Vehicle model display method and device, vehicle, medium and program product

By rendering virtual beam effects and dynamically adjusting halo/spot effects on the vehicle display screen, the problem of unrealistic vehicle status display is solved, and the user interaction experience is improved.

CN121280596APending Publication Date: 2026-01-06XIAOMI EV TECH CO LTD
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Patent Information

Application Number
CN202511387524.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-09-25
Publication Date
2026-01-06

AI Technical Summary

Technical Problem

In existing technologies, vehicle status displays lack realism and immersiveness, resulting in an inadequate user interaction experience.

Method used

The system displays a 3D model on the vehicle's screen and renders virtual beam effects in response to headlight control signals. This includes different beam shapes, volumetric lighting effects, and halo/spot effects for different headlight types. The rendering state is dynamically adjusted based on the camera's perspective and the direction of illumination.

Benefits of technology

It significantly enhances the realism and ambiance of the vehicle status display, improving the user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a vehicle model display method and device, a vehicle, a medium and a program product, and relates to the technical field of intelligent cabins, and the method comprises the steps: displaying a three-dimensional model corresponding to the vehicle on a display screen of the vehicle; in response to the acquired vehicle lamp control signal of the vehicle, displaying the three-dimensional model after the vehicle lamp effect is rendered on the display screen; wherein the vehicle lamp effect comprises a light beam effect corresponding to the virtual light beam, and different vehicle lamp control signals can correspond to different light beam effects of the virtual light beam. According to the method, the three-dimensional model including the light beam effect is controlled to be displayed through the vehicle lamp control signal, different vehicle lamp signals can correspond to different light beam effects, the reality sense and the atmosphere sense of vehicle state display can be remarkably enhanced, and the use experience of a user is improved.
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Description

Technical Field

[0001] This disclosure relates to the field of intelligent cockpit technology, and more particularly to a method, device, vehicle, medium, and program product for displaying a vehicle model. Background Technology

[0002] In related technologies, with the continuous development of computer graphics technology, the 3D rendering technology in smart cockpits is also constantly improving. In order to enhance the human-computer interaction experience, many vehicles integrate vehicle status visualization functions, including displaying a 3D model of the vehicle on a screen to intuitively present changes in vehicle status such as door opening and closing, window raising and lowering, and sunroof opening. Summary of the Invention

[0003] This disclosure provides a method, apparatus, vehicle, medium, and program product for displaying vehicle models, used to enhance the realism and atmosphere of vehicle status display.

[0004] According to a first aspect of the present disclosure, a method for displaying a vehicle model is provided, comprising: The vehicle's display screen shows a 3D model of the vehicle. In response to receiving the vehicle's headlight control signal, a 3D model with rendered headlight effects is displayed on the screen; wherein, the headlight effects include beam effects corresponding to virtual beams, and different headlight control signals can correspond to different beam effects of the virtual beams.

[0005] In this way, by controlling the headlights with signals, the display can show a 3D model including beam effects, and different headlight signals can correspond to different beam effects, which can significantly enhance the realism and atmosphere of the vehicle status display and improve the user experience.

[0006] In some possible implementations, the headlight control signal includes the headlight type; Different types of vehicle lights correspond to different beam shapes of the virtual beam.

[0007] In this way, different types of car lights correspond to different beam shapes of the virtual beams. When the user operates different car light switches, the screen displays a shape that matches the illumination effect of the car light in the real world, ensuring the realism and accuracy of the rendering effect.

[0008] In some possible implementations, the type of vehicle lights includes low beam headlights and high beam headlights; In response to the vehicle headlight type being a low beam headlight, the beam shape has a first length and a first width; In response to the vehicle headlight type being a high beam headlight, the beam shape is a second length and a second width; Wherein, the second length is greater than the first length, and the second width is less than the first width.

[0009] In this way, by using the different beam patterns of high beams and low beams, the lighting patterns of a vehicle in the real world are simulated, ensuring the realism of the rendering effect. Users can intuitively determine the type of lighting currently on based on the 3D model of the vehicle displayed on the screen, which can improve the user experience.

[0010] In some possible implementations, the headlight effect also includes a volumetric light effect, which is used to simulate the scattering of light in a medium.

