Interactive live broadcast method and system, electronic equipment and storage medium

By obtaining user interactive content, dynamically selecting branch plots and processing multiple video streams, the problem of users being unable to control the plot is solved, and the high sense of participation and diversity of interactive live broadcasts is achieved, and cross-platform display is supported.

CN120499405APending Publication Date: 2025-08-15MUTUAL FILM & ENTERTAINMENT (SHANGHAI) TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510475853.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-16
Publication Date
2025-08-15

AI Technical Summary

Technical Problem

In the existing interactive live broadcast technology, users cannot directly control the plot direction of video content, resulting in insufficient sense of participation and interaction.

Method used

By obtaining user interactive content, dynamically selecting branch plots, rendering model textures, drawing user interface elements and animation effects, and finally superimposing and encoding multiple video streams to generate target live streams, real-time feedback and plot adjustments of user interactive content.

Benefits of technology

It enhances users' sense of participation and interactivity, provides a personalized viewing experience, improves the diversity and fluency of live broadcast content, and supports cross-platform display.

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Abstract

The invention discloses an interactive live broadcast method and system, electronic equipment and a storage medium, and relates to the field of interactive live broadcast. The method comprises the following steps: acquiring user interaction content during live broadcast, and determining a to-be-generated branch plot according to the user interaction content; analyzing the interactive content file according to a branch plot to be generated to obtain an initial video, plot logic and model texture; rendering the model texture to obtain a first video stream, drawing a user interface element and an animation effect according to the plot logic to obtain a second video stream, and decoding the initial video to obtain a third video stream; and performing superposition coding on the first video stream, the second video stream and the third video stream to obtain a target live broadcast stream, and sending the target live broadcast stream to a live broadcast platform for display. By implementing the technical scheme provided by the invention, the story development is promoted according to the user interaction content, and the sense of participation of the user is improved.
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Description

Technical Field

[0001] The present application relates to the technical field of interactive live broadcasting, and in particular to a method, system, electronic device and storage medium for interactive live broadcasting. Background Art

[0002] With the advancement of Internet technology and multimedia technology, more and more users choose to watch and participate in various live events through online platforms.

[0003] To enhance user engagement, major platforms have adopted various methods to foster interaction between users and hosts in existing interactive live streaming technologies. Common approaches include allowing users to express their opinions and feedback through posting comments, likes, and other methods. While these methods enhance user engagement to a certain extent, viewers are merely passively receiving the visuals and lack direct control over the content, unlike with interactive videos.

[0004] Therefore, there is an urgent need for an interactive live broadcast method that can control the plot direction of video content through interaction. Summary of the Invention

[0005] The present application provides a method, system, electronic device and storage medium for interactive live broadcasting. By means of technical means such as dynamically generating branch plots, automatically processing video streams and enhancing the interactivity of live broadcasting, the present application significantly improves the user experience, content generation efficiency and technical implementation flexibility, thus bringing new development opportunities and innovation space to the field of interactive live broadcasting.

[0006] In a first aspect of the present application, a method for interactive live broadcasting is provided, which is applied to an interactive live broadcasting platform, and the method comprises: Obtain user interaction content during the live broadcast, and determine a branch plot to be generated based on the user interaction content; Parsing the interactive content file according to the branch plot to be generated to obtain the initial video, plot logic and model texture; Rendering the model texture to obtain a first video stream, drawing user interface elements and animation effects according to the plot logic to obtain a second video stream, and decoding the initial video to obtain a third video stream; The first video stream, the second video stream and the third video stream are superimposed and encoded to obtain a target live stream, and the target live stream is sent to a live broadcast platform for display.

[0007] Optionally, obtaining user interaction content during live broadcast and determining a branch plot to be generated based on the user interaction content includes: Monitor and count users' interactive behaviors and voting results, including comments, barrages, likes, and gift giving, analyze users' overall emotions based on the interactive behaviors, and match corresponding branch plots from the user interactive content based on the overall emotions and voting results.

[0008] Optionally, obtaining user interaction content during live broadcast and determining a branch plot to be generated based on the user interaction content further includes: Obtain user interaction operation group data, wherein the user interaction operation group data includes user interaction operation, current client system time and current video time, and the user interaction operation includes operation type, operation ID, user ID, and live broadcast room ID; Within a preset time window, sorting the user interaction operations according to the user interaction operation group data, and selecting a preset number of the user interaction operations as interaction results; The interaction results are weighted and sorted according to the weight of the live broadcast room and the number of people in the live broadcast room, and the branch plot is determined based on the interaction results after weighted sorting.

[0009] Optionally, rendering the model texture to obtain a first video stream includes: A real-time rendering engine is used to perform three-dimensional rendering on the model texture, and a three-dimensional scene video is generated as a first video stream according to preset lighting conditions, material properties and camera viewing angle.

[0010] Optionally, drawing user interface elements and animation effects according to the plot logic to obtain a second video stream includes: Analyze the plot logic and identify key plot nodes and event triggering conditions; Determine the type of user interface element to be displayed based on the key plot nodes and the event triggering conditions, and determine the corresponding animation effect type based on the plot atmosphere, character emotions and action requirements. The user interface element types include prompt boxes, progress bars and character information panels, and the animation effect types include fade in and out, zoom, rotation and color change; Using a graphics drawing library to draw corresponding user interface elements and animation effects according to the user interface element type, the animation effect type, and the timeline of the plot logic; The user interface elements and the animation effects are combined into a continuous frame sequence to form a second video stream.

[0011] Optionally, superimposing and encoding the first video stream, the second video stream, and the third video stream to obtain a target live stream includes: According to a preset hierarchical relationship, the third video stream is used as the bottom video stream, the target special effects that cannot be blocked in the first video stream are used as the top video stream, and the content of the first video stream other than the target special effects is placed on top of the third video stream as a third-layer video stream, and the second video stream is placed on top of the third-layer video stream as a second-layer video stream; The top-layer video stream, the second-layer video stream, the third-layer video stream and the bottom-layer video stream are synchronized, and the synchronized video streams are encoded to generate a target live stream.

