Vehicle-mounted virtual assistant body movement control method based on 3D rendering engine

By using a 3D rendering engine-based approach and dynamic weight allocation and skeletal mapping algorithms, the virtual assistant's limb movements can be flexibly adjusted and transitioned naturally, solving the problem of insufficient interactivity of the virtual assistant in the in-vehicle environment and improving user experience and adaptability.

CN120953447APending Publication Date: 2025-11-14DONGFENG MOTOR GRP
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Patent Information

Application Number
CN202511003953.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-07-21
Publication Date
2025-11-14

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Abstract

The invention provides a vehicle-mounted virtual assistant body movement control method based on a 3D rendering engine, and belongs to the technical field of 3D rendering, and the method comprises the steps: S1, initializing a figure; step S2, loading basic action data; s3, inputting state data; s4, mapping the state data into limb actions: processing the input state data, mapping different types of state data to preset action types through dynamic weight distribution, and endowing different action types with weights; step S5, outputting mixed action data: according to the current character action type and the corresponding weight, extracting the preset basic action data of the corresponding type from the preset basic action data, and calculating the mixed action data according to an action weight fusion algorithm; and S6, driving the skeleton of the person. According to the method, the virtual assistant can dynamically adjust the body movement according to the scene, the user experience is improved, and the personalized requirement can be better met.
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Description

Technical Field

[0001] This invention relates to the field of 3D rendering technology, and in particular to a method for controlling the limb movements of an in-vehicle virtual assistant based on a 3D rendering engine. Background Technology

[0002] Virtual characters are human figures generated by computer programs. How to make the appearance and behavior of virtual characters more realistically simulate real humans has been a topic of ongoing research in virtual character technology.

[0003] Patent document CN118012272A discloses a method for switching virtual character actions based on context analysis. This method selects appropriate body movements by listening to the user's dialogue information and merges the two movements to create a merged final action, reducing the abruptness of the movements. The disadvantages of this technical solution are: 1. This solution does not categorize actions for different scenarios, lacking flexibility and adaptability, and cannot well adapt to all user scenarios; 2. This solution selects corresponding body movements from an action library by listening to user information. This selection method is relatively simplistic, relying on a fixed selection pattern, and makes it difficult to dynamically adjust the virtual character's body movements according to specific scenarios and the user's personalized needs.

[0004] Patent document CN117333591A discloses a method, system, and medium for generating dynamic narration for virtual characters based on AIGC. Based on the appearance and movement capabilities of virtual characters, it uses narration text to drive the actions and expressions of the virtual characters, and converts the narration text into speech or subtitles, achieving synchronized dynamic display of text narration and the actions and expressions of the virtual characters. The disadvantages of this technical solution are: 1. This solution uses text content to drive the virtual human's body movements. This method relies on preset narration text and fixed action patterns, making it difficult to dynamically adjust the virtual character's body movements according to specific scenarios and the user's personalized needs; 2. Although this solution can use text to drive the virtual character's actions, the emotional expression is not natural and fluent enough, and it uses fixed emotional mapping rules, lacking the ability to dynamically adjust according to the actual situation; 3. This solution has poor adaptability in in-vehicle use scenarios, the virtual assistant's action control is not flexible enough, and it is difficult to dynamically adjust body movements according to the driving scenario. Summary of the Invention

[0005] This invention aims to provide a method for controlling the body movements of an in-vehicle virtual assistant using 3D rendering technology, enabling the virtual assistant to better express emotions and improve user perception and experience, thereby solving the problems of cumbersome and complex body movement control, insufficient interactivity, and limited personalized services of virtual assistants in existing technologies.

[0006] In a first aspect, embodiments of the present invention provide a method for controlling the limb movements of an in-vehicle virtual assistant based on a 3D rendering engine, including:

[0007] Step S1, Initialize Character: Load 3D virtual character model resources and resource configuration files;

[0008] Step S2, Load basic motion data: Load preset basic motion data created by category;

[0009] Step S3, Status Data Input: Input status data generated by an external data source;

[0010] Step S4, mapping state data to limb movements: The input state data is processed, and different types of state data are mapped to preset movement types through dynamic weight allocation, and weights are assigned to different movement types.

