the texture data status of the buffer sub-region, extract the stored data index, obtain the key areas of user concern, filter the lighting adjustment information, call the brightness adjustment parameters, exclude data that has not been fully transmitted, set the order of light changes, adjust the rendering priority, send texture and lighting adjustment commands, and obtain the display solution for the in-vehicle player.
[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 variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A display system for in-vehicle media players, characterized in that: The system includes: The image data partitioning and allocation module acquires the image frames received by the vehicle player, extracts the color change information of the texture data blocks, analyzes the brightness distribution, divides the high brightness contrast area and the low brightness contrast area, selects high contrast texture blocks to allocate to the low latency buffer sub-area, selects low contrast texture blocks to allocate to the high capacity buffer sub-area, and generates an image data allocation scheme. Based on the image data allocation scheme, the buffer sub-area dynamic adjustment module detects the write status of the buffer sub-area, filters the fully loaded buffer sub-areas, 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 viewpoint offset monitoring module adjusts the records based on the buffer, acquires cockpit sensor data, calculates the offset angle of the user's eye center point on the vehicle display screen, determines the point of gaze, and generates the user viewpoint offset 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 bright area, adjusts the light compensation amount of the area where the line of sight falls, and generates light adjustment parameters. The user viewpoint offset monitoring module includes: The user eye coordinate extraction submodule obtains the buffer adjustment record, calls the data from the in-cabin sensors or cameras, detects the user's eye area, and obtains the coordinates of the user's eye center. The line-of-sight 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 line of sight, measures the angle between the current line of sight and the center point of the display screen, determines whether it exceeds the offset threshold, filters the line-of-sight data with larger offset angles, and establishes the user's line-of-sight offset angle. The viewpoint offset direction marking submodule determines the viewpoint offset direction and magnitude based on the user's line of sight offset angle, marks the viewpoint offset direction information, integrates the offset magnitude data, and generates the user's viewpoint offset direction. The light intensity adjustment module includes: The brightness distribution detection submodule obtains the user's viewing angle offset direction, detects the current screen brightness of the vehicle display, extracts the light intensity of the bright area, records the light change trend, and obtains the light parameters of the bright area. The gaze offset matching submodule calculates the rate of change of light intensity based on the illumination parameters of the bright area, detects the direction of the user's gaze offset, determines whether it is biased towards the bright area, compares the brightness parameters of the area, filters the user gaze data with a large offset angle, and establishes gaze offset matching brightness parameters. The illumination compensation adjustment submodule adjusts the rate of decrease in illumination intensity based on the line-of-sight offset matching brightness parameters, sets the illumination compensation amount for different viewing angles, filters and stores the adjusted brightness parameters, and generates light adjustment parameters.
2. The display system for an in-vehicle media player according to claim 1, characterized in that: 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's viewpoint offset direction includes the coordinates of the line of sight, offset angle parameters, and user pupil position data. The light adjustment parameters include light attenuation ratio, brightness compensation value, and viewing angle brightness adaptation factor.
3. The display system for an in-vehicle media player according to claim 1, characterized in that: The image data partitioning and allocation module includes: The image frame color change extraction submodule acquires the image frames received by the vehicle player, extracts texture data blocks, calculates the difference between adjacent pixels, determines the color gradient direction, summarizes the change trend, and obtains the color change trend of the texture blocks. The brightness contrast region 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, judges the brightness contrast level, classifies the texture data block, divides the high brightness contrast region and the low brightness contrast region, and obtains the brightness contrast region division scheme. The texture block buffer allocation submodule determines, based on the brightness contrast region division scheme, that high-contrast texture blocks are stored in a low-latency buffer and low-contrast texture blocks are stored in a high-capacity buffer, thus obtaining an image data allocation scheme.
4. The display system for an in-vehicle media player according to claim 3, characterized in that: The formula for calculating the brightness variation of the texture data block is as follows: ; in, Represents the magnitude of brightness variation in texture data blocks. This represents the number of pixels in the horizontal direction of the texture data block. Represents the number of pixels in the vertical direction of the texture data block. Representing the The brightness value of each pixel. This represents the square of the brightness difference between adjacent pixels in the horizontal direction. This represents the square of the brightness difference between adjacent pixels in the vertical direction. This represents the square root operation. This represents summing up the brightness changes of all pixels within the entire texture data block and taking the average value.