[0012] Optionally, the method further includes: Build the image, voice, and actions of the virtual anchor based on user interactions; An anchor screen window is embedded in the live broadcast screen to display the image and actions of the virtual anchor in real time, and the user is guided to interact through the virtual anchor.

[0013] In a second aspect of the present application, a system for interactive live broadcasting is provided, comprising an acquisition module, an analysis module, a video module, and a display module, wherein: A collection module configured to obtain user interaction content during live broadcast and determine a branch plot to be generated based on the user interaction content; A parsing module configured to parse the interactive content file according to the branch plot to be generated to obtain an initial video, plot logic and model texture; a video module configured to render the model texture to obtain a first video stream, draw user interface elements and animation effects according to the plot logic to obtain a second video stream, and decode the initial video to obtain a third video stream; The display module is configured to superimpose and encode the first video stream, the second video stream and the third video stream to obtain a target live stream, and send the target live stream to a live broadcast platform for display.

[0014] In the third aspect of the present application, an electronic device is provided, including a processor, a memory, a user interface and a network interface, the memory is used to store instructions, the user interface and the network interface are both used to communicate with other devices, and the processor is used to execute the instructions stored in the memory so that the electronic device performs any of the methods described above.

[0015] In a fourth aspect of the present application, a computer-readable storage medium is provided, wherein the computer-readable storage medium stores instructions. When the instructions are executed, any one of the methods described above is executed.

[0016] In summary, one or more technical solutions provided in the embodiments of the present application have at least the following technical effects or advantages: 1. By dynamically selecting branching plots based on user interactions, live content can be adjusted based on real-time user feedback, providing a more personalized and engaging viewing experience. By rendering model textures, drawing user interface elements and animation effects, and decoding the initial video, a live stream containing rich visual elements can be generated, enhancing the viewing experience and entertainment. 2. Through pre-set plot logic and automated video stream processing, live content that matches user interaction can be quickly generated, reducing manual intervention and production time. By superimposing and encoding multiple video streams to generate the target live stream, computing resources and bandwidth can be more efficiently utilized, improving the smoothness and stability of live broadcasts. 3. User interaction directly influences the selection and development of live broadcast plots. This instant feedback mechanism can stimulate users' sense of participation and belonging, enhance the interactivity and social nature of live broadcasts, and further enrich the interactive experience of live broadcasts by supporting various forms of user interaction (such as comments and voting), meeting the needs and preferences of different users. 4. It supports multiple preset plots for selection, and can add or modify plot logic and visual effects as needed, providing broad space for innovation and diversification of live broadcast content. By superimposing and encoding multiple video streams to obtain the target live broadcast stream, it can be compatible with different video encoding standards and live broadcast platform requirements, realizing cross-platform live broadcast display. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] Figure 1 It is a flowchart of the interactive live broadcast method disclosed in the embodiment of the present application; Figure 2 This is a schematic diagram of the architecture of the interactive live broadcast platform disclosed in the embodiment of this application; Figure 3 Schematic diagram of the hierarchical relationship of multiple video streams disclosed in the embodiment of the present application; Figure 4 This is a module diagram of the interactive live broadcast system disclosed in the embodiment of the present application; Figure 5 This is a structural diagram of an electronic device disclosed in an embodiment of the present application.

[0018] Explanation of the accompanying drawings: 401, acquisition module; 402, analysis module; 403, video module; 404, display module; 501, processor; 502, communication bus; 503, user interface; 504, network interface; 505, memory. DETAILED DESCRIPTION

[0019] In order to enable those skilled in the art to better understand the technical solutions in this specification, the technical solutions in the embodiments of this specification will be clearly and completely described below in conjunction with the drawings in the embodiments of this specification. Obviously, the described embodiments are only part of the embodiments of this application, not all of the embodiments.

[0020] In the description of the embodiments of this application, words such as "for example" or "for instance" are used to indicate examples, illustrations, or explanations. Any embodiment or design described as "for example" or "for instance" in the embodiments of this application should not be construed as being preferred or advantageous over other embodiments or designs. Rather, the use of words such as "for example" or "for instance" is intended to present the relevant concepts in a concrete manner.

[0021] In the description of the embodiments of the present application, the term "multiple" means two or more. For example, multiple systems refer to two or more systems, and multiple screen terminals refer to two or more screen terminals. In addition, the terms "first" and "second" are used for descriptive purposes only and are not to be understood as indicating or implying relative importance or implicitly indicating the indicated technical features. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more of the features. The terms "including", "comprising", "having" and their variations all mean "including but not limited to", unless otherwise specifically emphasized.

[0022] This embodiment discloses a method for interactive live broadcasting, which is applied to an interactive live broadcasting platform. Figure 1 This is a flow chart of the interactive live broadcast method disclosed in the embodiment of the present application. Figure 1 As shown, the method includes the following steps: S101, obtaining user interaction content during live broadcast, and determining a branch plot to be generated based on the user interaction content; S102, parsing the interactive content file according to the branch plot to be generated to obtain an initial video, plot logic, and model texture; S103, rendering the model texture to obtain a first video stream, drawing user interface elements and animation effects according to the plot logic to obtain a second video stream, and decoding the initial video to obtain a third video stream; S104: Superimpose and encode the first video stream, the second video stream, and the third video stream to obtain a target live stream, and send the target live stream to a live platform for display.