[0011] Step S5, output mixed motion data: Based on the current character's motion type and corresponding weight, extract the corresponding type of preset basic motion data from the preset basic motion data, and calculate the mixed motion data according to the motion weight fusion algorithm;

[0012] Step S6, Drive the character skeleton: Using a skeleton mapping algorithm, the mixed motion data is mapped onto the skeletal points of the 3D character model through the 3D rendering engine, so that the mesh of the 3D character model deforms with the skeletal points, simulating the changes of the character's limbs.

[0013] Preferably, the external data source is a large model of a person's emotional state.

[0014] Preferably, the preset action types include: standby, moving, speaking, listening, dancing, and driving.

[0015] Preferably, the method further includes step S7, motion switching transition processing: when new mixed motion data is generated, a Bézier curve interpolation algorithm is used to smoothly transition different motion data and drive the 3D virtual character's limb movements to switch.

[0016] Preferably, the method further includes step S8, rendering result output: outputting the 3D character image content rendered in steps S1 to S7 to the vehicle screen.

[0017] Preferably, step S4 includes:

[0018] Calculate the weights: using the formula Calculate the weights, where For the j-th input state data, These are pre-trained or pre-defined parameters, representing the importance of the j-th state to the i-th action. Indicates the weight of action type i;

[0019] Normalization of weights: This applies to the calculated weights. Perform normalization to ensure weights The value ranges between 0 and 1.

[0020] Preferably, in step S5, the formula is used. Calculate the mixed motion data, where Let be the final rotation angle of the j-th bone. This represents the weight of action type i. The current rotation angle of the j-th bone in action type i.

[0021] In a second aspect, embodiments of the present invention provide a vehicle infotainment system, including: a vehicle infotainment screen and a computer program, wherein the computer program, when executed by a processor, implements the steps of any method in the first aspect.

[0022] Thirdly, embodiments of the present invention provide an electronic device, including:

[0023] One or more processors;

[0024] Memory, used to store one or more programs;

[0025] When the one or more programs are executed by the one or more processors, the one or more processors implement the methods as described in any of the first aspects.

[0026] Fourthly, embodiments of the present invention provide a computer-readable medium storing a computer program that, when executed by a processor, implements the steps of any of the methods described in the first aspect.

[0027] Beneficial effects of this invention:

[0028] This invention acquires character status data (such as standby, speaking, moving, etc.) generated from external data sources (such as a large model of character emotional states) and inputs it into the system. This accurate input of character status data enables the virtual assistant to dynamically adjust its body movements according to the scene, improves the user experience, and better meets personalized needs.

[0029] This invention allows the input of external character status data to dynamically adjust the virtual character's limb movements according to different scenarios through an internal mapping mechanism and algorithm, reducing the need for manual adjustments, simplifying the operation process, and improving interaction efficiency.

[0030] This invention uses a motion transition algorithm to ensure natural transitions in body movements, enhance emotional resonance, and make it easier for users to have emotional interactions with the virtual assistant.

[0031] This invention addresses the unique usage scenarios of in-vehicle virtual assistants by categorizing the physical movements of 3D virtual characters into six types: standby, movement, listening, speaking, dancing, and driving. For each type, a movement amplitude representative parameter w is introduced, which can flexibly meet the movement usage needs in different scenarios and improve scenario adaptability. Attached Figure Description

[0032] Figure 1 A schematic diagram of a method for controlling the limb movements of an in-vehicle virtual assistant based on a 3D rendering engine, provided in an embodiment of the present invention;

[0033] Figure 2 The following is a schematic diagram illustrating the reference effects of various types of actions in the embodiments of the present invention, wherein (a) is standby, (b) is moving, (c) is listening, (d) is speaking, (e) is dancing, and (f) is driving;

[0034] Figure 3 This is a flowchart illustrating an optional specific implementation method of step S4 in an embodiment of the present invention;

[0035] Figure 4 This is a flowchart illustrating an optional specific implementation method of steps S7 and S8 in an embodiment of the present invention.

[0036] Figure 5 This is a schematic diagram of the overall process provided for an embodiment of the present invention;

[0037] Figure 6 This is a structural block diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0038] To enable those skilled in the art to better understand the technical solutions of the present invention, exemplary embodiments of the present invention are described below in conjunction with the accompanying drawings, including various details of the embodiments of the present invention to aid understanding. These should be considered merely exemplary. Therefore, those skilled in the art should recognize that various changes and modifications can be made to the embodiments described herein without departing from the scope and spirit of the present invention. Similarly, for clarity and brevity, descriptions of well-known functions and structures are omitted in the following description.