[0011] In this way, by rendering volumetric light effects on virtual beams, the scattering phenomenon that occurs when light from a vehicle shines into the air and propagates in a medium can be simulated, significantly enhancing the realism of the vehicle's 3D model rendering and improving the user experience.

[0012] In some possible implementations, the type of vehicle lights includes low beam headlights and high beam headlights; The flow velocity corresponding to the volumetric light effect of the low beam headlight is less than the flow velocity corresponding to the volumetric light effect of the high beam headlight.

[0013] In this way, by using the different flow speeds of volumetric light corresponding to different types of headlights, the flow speed of volumetric light in a real environment can be simulated, significantly enhancing the realism of the vehicle's 3D model rendering and improving the user experience.

[0014] In some possible implementations, before displaying the 3D model with rendered headlight effects on the display screen, the method further includes: Determine the movement speed parameters corresponding to the model texture coordinates of the virtual beam; The headlight effect of the 3D model is rendered using the texture map corresponding to the volumetric lighting effect and the movement speed parameter.

[0015] In this way, by continuously sampling the texture map through the movement speed parameter, the car headlights of the model can have a flowing volumetric light effect, requiring less computational resources and ensuring the real-time performance and smoothness of the rendering.

[0016] In some possible implementations, before displaying the 3D model with rendered headlight effects on the display screen, the method further includes: Determine the camera viewpoint corresponding to the 3D model; Based on the camera viewpoint and the illumination direction corresponding to the virtual beam, the rendering state of the light spot effect and / or halo effect in the vehicle headlight effect is determined, and the rendering state includes a display state or a hidden state. The headlight effects of the 3D model are rendered according to the rendering state.

[0017] In this way, by controlling the rendering state of the halo effect and the light spot effect corresponding to the camera perspective and the illumination direction corresponding to the virtual beam, it is possible to simulate the vehicle state in a real environment where users can observe the halo effect and light spot effect of the headlights, which significantly enhances the realism of the vehicle 3D model rendering and improves the user experience.

[0018] In some possible implementations, the display state of the light spot effect and / or halo effect in the vehicle headlight effect is determined based on the camera viewpoint and the illumination direction corresponding to the virtual beam, including: Determine the angle between the camera viewpoint and the illumination direction corresponding to the virtual beam; In response to the included angle being within a set angle range, the rendering state is determined to be a display state.

[0019] In this way, by determining the angle between the camera viewpoint and the illumination direction corresponding to the virtual beam, the halo effect and / or spot effect are rendered only when the angle is within the set angle range. This can simulate the vehicle state in a real environment where users can observe the halo effect and spot effect of the headlights, significantly enhancing the realism of the vehicle 3D model rendering.

[0020] In some possible implementations, the rendering state of the light spot effect and / or halo effect in the headlight effect is determined based on the camera viewpoint and the illumination direction corresponding to the virtual beam, including: In response to the included angle not being within the set angle range, the rendering state is determined to be a hidden state.

[0021] In this way, by determining the angle between the camera viewpoint and the illumination direction corresponding to the virtual beam, and setting the halo effect and / or spot effect to a hidden state when the angle is not within the set angle range, the realism of the vehicle 3D model rendering is enhanced, while saving some computing resources.

[0022] In some possible implementations, the method further includes: Determine the distance between the camera's viewpoint and the vehicle's 3D model; Based on the distance, adjust the display intensity corresponding to the spot effect and / or the halo effect, wherein the display intensity is negatively correlated with the distance.

[0023] In this way, by dynamically adjusting the display intensity of the light spot and halo effects based on the distance between the camera viewpoint and the 3D model, the visual perception of the light spot and halo effects by users in different positions in a real environment can be simulated, significantly enhancing the realism of the vehicle 3D model rendering and improving the user experience.

[0024] In some possible implementations, the headlight control signal includes headlight type and light status, and the method further includes, before the display screen shows the 3D model with rendered headlight effects: In response to the vehicle headlight type being a set type, the vehicle headlight effect of the 3D model is rendered according to the vehicle headlight type and the light state.