[0023] During live broadcasts, the platform continuously collects user interaction data. This data can include text chats, voting choices, gift giving, and even actions input via game controllers. This interaction data is used as a basis for generating subsequent plots. The interactive content file contains multiple possible plot branches for the live broadcast. These branches are based on different user interaction presets. As user interaction data is collected, an algorithm analyzes the interaction data and selects the plot branch most relevant to the user interaction content as the next content to be displayed. After selecting a plot branch, the system searches for the corresponding interactive content file based on this plot branch. These files contain all the elements necessary to generate the live broadcast content, including the initial video, plot logic, and model textures. The initial video: Basic video assets, which may include backgrounds, characters, or other visual elements. The plot logic: A series of rules and instructions describing how to display content based on user interactions and plot development. The model texture: Detailed texture and material information for 3D models or other visual elements. The first video stream: Renders the model textures to generate realistic and detailed video content. This may involve 3D rendering technology to create realistic scenes and characters. Second video stream: Based on the plot logic, user interface elements (such as information boxes, prompts, progress bars, etc.) and animation effects are drawn. These elements enhance the audience's immersion and participation. Third video stream: The initial video is decoded and processed to ensure that it can be seamlessly integrated into the final live stream. This may include adjusting color, brightness, contrast, etc., as well as adding any necessary special effects. The above three video streams are superimposed together to form a complete target live stream. This process requires precise time synchronization and layer management to ensure that all elements are correctly aligned and played synchronously. The encoded target live stream is sent to the live broadcast platform for viewers to watch in real time. This allows viewers to see dynamically changing live content driven by their own interactions.

[0024] By capturing user interactions during live broadcasts and dynamically selecting pre-set storyline branches based on these interactions, live content can respond to user actions and choices in real time. This instant feedback mechanism greatly enhances user engagement and interactivity, allowing viewers to become more than passive observers, becoming part of the live content. By pre-setting multiple storylines and selecting the most appropriate branch based on user interactions, live content can be highly diverse and personalized. Each user interaction can lead the live broadcast to a different storyline, thus satisfying different user preferences and expectations, increasing its appeal and viewing time. Video content processing is meticulously divided into three parts: rendering model textures, drawing user interface elements and animation effects, and decoding the initial video. This collaborative approach optimizes video stream processing efficiency and ensures smooth and real-time live content. By overlaying and encoding the processed first, second, and third video streams, the resulting target live stream contains rich visual elements and dynamic effects. This processing method not only improves the visual quality of the live broadcast but also enhances user immersion and viewing experience.

[0025] Figure 2 This is a schematic diagram of the architecture of the interactive live broadcast platform disclosed in the embodiment of this application, such as Figure 2As shown, interactive content is generated using an interactive content engine. After the live broadcast begins, the interactive content file is parsed, the video content is decoded, and the model and texture content is rendered in real time using a graphics engine. The rendered graphics are then rasterized to generate the video image. Simultaneously, the UI (user interface) and animation effects are drawn according to the logic specified in the interactive content file. The aforementioned video streams are overlaid, encoded in high definition, and pushed to the live broadcast platform using low-latency streaming technology. The interactive content file describes UI properties such as size, position coordinates, alignment, transparency, and layer. For animations, parameters such as the speed, its relationship to time, and playback direction are specified. The position of UI elements is determined using the video coordinate system and the container coordinate system. The video coordinate system is a coordinate system based on the pixels of the interactive video content. Assuming the interactive video size is 1920x1080, the (x, y) coordinates, width, and height of all UI elements are positioned relative to the canvas size, with (0, 0) at the top left corner and (1920, 1080) at the bottom right corner. Regardless of how the player changes width and height, the video's aspect ratio remains unchanged. The video as a whole will scale, and UI elements positioned according to the video coordinate system will also scale proportionally. This allows interactive components and special effects to seamlessly fit within the video content. The container coordinate system is a coordinate system based on the player UI container. This coordinate system is independent of the video content, only related to the player's container. It does not automatically scale when the container's width and height change, and must actively respond to the player's resize event to redraw in a timely manner. The container coordinate system applies to various player controls and various functional components related to the player UI.

[0026] Optionally, obtaining user interaction content during live broadcast and determining a branch plot to be generated based on the user interaction content includes: Monitor and count users' interactive behaviors and voting results, including comments, barrages, likes, and gift giving, analyze users' overall emotions based on the interactive behaviors, and match corresponding branch plots from the user interactive content based on the overall emotions and voting results.

[0027] During the live broadcast, the system will monitor and count the user's various interactive behaviors and voting results in real time. These interactive behaviors include but are not limited to: Comments: Remarks posted by users in the comment section of a live broadcast room. These comments may include opinions on the live broadcast content, feedback on the host, speculation on the development of the plot, etc.

[0028] Danmu: Real-time scrolling comments sent by users, usually used to express immediate emotional reactions or participate in interactive games during live broadcasts.

[0029] Like: Users express their recognition and support for live broadcast content or the host through the act of like.

[0030] Gifting: Virtual gifts purchased by users on live streaming platforms and given to anchors, usually used to express love or support for the anchor.

[0031] The system performs sentiment analysis on collected user interactions to determine the user's overall mood. This typically involves natural language processing techniques, such as sentiment lexicon matching and machine learning models, to identify the emotional tendencies (e.g., positive, negative, or neutral) in comments and comments. The number of likes and gifts sent can also serve as indicators of user positivity. After analyzing the user's overall sentiment, the system combines the results of user votes (such as plot selection and character fate voting) to select the plot from several pre-set scenarios that is most relevant to the user's interactive content or best meets the user's expectations. This step may involve complex decision-making logic, such as weighting and probability calculation, to ensure that the selected plot branch not only aligns with the user's emotions but also maintains the coherence and appeal of the live broadcast content.