[0039] Where there is no conflict, the various embodiments of the present invention and the features thereof may be combined with each other.

[0040] As used herein, the term “and / or” includes any and all combinations of one or more related enumerated entries.

[0041] The terminology used herein is for the purpose of describing particular embodiments only and is not intended to limit the invention. As used herein, the singular forms “a” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will also be understood that when the terms “comprising” and / or “made of” are used in this specification, the presence of the stated feature, integral, step, operation, element, and / or component is specified, but the presence or addition of one or more other features, integrals, steps, operations, elements, components, and / or groups thereof is not excluded. Terms such as “connected” or “linked” are not limited to physical or mechanical connections but can include electrical connections, whether direct or indirect.

[0042] Unless otherwise specified, all terms used herein (including technical and scientific terms) have the same meaning as commonly understood by one of ordinary skill in the art. It will also be understood that terms such as those defined in commonly used dictionaries should be interpreted as having the meaning consistent with their meaning in the context of the relevant art and the invention, and will not be interpreted as having an idealized or overly formal meaning unless expressly so defined herein.

[0043] In the technical solution of this invention, the collection, storage, use, processing, transmission, provision, and disclosure of user personal information all comply with relevant laws and regulations and do not violate public order and good morals. The use of user data in this technical solution follows relevant national laws and regulations (e.g., the "Information Security Technology - Personal Information Security Specification"). For example: appropriate measures are taken for personal information access control; restrictions are imposed on the display of personal information; the purpose of using personal information does not exceed the scope of direct or reasonable association; and explicit identity targeting is eliminated when using personal information to avoid precisely locating a specific individual.

[0044] Figure 1 This is a flowchart illustrating a method for controlling the limb movements of an in-vehicle virtual assistant based on a 3D rendering engine, provided by an embodiment of the present invention; as shown below. Figure 1 As shown, the method includes:

[0045] Step S1, Initialize Character: Load 3D virtual character model resources and resource configuration files;

[0046] Step S2, Load basic motion data: Load preset basic motion data created by category;

[0047] Step S3, Status Data Input: Input status data generated by an external data source;

[0048] Step S4, mapping state data to limb movements: The input state data is processed, and different types of state data are mapped to preset movement types through dynamic weight allocation, and weights are assigned to different movement types.

[0049] Step S5, output mixed motion data: Based on the current character's motion type and corresponding weight, extract the corresponding type of preset basic motion data from the preset basic motion data, and calculate the mixed motion data according to the motion weight fusion algorithm;

[0050] Step S6, Drive the character skeleton: Using a skeleton mapping algorithm, the mixed motion data is mapped onto the skeletal points of the 3D character model through the 3D rendering engine, so that the mesh of the 3D character model deforms with the skeletal points, simulating the changes of the character's limbs.

[0051] In some embodiments, the external data source is a large model of a person's emotional state.

[0052] In some embodiments, the preset action types include: standby, moving, speaking, listening, dancing, and driving.

[0053] This invention categorizes the physical movements involved in 3D virtual characters into the following six types:

[0054] (1) Standby: The virtual assistant is in a natural standby state when there is no user interaction, such as standing or sitting down;

[0055] (2) Movement: Actions taken by the virtual assistant when moving between different locations, such as moving from one area of ​​the screen to another.

[0056] (3) Listening: Depicting the actions of the virtual assistant when receiving user instructions, such as tilting its ear, nodding, leaning forward, etc.

[0057] (4) Speaking: The actions of the virtual assistant when responding to the user or making voice broadcasts are played in sync with changes in facial expressions, such as waving hands and shaking the body.

[0058] (5) Dance: In certain situations, the virtual assistant can play some dance moves to increase entertainment and interactivity;

[0059] (6) Driving: The virtual assistant simulates driving actions for navigation scenarios or to demonstrate safe driving skills.

[0060] Each of these six types requires the preparation of several action data and the introduction of an action amplitude parameter w. The larger the value of w, the larger the action amplitude under the current type, such as standby (w=0.3), moving (w=0.5), listening (w=0.2), speaking (w=0.4), dancing (w=0.7), and driving (w=0.5).