5. The display system for an in-vehicle media player according to claim 1, characterized in that: The buffer sub-region 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 filtering submodule calculates the data occupancy ratio of the buffer sub-area based on the data flow of the full-load buffer sub-area, compares it with the storage limit and sets a threshold, and filters the buffer sub-areas whose storage space has not reached the load as migration targets, giving priority to selecting buffers with low data occupancy ratios, and establishing buffer sub-area migration targets. The storage location adjustment submodule adjusts the texture data storage location, modifies the data index information, records the adjusted storage distribution, and generates a buffer adjustment record based on the target of the buffer sub-area migration.
6. The display system for an in-vehicle media player according to claim 5, characterized in that: The specific formula for calculating the buffer sub-area occupancy ratio parameter is as follows: ; in, This parameter represents the percentage of buffer sub-area occupancy. This represents the total number of current buffer sub-regions. Representing the The used storage capacity of each buffer sub-area This represents the maximum storage capacity of the entire buffer. Represents the total capacity of all buffer sub-areas currently storing data. This indicates that the calculation result will be converted into a percentage form.
7. The display system for an in-vehicle media player according to claim 1, characterized in that: The system also includes a data synchronization and rendering control module: Based on the light adjustment parameters, the data synchronization and rendering control module detects the texture data status of the buffer sub-region, filters the user's area of interest, adjusts the brightness parameters, sends texture and lighting adjustment commands, and obtains the display scheme of the in-vehicle player. The in-vehicle player display solution includes illumination adjustment commands, buffer data scheduling rules, and brightness configuration for user-focused areas. The data synchronization and rendering control module includes: The texture data state detection submodule obtains the light adjustment parameters, detects the texture data storage state of the buffer sub-area, extracts the stored data index, filters the screen area of interest to the user, and obtains the key screen data index. The illumination parameter matching submodule filters illumination adjustment information within the region based on the key image data index, calls the adjusted brightness parameters, excludes data still in transmission, sets the order of light changes, matches the regional illumination adjustment parameters, and establishes regional illumination matching parameters. The rendering priority adjustment submodule adjusts the priority of texture rendering based on the regional lighting matching parameters, generates texture and lighting adjustment instructions, integrates the screen display, and obtains the display solution for the in-vehicle player.
8. A display method for an in-vehicle media player, characterized in that, The display system for an in-vehicle media player according to any one of claims 1-7 includes the following steps: S1: Obtain the image frame currently received by the vehicle player, extract the color change information of the texture data block, analyze the brightness change range of adjacent pixels, set the brightness threshold, divide the high brightness contrast area and the low brightness contrast area, measure the level of detail, filter the high contrast texture block to the low latency buffer sub-area, filter the low contrast texture block to the high capacity buffer sub-area, mark the storage location, and generate an image data allocation scheme. S2: Based on the image data allocation scheme, detect the writing status of the buffer sub-area, obtain the data storage status, filter the fully loaded buffer sub-area, extract the texture data stream, calculate the occupancy ratio, filter the unloaded buffer sub-area as the migration target, 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 point, calculate the offset direction of the vehicle display screen, obtain the angle difference between the gaze point and the center point of the screen, determine whether it exceeds the offset threshold, filter user gaze data with large offset angles, mark the view offset direction and magnitude, and generate the user view offset direction. S4: Based on the user's viewing angle offset direction, detect the brightness distribution of the display screen, obtain the light intensity of the bright area, calculate the light change rate, determine whether the user's line of sight is biased towards the bright area, obtain the area brightness parameters, adjust the brightness decrease rate, set the light compensation amount, filter the adjusted brightness parameters, and generate light adjustment parameters. S5: Based on the light adjustment parameters, detect the texture data status of the buffer sub-region, extract the stored data index, obtain the key areas of user concern, filter the lighting adjustment information, call the brightness adjustment parameters, exclude data that has not been fully transmitted, set the order of light changes, adjust the rendering priority, send texture and lighting adjustment commands, and obtain the display scheme of the in-vehicle player.
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