[0032] By monitoring and analyzing user interactions (such as comments, comments, likes, and gifts), live streaming platforms can capture user feedback and preferences in real time. This instant feedback mechanism not only enhances user engagement but also allows live content to quickly respond to user needs and changing emotions, thereby increasing interactivity and engagement. Analyzing overall sentiment based on user interactions is a key tool for understanding user needs and preferences. By analyzing sentiment in textual content like comments and comments, as well as quantifying likes and gifts, live streaming platforms can more accurately grasp user emotional states, providing a more precise basis for subsequent plot selection. Based on users' overall sentiment and voting results, the most appropriate plot is selected from a pre-set branching storyline. This not only enables personalized live content but also increases plot diversity and viewing value. Each user interaction can lead to a different plot development, making each live broadcast a unique experience.

[0033] Optionally, obtaining user interaction content during live broadcast and determining a branch plot to be generated based on the user interaction content further includes: Obtain user interaction operation group data, wherein the user interaction operation group data includes user interaction operation, current client system time and current video time, and the user interaction operation includes operation type, operation ID, user ID, and live broadcast room ID; Within a preset time window, sorting the user interaction operations according to the user interaction operation group data, and selecting a preset number of the user interaction operations as interaction results; The interaction results are weighted and sorted according to the weight of the live broadcast room and the number of people in the live broadcast room, and the branch plot is determined based on the interaction results after weighted sorting.

[0034] During live streaming, all user interactions (such as comments, barrage comments, likes, and gift giving) are recorded by the system. This data not only includes the user's actions themselves, but also the context in which the actions occurred, i.e., the user interaction action group data. The user interaction action group data specifically includes: User interaction operations: refers to the specific actions performed by users, such as sending a barrage, liking a post, etc.

[0035] Current Client System Time: This records the system time of the user's client when they perform interactive operations. This helps analyze user behavior habits in different time periods.

[0036] Current Video Time: This records the time at which the live video plays when the user performs an interactive action. This helps understand the user's reactions and interests while watching the live broadcast.

[0037] Operation type: Identifies the type of interactive operation performed by the user, such as comments, barrages, likes, etc.

[0038] Action ID: A unique identifier assigned to each interaction action, used to distinguish different interaction behaviors.

[0039] User ID: Identifies the user who performs the interactive operation.

[0040] Live broadcast room ID: identifies the live broadcast room that the user is watching.

[0041] To process large amounts of user interaction data, the system sets a preset time window (such as every minute, every five minutes, etc.). All user interactions collected within this time window are processed as a batch. The system sorts these interactions by their timestamp (i.e., the current client system time) to ensure sequential processing. The system then selects a preset number of interactions (such as a maximum of 100, the top 1%, etc.) from this batch as the interaction results for that time window. This step helps reduce data volume and improve processing efficiency. Different livestream rooms may have different weights based on factors such as popularity, content quality, and the influence of the host. The number of people watching a livestream room is also a key indicator of its activity. Therefore, when processing interaction results, the system considers both the room weight and the number of people watching the room, performing a weighted ranking. Specifically, interaction results from livestream rooms with higher weights and larger audiences are given higher priority. This step helps ensure that user interactions from more popular and influential livestream rooms receive more attention and response. The weighted ranking of interaction results will serve as the basis for determining storyline branches. The system matches pre-set story branches based on the user's overall emotional tendencies, concerns, and trending topics in these interaction results. For example, if a user expresses strong concern or sympathy for a character's fate within a certain time window, the system may select a story branch related to that character's fate for display. This method of story selection based on user interaction content makes the live broadcast content more closely aligned with user needs and interests, enhancing the interactivity and viewing experience of the live broadcast.

[0042] By capturing user interaction action group data, including action type, action ID, user ID, livestream room ID, current client system time, and current video time, livestreaming platforms can more accurately capture and record user interaction behaviors. This data not only helps understand user preferences and needs, but also ensures the timeliness and accuracy of interaction data processing. User interaction actions are sorted within a preset time window, and a preset number of interaction actions are selected as interaction results. This step helps filter out invalid or redundant interaction data while retaining the most representative and influential interactions. This not only improves data processing efficiency but also ensures the accuracy and representativeness of interaction results. By weighting interaction results based on the weight of the livestream room and the number of people in the room, livestreaming platforms can more comprehensively consider the weight of different livestream rooms and users, ensuring fair and reasonable plot selection. Furthermore, by determining branch plots based on the weighted sorted interaction results, the plot selection is more closely aligned with users' actual needs and preferences, enhancing the personalization and enjoyability of livestream content. By comprehensively considering multiple factors, such as user interaction actions, room weight, and number of people in the room, livestreaming platforms can better meet user expectations and needs, thereby improving the viewing experience and engagement. This dynamic and personalized plot selection method also helps to attract more users to participate in the interaction and increase the activity and stickiness of the live broadcast room.

[0043] Optionally, rendering the model texture to obtain a first video stream includes: A real-time rendering engine is used to perform three-dimensional rendering on the model texture, and a three-dimensional scene video is generated as a first video stream according to preset lighting conditions, material properties and camera viewing angle.

[0044] A real-time rendering engine is a software tool specifically designed for rapidly rendering 3D scenes on a graphics processing unit (GPU). It processes large amounts of geometric data, textures, and lighting effects to produce realistic 3D images and videos. In interactive live broadcasts, a real-time rendering engine is used to render model textures, thereby generating the 3D scene video during the live broadcast. A real-time rendering engine first loads files containing the 3D model's geometry and texture information. These files are typically stored in specific formats such as OBJ, FBX, or GLTF. Texture information, including color, glossiness, and reflectivity, is applied to the model's surface to enhance realism and detail. Lighting is a crucial factor in 3D rendering, directly impacting the visual quality of the scene. Real-time rendering engines allow users to preset lighting conditions, including the position, color, intensity, and type of light source (e.g., point, directional, or ambient). These lighting conditions are applied to all objects in the scene to produce realistic lighting effects. Materials define how objects interact with light. Different materials have varying reflection, refraction, and scattering properties. In the real-time rendering engine, users can set material properties for each object, such as glossiness, transparency, and reflectivity. These properties, combined with lighting conditions, determine the appearance of objects in the scene. The camera's perspective determines the view of the scene that viewers see during the live broadcast. Users can set parameters such as the camera's position, orientation, focal length, and field of view in the real-time rendering engine. These parameters together determine the scope and level of detail of the scene captured by the camera. After all parameters are set, the real-time rendering engine begins rendering the scene. It calculates the color value of each pixel based on the preset lighting conditions, material properties, and camera perspective. These color values are combined into a continuous frame sequence to form a 3D scene video. This video is output as the first video stream to the live broadcast system, where it is encoded and displayed as an overlay with other video streams.