[0061] Reference effects for various types of movements, such as Figure 2 As shown, including but not limited to Figure 2 The group of figures shown.

[0062] In some embodiments, such as Figure 4 As shown, it also includes step S7, motion switching transition processing: when new mixed motion data is generated, the Bezier curve interpolation algorithm is used to smoothly transition different motion data, driving the 3D virtual character's limb movements to switch, so as to achieve a smooth motion switching effect.

[0063] In some embodiments, such as Figure 4 As shown, it also includes step S8, rendering result output: the 3D character image content rendered in steps S1 to S7 is output to the vehicle screen and presented to the user in a visual and intuitive way.

[0064] In this invention, the skeleton mapping algorithm and the Bézier curve interpolation algorithm can both adopt existing technologies, and this invention does not limit them.

[0065] In some embodiments, such as Figure 3 As shown, step S4 includes:

[0066] Calculate the weights: using the formula Calculate the weights, where The j-th state data is input, such as the virtual human's current mood state, the driver's current emotional state, the vehicle's driving status, and the external environment status; These are pre-trained or pre-defined parameters, representing the importance of the j-th state to the i-th action. Indicates the weight of action type i;

[0067] Normalization of weights: This applies to the calculated weights. Perform normalization to ensure weights The value ranges between 0 and 1. This represents the proportion of the i-th action in the total number of actions in the current state. For example, if it is a rainy day and the vehicle is stopped, the driver is detected to be in a bad mood, while the virtual human is in a calm mood. In the end, the proportion of dance is calculated to be higher, while the proportion of other action types is lower.

[0068] In some embodiments, in step S5, the formula is used. Calculate the mixed motion data, where Let be the final rotation angle of the j-th bone. This represents the weight of action type i. The current rotation angle of the j-th bone in action type i.

[0069] In some embodiments, the software flow of the method of the present invention in the vehicle infotainment system is as follows: Figure 5 As shown.

[0070] Figure 5The meanings of each step in the flowchart are as follows:

[0071] (1) 3D rendering service startup: In the vehicle system, the 3D rendering service is usually a standalone software application or a software module integrated into other software applications;

[0072] (2) Initialize the character: Load the 3D virtual character model resources and related resource configuration files, etc.;

[0073] (3) Load basic motion data: Load the motion data that has been created in advance according to the categories in sequence so that it can be directly called in subsequent steps;

[0074] (4) Status data input: Status data such as standby, speaking, and moving are generated from external data sources such as large models of human emotional states and input;

[0075] (5) Mapping state data to body movements: Process the input state data (state data is usually provided by a large model of human emotional state or other external data sources), map different state data types to six categorized movement types: standby, moving, speaking, listening, dancing, and driving, and assign weights to different types of states, such as 0.1 for calm and 0.3 for speaking.

[0076] (6) Output hybrid motion data: Based on the current character motion type and corresponding weight obtained in step 5, retrieve the pre-made basic motion data of the corresponding type and weight from the motion library of each type in step 3, and calculate the final hybrid motion data according to the weight fusion algorithm. The fusion algorithm combines the data of different parts of the character. For example, the upper body and lower body use different types of motion data, and perform the fusion effect according to the weight and various rules.

[0077] (7) Driving the skeleton: Using a skeleton mapping algorithm, the mixed motion data obtained in step 6 is mapped to the skeleton points of the 3D character model through the 3D rendering engine, so that the mesh of the 3D character model deforms with the skeleton points, simulating the changes of the character's limbs.

[0078] (8) Action transition processing: When new mixed action data is generated, an action transition algorithm is used to smoothly transition different action data, driving the 3D virtual character's limb movements to switch smoothly.

[0079] (9) Rendering result output: The 3D character image content rendered by the rendering service according to the above steps and various types of data is output to the vehicle screen and presented to the user in an intuitive and vivid way.

[0080] Based on the same inventive concept, this embodiment of the invention also provides a vehicle infotainment system, which includes a vehicle infotainment screen and a computer program, wherein the computer program, when executed by a processor, implements the steps in any of the 3D rendering engine-based vehicle virtual assistant limb movement control methods described in the above embodiments.