[0045] The real-time rendering engine efficiently handles 3D rendering tasks for model textures. Through complex calculations and processing, it generates high-quality 3D scene videos with realism and detail. This high-quality rendering enhances the viewer's sense of immersion and experience, making them feel as if they are immersed in a realistic virtual environment. Rendering based on preset lighting conditions, material properties, and camera perspectives simulates real-world lighting effects, material textures, and perspective variations, thereby enhancing the video's realism and three-dimensionality. This enhanced realism and three-dimensionality helps viewers better understand and perceive objects and events in the virtual scene. The real-time rendering engine utilizes efficient rendering algorithms and optimization technologies, enabling it to complete large numbers of rendering tasks in a short period of time and improving rendering efficiency. Furthermore, the real-time rendering engine offers excellent flexibility, allowing customized rendering settings and adjustments to meet the needs of different users. The real-time rendering engine can handle scenes containing large numbers of objects and complex dynamic effects, such as explosions, smoke, and water flows. This capability makes the real-time rendering engine widely applicable in fields such as film and television special effects and game development. The generated 3D scene video can be transmitted and played in real time as the primary video stream, meeting the needs of real-time applications such as online live broadcasts and remote conferencing. This real-time transmission and playback capability helps enhance user interaction and engagement, and promotes real-time sharing and communication of information.

[0046] Optionally, drawing user interface elements and animation effects according to the plot logic to obtain a second video stream includes: Analyze the plot logic and identify key plot nodes and event triggering conditions; Determine the type of user interface element to be displayed based on the key plot nodes and the event triggering conditions, and determine the corresponding animation effect type based on the plot atmosphere, character emotions and action requirements. The user interface element types include prompt boxes, progress bars and character information panels, and the animation effect types include fade in and out, zoom, rotation and color change; Using a graphics drawing library to draw corresponding user interface elements and animation effects according to the user interface element type, the animation effect type, and the timeline of the plot logic; The user interface elements and the animation effects are combined into a continuous frame sequence to form a second video stream.

[0047] The system needs to conduct a thorough analysis of the input plot logic. Plot logic typically takes the form of a script or storyboard, containing key information such as the plot's trajectory, key moments, character actions, dialogue, and event triggers. During the analysis process, the system identifies these key elements and understands their relationships and sequence. Based on the analysis of the plot logic, the system further identifies key plot nodes and event triggers. Key plot nodes typically refer to significant turning points or climaxes in the plot, while event triggers are the key factors that lead to these nodes. For example, a character's death might be a key plot node, triggered by the character's health dropping to zero within a specific timeframe. Based on the identified key plot nodes and event triggers, the system determines the type of user interface elements and corresponding animation effects to display. User interface element types may include tooltips (for displaying important information or prompts), progress bars (for indicating plot progress or task completion), and character information panels (for displaying character status, attributes, or skills). Animation effects may include fades (for scene transitions or element display / hiding), zooms (for emphasizing or highlighting an element), rotations (for character actions or state changes), and color transitions (for creating atmosphere or expressing emotion). After determining the UI element type and animation effect type, the system calls upon the graphics library to draw these elements and effects. Graphics libraries typically provide a rich set of drawing functions and tools, allowing developers to programmatically create and manipulate graphical objects. During this process, the system arranges the display order and timing of UI elements and animation effects based on the plot's logical timeline, ensuring they remain synchronized with the plot's progression. The system combines the drawn UI elements and animation effects into a continuous frame sequence, forming a second video stream. This process is similar to the frame compositing step in animation production or video editing. Each frame contains information about the state of all UI elements and animation effects at the current point in time. When these frames are played continuously at a certain frame rate, a dynamic UI and animation effects are presented, which, combined with the first video stream (i.e., the 3D rendered video stream), creates a complete visual experience.

[0048] By analyzing plot logic and identifying key plot nodes and event triggers, user interface elements and animation effects can be precisely displayed at the appropriate time and context. This precise presentation enhances user immersion, making them more engaged in the story and improving the overall interactive experience. Based on the plot atmosphere, character emotions, and required actions, animation effects such as fades, zooms, rotations, and color transitions are tailored to vividly convey the plot's development and the characters' emotional shifts. The use of these animation effects enhances the story's expressiveness and appeal, allowing users to more deeply understand and connect with the plot. By using a graphics drawing library to draw user interface elements and animation effects and combining them into a continuous frame sequence to form a secondary video stream, the content of the video stream can be greatly enriched. This enriched content not only enhances the video stream's viewing experience but also attracts more users. By combining plot logic with the drawing of user interface elements and animation effects, richer, more diverse, and more unique video content can be created. This innovative and diverse content not only meets the diverse needs and preferences of users but also promotes the continued development and advancement of the video content industry.

[0049] Optionally, superimposing and encoding the first video stream, the second video stream, and the third video stream to obtain a target live stream includes: According to a preset hierarchical relationship, the third video stream is used as the bottom video stream, the target special effects that cannot be blocked in the first video stream are used as the top video stream, and the content of the first video stream other than the target special effects is placed on top of the third video stream as a third-layer video stream, and the second video stream is placed on top of the third-layer video stream as a second-layer video stream; The top-layer video stream, the second-layer video stream, the third-layer video stream and the bottom-layer video stream are synchronized, and the synchronized video streams are encoded to generate a target live stream.

[0050] Figure 3 Schematic diagram of the hierarchical relationship of multiple video streams disclosed in the embodiment of this application, such as Figure 3As shown, the third video stream is set as the bottom layer. This stream is typically a basic image, such as a game scene, movie background, or a fixed background in a live broadcast studio. All content in the first video stream, excluding the target special effects, is placed in the third layer. This typically includes the actions of game characters, the performances of actors in movies, or the live broadcast studio's host image, but does not include special effects that need to be highlighted or not obscured. The second video stream is placed above the third layer as the second layer. This second layer typically includes user interface elements (such as tooltips, progress bars, character information panels, etc.) and animation effects (such as fades, zooms, rotations, and color changes) to enhance the plot and user interaction experience. The target special effects in the first video stream that cannot be obscured are set as the top layer. These special effects are typically elements that need to be highlighted or emphasized, such as explosions and lighting effects. They should always remain at the top layer and not be obscured by other video streams. After determining the hierarchical relationship of the video streams, they need to be synchronized. Because different video streams may originate from different sources and have varying frame rates, resolutions, and encoding formats, time and image synchronization are necessary to ensure consistent and coherent playback. By adjusting the timestamps of each video stream, they start playing at the same time and maintain the same playback speed. For scenes that require precise alignment (such as synchronizing character movements with special effects), more complex image processing, such as frame matching and cropping, may be required. After synchronizing the video streams, they need to be encoded to generate the target live stream. Encoding is the process of converting a video stream into a format suitable for network transmission and playback. Choose the appropriate encoding format: Based on the target live stream's purpose and the compatibility of the playback device, select an appropriate encoding format, such as H.264 or H.265. Adjust encoding parameters, such as bitrate, frame rate, and resolution, based on factors such as network bandwidth and playback device performance, to ensure the quality and smoothness of the target live stream. The target live stream is then pushed to the live streaming platform for broadcasting.

[0051] Preset hierarchical relationships allow precise control over the display order and occlusion relationships of each video stream in the final live stream. This flexible hierarchical management allows dynamic adjustments to live content, such as adding or removing specific effects, text, images, and other elements. Using the target effects in the first video stream as the top stream ensures they remain visible throughout the live stream and are not obscured by other content. Placing the content (excluding the target effects) in the first stream, the second stream, and the third stream in separate layers allows for complex video compositing effects such as picture-in-picture, subtitle overlays, and background replacements. Synchronizing the video streams at each layer ensures consistent timelines during the live broadcast, preventing image desynchronization. After encoding, the synchronized video streams generate a high-quality target live stream that meets the requirements of real-time transmission and viewing. Precise hierarchical management and efficient video compositing enable the production of rich, visually appealing live content. This high-quality content attracts a wider audience and enhances the viewing experience and interactivity.

[0052] Optionally, the method further includes: Build the image, voice, and actions of the virtual anchor based on user interactions; An anchor screen window is embedded in the live broadcast screen to display the image and actions of the virtual anchor in real time, and the user is guided to interact through the virtual anchor.

[0053] By analyzing user interaction data (such as likes, comments, and preferred avatars), we can understand users' aesthetic preferences and preferences. Based on these preferences, 3D modeling technology is used to customize the virtual host's unique appearance, including facial shape, hairstyle, and clothing. Users can even select or customize their preferred avatar through interaction, increasing engagement and interactivity. Text-to-speech (TTS) technology combines the text content of user interactions to generate a voice that matches the virtual host's image. By training a voice model, the virtual host's voice has specific characteristics such as timbre and intonation to meet user expectations. Users can adjust the virtual host's speaking style or select a specific voice package through interaction. Motion capture technology captures user movements in real time and maps them to the virtual host. Alternatively, a series of pre-set actions corresponding to user interactions (such as typing and clicking) can be created, enabling the virtual host to respond accordingly. These actions can range from simple waving and nodding to complex dances or hand gestures. Using live streaming software or platform-provided tools, a dedicated window is created to showcase the virtual host. Adjust parameters such as the host window's size, position, and transparency based on the overall layout and aesthetics of the live broadcast. Render the constructed virtual host's image, voice, and movements into the host window in real time. Ensure that the virtual host's movements and voice are synchronized with user interactions to enhance the live broadcast's realism and interactivity. Through the virtual host's voice and movements, guide users to engage in interactive actions such as likes, comments, and shares. The virtual host can respond to user interactions, such as thanking comments, answering questions, and demonstrating specific actions. This interactive approach not only adds to the fun of the live broadcast but also helps boost user engagement and retention.

[0054] Creating a virtual host's image, voice, and movements based on user interactions enables personalized services. This customized virtual host can better meet users' individual needs, increasing their sense of engagement and belonging. By allowing the virtual host to display their image and movements in real time during the live broadcast and interact with users, it can break down the barriers between hosts and users in traditional live broadcasts, creating a more natural and fluid interactive experience. The introduction of virtual hosts as a new form of live streaming can attract more users' attention and interest. This novelty is reflected not only in the visual effects of the live broadcast, but also in the new interactive experience brought by virtual hosts. Virtual hosts can display diverse movements and expressions based on the needs of the live broadcast content, enriching the content and enhancing its viewing experience and fun. Automating the creation and display of virtual hosts through technical means can reduce the workload of live broadcast teams and improve live broadcast efficiency. The virtual host's image, voice, and movements can be flexibly adjusted to suit the needs of the live broadcast content, adapting to different scenarios and requirements.