[0081] Based on the same inventive concept, embodiments of the present invention also provide an electronic device. Figure 6 This is a structural block diagram of an electronic device provided in an embodiment of the present invention. Figure 6 As shown, an embodiment of the present invention provides an electronic device including: one or more processors 101, a memory 102, and one or more I / O interfaces 103. The memory 102 stores one or more programs, which, when executed by the one or more processors, enable the one or more processors to implement any of the 3D rendering engine-based vehicle virtual assistant limb movement control methods described in the above embodiments; the one or more I / O interfaces 103 are connected between the processor and the memory, configured to enable information interaction between the processor and the memory.

[0082] The processor 101 is a device with data processing capabilities, including but not limited to a central processing unit (CPU); the memory 102 is a device with data storage capabilities, including but not limited to random access memory (RAM, more specifically SDRAM, DDR, etc.), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), and flash memory (FLASH); the I / O interface (read / write interface) 103 is connected between the processor 101 and the memory 102, and can realize information interaction between the processor 101 and the memory 102, including but not limited to a data bus (Bus).

[0083] In some embodiments, the processor 101, memory 102, and I / O interface 103 are interconnected via bus 104, and thus connected to other components of the computing device.

[0084] In some embodiments, the one or more processors 101 include a field-programmable gate array.

[0085] This invention also provides a computer-readable medium. The computer-readable medium stores a computer program, which, when executed by a processor, implements the steps of any of the limb movement control methods for an in-vehicle virtual assistant based on a 3D rendering engine as described in the above embodiments. The computer-readable storage medium can be volatile or non-volatile.

[0086] Those skilled in the art will understand that all or some of the steps, systems, and apparatuses disclosed above, and their functional modules / units, can be implemented as software, firmware, hardware, or suitable combinations thereof. In hardware implementations, the division between functional modules / units mentioned above does not necessarily correspond to the division of physical components; for example, a physical component may have multiple functions, or a function or step may be performed collaboratively by several physical components. Some or all physical components may be implemented as software executed by a processor, such as a central processing unit, digital signal processor, or microprocessor, or as hardware, or as an integrated circuit, such as an application-specific integrated circuit (ASIC). Such software can be distributed on a computer-readable storage medium, which may include computer storage media (or non-transitory media) and communication media (or transient media).

[0087] As is known to those skilled in the art, the term computer storage medium includes volatile and non-volatile, removable and non-removable media implemented in any method or technology for storing information, such as computer-readable program instructions, data structures, program modules, or other data. Computer storage media includes, but is not limited to, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM), static random access memory (SRAM), flash memory or other memory technologies, portable compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical disc storage, magnetic cartridges, magnetic tape, disk storage or other magnetic storage devices, or any other medium that can be used to store desired information and is accessible to a computer. Furthermore, it is known to those skilled in the art that communication media typically contain computer-readable program instructions, data structures, program modules, or other data in modulated data signals such as carrier waves or other transmission mechanisms, and may include any information delivery medium.

[0088] The computer-readable program instructions described herein can be downloaded from computer-readable storage media to various computing / processing devices, or downloaded via a network, such as the Internet, local area network, wide area network, and / or wireless network, to an external computer or external storage device. The network may include copper transmission cables, fiber optic transmission, wireless transmission, routers, firewalls, switches, gateway computers, and / or edge servers. A network adapter card or network interface in each computing / processing device receives the computer-readable program instructions from the network and forwards them to the computer-readable storage media in the respective computing / processing device.

[0089] The computer program instructions used to perform the operations of this invention may be assembly instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state setting data, or source code or object code written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Smalltalk, C++, etc., and conventional procedural programming languages ​​such as the "C" language or similar programming languages. The computer-readable program instructions may be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving a remote computer, the remote computer may be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or may be connected to an external computer (e.g., via the Internet using an Internet service provider). In some embodiments, electronic circuitry, such as programmable logic circuitry, field-programmable gate arrays (FPGAs), or programmable logic arrays (PLAs), is personalized by utilizing state information from the computer-readable program instructions. This electronic circuitry can execute the computer-readable program instructions to implement various aspects of the invention.

[0090] The computer program product described herein can be implemented specifically through hardware, software, or a combination thereof. In one alternative embodiment, the computer program product is specifically embodied in a computer storage medium; in another alternative embodiment, the computer program product is specifically embodied in a software product, such as a software development kit (SDK), etc.