[0055] This embodiment also discloses a system for interactive live broadcasting. Figure 4 This is a module diagram of the interactive live broadcast system disclosed in the embodiment of this application, such as Figure 4 As shown, the system includes an acquisition module 401, an analysis module 402, a video module 403, and a display module 404, wherein: The acquisition module 401 is configured to obtain user interaction content during the live broadcast and determine a branch plot to be generated based on the user interaction content; A parsing module 402 is configured to parse the interactive content file according to the branch plot to be generated to obtain an initial video, plot logic, and model texture; a video module 403 configured to render the model texture to obtain a first video stream, draw user interface elements and animation effects according to the plot logic to obtain a second video stream, and decode the initial video to obtain a third video stream; The display module 404 is configured to perform superposition encoding on the first video stream, the second video stream and the third video stream to obtain a target live stream, and send the target live stream to a live broadcast platform for display.

[0056] Optionally, the acquisition module 401 is configured to: Monitor and count users' interactive behaviors and voting results, including comments, barrages, likes, and gift giving, analyze users' overall emotions based on the interactive behaviors, and match corresponding branch plots from the user interactive content based on the overall emotions and voting results.

[0057] Optionally, the acquisition module 401 is configured to: Obtain user interaction operation group data, wherein the user interaction operation group data includes user interaction operation, current client system time and current video time, and the user interaction operation includes operation type, operation ID, user ID, and live broadcast room ID; Within a preset time window, sorting the user interaction operations according to the user interaction operation group data, and selecting a preset number of the user interaction operations as interaction results; The interaction results are weighted and sorted according to the weight of the live broadcast room and the number of people in the live broadcast room, and the branch plot is determined based on the interaction results after weighted sorting.

[0058] Optionally, the video module 403 is configured to: A real-time rendering engine is used to perform three-dimensional rendering on the model texture, and a three-dimensional scene video is generated as a first video stream according to preset lighting conditions, material properties and camera viewing angle.

[0059] Optionally, the video module 403 is configured to: Analyze the plot logic and identify key plot nodes and event triggering conditions; Determine the type of user interface element to be displayed based on the key plot nodes and the event triggering conditions, and determine the corresponding animation effect type based on the plot atmosphere, character emotions and action requirements. The user interface element types include prompt boxes, progress bars and character information panels, and the animation effect types include fade in and out, zoom, rotation and color change; Using a graphics drawing library to draw corresponding user interface elements and animation effects according to the user interface element type, the animation effect type, and the timeline of the plot logic; The user interface elements and the animation effects are combined into a continuous frame sequence to form a second video stream.

[0060] Optionally, the display module 404 is configured to: According to a preset hierarchical relationship, the third video stream is used as the bottom video stream, the target special effects that cannot be blocked in the first video stream are used as the top video stream, and the content of the first video stream other than the target special effects is placed on top of the third video stream as a third-layer video stream, and the second video stream is placed on top of the third-layer video stream as a second-layer video stream; The top-layer video stream, the second-layer video stream, the third-layer video stream and the bottom-layer video stream are synchronized, and the synchronized video streams are encoded to generate a target live stream.

[0061] Optionally, the system further includes a virtual module, wherein the virtual module is configured to: Build the image, voice, and actions of the virtual anchor based on user interactions; An anchor screen window is embedded in the live broadcast screen to display the image and actions of the virtual anchor in real time, and the user is guided to interact through the virtual anchor.

[0062] It should be noted that the above embodiments provide devices that implement their functions using only the division of the above functional modules as examples. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0063] This embodiment also discloses an electronic device, referring to Figure 5The electronic device may include: at least one processor 501 , at least one communication bus 502 , a user interface 503 , a network interface 504 , and at least one memory 505 .

[0064] The communication bus 502 is used to implement the connection and communication between these components.

[0065] The user interface 503 may include a display screen (Display) and a camera (Camera). Optionally, the user interface 503 may also include a standard wired interface and a wireless interface.

[0066] The network interface 504 may optionally include a standard wired interface or a wireless interface (such as a WI-FI interface).

[0067] The processor 501 may include one or more processing cores. Using various interfaces and circuits, the processor 501 connects to various components within the server. It executes instructions, programs, code sets, or instruction sets stored in the memory 505, as well as accesses data stored in the memory 505, to perform various server functions and process data. Optionally, the processor 501 may be implemented using at least one of the following hardware forms: a digital signal processing (DSP), a field-programmable gate array (FPGA), or a programmable logic array (PLA). The processor 501 may integrate one or a combination of a central processing unit (CPU), a graphics processing unit (GPU), and a modem. The CPU primarily processes the operating system, user interface, and application programs; the GPU is responsible for rendering and drawing content displayed on the display screen; and the modem handles wireless communications. It is understood that the modem may also be implemented as a separate chip, rather than integrated into the processor 501.

[0068] Among them, the memory 505 may include a random access memory (RAM) or a read-only memory (Read-Only Memory). Optionally, the memory 505 includes a non-transitory computer-readable storage medium. The memory 505 can be used to store instructions, programs, codes, code sets or instruction sets. The memory 505 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for at least one function (such as a touch function, a sound playback function, an image playback function, etc.), instructions for implementing the above-mentioned various method embodiments, etc.; the data storage area may store data involved in the above-mentioned various method embodiments, etc. The memory 505 may also be optionally at least one storage device located away from the aforementioned processor 501. As Figure 5 As shown, the memory 505 as a computer storage medium may include an operating system, a network communication module, a user interface module, and an application program for an interactive live broadcast method.

[0069] exist Figure 5 In the electronic device shown, the user interface 503 is mainly used to provide an input interface for the user and obtain data input by the user; and the processor 501 can be used to call the application program of the interactive live broadcast method stored in the memory 505. When executed by one or more processors 501, the electronic device executes one or more methods in the above embodiments.

[0070] It should be noted that for the aforementioned method embodiments, for simplicity of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required for this application.

[0071] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0072] In the several embodiments provided in this application, it should be understood that the disclosed devices can be implemented in other ways. For example, the device embodiments described above are merely schematic, such as the division of units, which is only a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some service interface, and the indirect coupling or communication connection of devices or units can be electrical or other forms.

[0073] Units described as separate components may or may not be physically separate, and components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0074] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0075] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable memory. Based on this understanding, the technical solution of this application, or the portion that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a memory 505 and includes several instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the various embodiments of the method of this application. The aforementioned memory 505 includes various media that can store program code, such as a USB flash drive, a mobile hard drive, a magnetic disk, or an optical disk.

[0076] The above is only an exemplary embodiment of the present disclosure and cannot be used to limit the scope of the present disclosure. That is, any equivalent changes and modifications made according to the teachings of the present disclosure are still within the scope of the present disclosure. After considering the disclosure of the specification, those skilled in the art will easily think of other embodiments of the present disclosure. This application is intended to cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the technical field that are not recorded in the present disclosure. The description and examples are to be regarded as exemplary only, and the scope and spirit of the present disclosure are defined by the claims.

Claims

1. A method for interactive live broadcasting, characterized in that: Applied to an interactive live broadcast platform, the method includes: Obtain user interaction content during the live broadcast, and determine a branch plot to be generated based on the user interaction content; Parsing the interactive content file according to the branch plot to be generated to obtain the initial video, plot logic and model texture; Rendering the model texture to obtain a first video stream, drawing user interface elements and animation effects according to the plot logic to obtain a second video stream, and decoding the initial video to obtain a third video stream; The first video stream, the second video stream and the third video stream are superimposed and encoded to obtain a target live stream, and the target live stream is sent to a live broadcast platform for display.

2. The interactive live broadcast method according to claim 1, characterized in that: The step of obtaining user interaction content during live broadcast and determining a branch plot to be generated based on the user interaction content includes: Monitor and count users' interactive behaviors and voting results, including comments, barrages, likes, and gift giving, analyze users' overall emotions based on the interactive behaviors, and match corresponding branch plots from the user interactive content based on the overall emotions and voting results.

3. The interactive live broadcast method according to claim 1, characterized in that: The step of obtaining user interaction content during live broadcast and determining a branch plot to be generated based on the user interaction content further includes: Obtain user interaction operation group data, wherein the user interaction operation group data includes user interaction operation, current client system time and current video time, and the user interaction operation includes operation type, operation ID, user ID, and live broadcast room ID; Within a preset time window, sorting the user interaction operations according to the user interaction operation group data, and selecting a preset number of the user interaction operations as interaction results; The interaction results are weighted and sorted according to the weight of the live broadcast room and the number of people in the live broadcast room, and the branch plot is determined based on the interaction results after weighted sorting.

4. The interactive live broadcast method according to claim 1, characterized in that: Rendering the model texture to obtain a first video stream includes: A real-time rendering engine is used to perform three-dimensional rendering on the model texture, and a three-dimensional scene video is generated as a first video stream according to preset lighting conditions, material properties and camera viewing angle.

5. The interactive live broadcast method according to claim 1, characterized in that: Drawing the user interface elements and animation effects according to the plot logic to obtain the second video stream includes: Analyze the plot logic and identify key plot nodes and event triggering conditions; Determine the type of user interface element to be displayed based on the key plot nodes and the event triggering conditions, and determine the corresponding animation effect type based on the plot atmosphere, character emotions and action requirements. The user interface element types include prompt boxes, progress bars and character information panels, and the animation effect types include fade in and out, zoom, rotation and color change; Using a graphics drawing library to draw corresponding user interface elements and animation effects according to the user interface element type, the animation effect type, and the timeline of the plot logic; The user interface elements and the animation effects are combined into a continuous frame sequence to form a second video stream.

6. The interactive live broadcast method according to claim 1, characterized in that: The superimposing and encoding the first video stream, the second video stream, and the third video stream to obtain a target live stream includes: According to a preset hierarchical relationship, the third video stream is used as the bottom video stream, the target special effects that cannot be blocked in the first video stream are used as the top video stream, and the content of the first video stream other than the target special effects is placed on top of the third video stream as a third-layer video stream, and the second video stream is placed on top of the third-layer video stream as a second-layer video stream; The top-layer video stream, the second-layer video stream, the third-layer video stream and the bottom-layer video stream are synchronized, and the synchronized video streams are encoded to generate a target live stream.

7. The interactive live broadcast method according to claim 1, characterized in that: The method further comprises: Build the image, voice, and actions of the virtual anchor based on user interactions; An anchor screen window is embedded in the live broadcast screen to display the image and actions of the virtual anchor in real time, and the user is guided to interact through the virtual anchor.

8. An interactive live broadcast system, characterized in that: It includes acquisition module, analysis module, video module and display module, among which: A collection module configured to obtain user interaction content during live broadcast and determine a branch plot to be generated based on the user interaction content; A parsing module configured to parse the interactive content file according to the branch plot to be generated to obtain an initial video, plot logic and model texture; a video module configured to render the model texture to obtain a first video stream, draw user interface elements and animation effects according to the plot logic to obtain a second video stream, and decode the initial video to obtain a third video stream; The display module is configured to superimpose and encode the first video stream, the second video stream and the third video stream to obtain a target live stream, and send the target live stream to a live broadcast platform for display.

9. An electronic device, characterized in that: The electronic device comprises a processor, a memory, a user interface and a network interface, wherein the memory is used to store instructions, the user interface and the network interface are both used to communicate with other devices, and the processor is used to execute the instructions stored in the memory so that the electronic device executes the method according to any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that The computer-readable storage medium stores instructions, and when the instructions are executed, the method according to any one of claims 1 to 7 is executed.

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