[0091] Various aspects of the present invention are described herein with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the invention. It should be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer-readable program instructions.

[0092] These computer-readable program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing apparatus to produce a machine such that, when executed by the processor of the computer or other programmable data processing apparatus, they create means for implementing the functions / actions specified in one or more blocks of the flowchart and / or block diagram. These computer-readable program instructions can also be stored in a computer-readable storage medium that causes a computer, programmable data processing apparatus, and / or other device to operate in a particular manner; thus, the computer-readable medium storing the instructions comprises an article of manufacture that includes instructions for implementing aspects of the functions / actions specified in one or more blocks of the flowchart and / or block diagram.

[0093] Computer-readable program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device to cause a series of operational steps to be performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby causing the instructions executed on the computer, other programmable data processing apparatus, or other device to perform the functions / actions specified in one or more boxes of a flowchart and / or block diagram.

[0094] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of the present invention. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of an instruction, which contains one or more executable instructions for implementing a specified logical function. In some alternative implementations, the functions marked in the blocks may occur in a different order than those shown in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, may be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.

[0095] Example embodiments have been disclosed herein, and while specific terminology has been used, it is for illustrative purposes only and should be construed as such, and is not intended to be limiting. In some instances, it will be apparent to those skilled in the art that features, characteristics, and / or elements described in conjunction with particular embodiments may be used alone, or in combination with features, characteristics, and / or elements described in conjunction with other embodiments, unless otherwise expressly indicated. Therefore, those skilled in the art will understand that various changes in form and detail may be made without departing from the scope of the invention as set forth in the appended claims.

Claims

1. A method for controlling the limb movements of an in-vehicle virtual assistant based on a 3D rendering engine, characterized in that, include: Step S1, Initialize Character: Load 3D virtual character model resources and resource configuration files; Step S2, Load basic motion data: Load preset basic motion data created by category; Step S3, Status Data Input: Input status data generated by an external data source; Step S4, mapping state data to limb movements: The input state data is processed, and different types of state data are mapped to preset movement types through dynamic weight allocation, and weights are assigned to different movement types. Step S5, output mixed motion data: Based on the current character's motion type and corresponding weight, extract the corresponding type of preset basic motion data from the preset basic motion data, and calculate the mixed motion data according to the motion weight fusion algorithm; Step S6, Drive the character skeleton: Using a skeleton mapping algorithm, the mixed motion data is mapped onto the skeletal points of the 3D character model through the 3D rendering engine, so that the mesh of the 3D character model deforms with the skeletal points, simulating the changes of the character's limbs.

2. The method according to claim 1, wherein, The external data source is a large model of the character's emotional state.

3. The method according to claim 1, wherein, The preset action types include: standby, moving, speaking, listening, dancing, and driving.

4. The method according to claim 1, 2 or 3, wherein, It also includes step S7, motion switching transition processing: when new mixed motion data is generated, the Bezier curve interpolation algorithm is used to smoothly transition different motion data and drive the 3D virtual character's limb movements to switch.

5. The method according to claim 4, wherein, It also includes step S8, rendering result output: outputting the 3D character image content rendered in steps S1 to S7 to the vehicle screen.

6. The method according to claim 4, wherein, Step S4 includes: Calculate the weights: using the formula Calculate the weights, where For the j-th input state data, These are pre-trained or pre-defined parameters, representing the importance of the j-th state to the i-th action. Indicates the weight of action type i; Normalization of weights: This applies to the calculated weights. Perform normalization to ensure weights The value ranges between 0 and 1.

7. The method according to claim 4, wherein, In step S5, using the formula Calculate the mixed motion data, where Let be the final rotation angle of the j-th bone. This represents the weight of action type i. The current rotation angle of the j-th bone in action type i.

8. A vehicle infotainment system, characterized in that, include: The vehicle infotainment screen and the computer program, which, when executed by a processor, implements the steps of any of the methods claimed in claims 1 to 7.

9. An electronic device, characterized in that, include: One or more processors; Memory, used to store one or more programs; When the one or more programs are executed by the one or more processors, the one or more processors implement the method as described in any one of claims 1 to 7.

10. A computer-readable medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the method as described in any one of claims 1 to 7.

Citation Information

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