[0025] In this way, by rendering only the lights of a specific type, we can avoid the need for complex state machine management for all lights, thus saving computing resources.

[0026] In some possible implementations, the light state includes an on or off state, and the rendering of the vehicle light effect in the 3D model is performed according to the vehicle light type and the light state, including: Based on the light status, determine the rendering status corresponding to the vehicle light type, whereby the rendering status includes a display status or a hidden status. The headlight effects of the 3D model are rendered according to the headlight type and the rendering state.

[0027] In this way, by determining the rendering state corresponding to the type of vehicle lights based on the lighting status, it can be ensured that the rendering effect of the vehicle lights in the 3D model remains synchronized with the vehicle lights in the real environment. When the user presses any vehicle light switch, the vehicle model on the display screen shows the real-time and accurate effect, enhancing the realism of the vehicle 3D model rendering.

[0028] According to a second aspect of the present disclosure, a display device for a vehicle model is provided, comprising: The first display module is configured to display a three-dimensional model of the vehicle on the vehicle's display screen; The second display module is configured to display a 3D model with rendered headlight effects on the display screen in response to receiving the headlight control signal of the vehicle; wherein the headlight effects include beam effects corresponding to virtual beams, and different headlight control signals can correspond to different beam effects of the virtual beams.

[0029] In some possible implementations, the headlight control signal includes the headlight type; Different types of vehicle lights correspond to different beam shapes of the virtual beam.

[0030] In some possible implementations, the type of vehicle lights includes low beam headlights and high beam headlights; In response to the vehicle headlight type being a low beam headlight, the beam shape has a first length and a first width; In response to the vehicle headlight type being a high beam headlight, the beam shape is a second length and a second width; Wherein, the second length is greater than the first length, and the second width is less than the first width.

[0031] In some possible implementations, the headlight effect also includes a volumetric light effect, which is used to simulate the scattering of light in a medium.

[0032] In some possible implementations, the display device for the vehicle model is further configured to: Determine the camera viewpoint corresponding to the 3D model; Based on the camera viewpoint and the illumination direction corresponding to the virtual beam, the rendering state of the light spot effect and / or halo effect in the vehicle headlight effect is determined, and the rendering state includes a display state or a hidden state. The headlight effects of the 3D model are rendered according to the rendering state.

[0033] In some possible implementations, the display device for the vehicle model is further configured to: Determine the angle between the camera viewpoint and the illumination direction corresponding to the virtual beam; In response to the included angle being within a set angle range, the rendering state is determined to be a display state.

[0034] According to a third aspect of the present disclosure, a vehicle is provided, comprising: processor; Memory used to store processor-executable instructions; The processor is configured to implement the vehicle model display method described in the first aspect of the present disclosure.

[0035] According to a fourth aspect of the present disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the vehicle model display method described in the first aspect of the present disclosure.

[0036] According to a fifth aspect of the present disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the vehicle model display method described in the first aspect of the present disclosure.

[0037] The technical solutions provided by the embodiments of this disclosure may include the following beneficial effects: This disclosure displays a 3D model of the vehicle on a vehicle's display screen; and in response to receiving a vehicle headlight control signal, displays a 3D model with rendered headlight effects on the display screen; wherein the headlight effects include beam effects corresponding to virtual beams, and different headlight control signals can correspond to different beam effects of the virtual beams. Thus, by controlling the display of a 3D model including beam effects through headlight control signals, and with different headlight signals corresponding to different beam effects, the realism and atmosphere of the vehicle status display can be significantly enhanced, improving the user experience.

[0038] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0039] The accompanying drawings, which are incorporated in and form a part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure.

[0040] Figure 1 This is a schematic diagram illustrating the rendering effect of a vehicle model in a related technology.

[0041] Figure 2 This is a flowchart illustrating a method for displaying a vehicle model according to an exemplary embodiment.

[0042] Figure 3 This is a schematic diagram illustrating a texture map according to an exemplary embodiment.

[0043] Figure 4 This is a schematic diagram illustrating a beam model according to an exemplary embodiment.

[0044] Figure 5 This is a schematic diagram illustrating the texture coordinates of a beam model after it has been unfolded, according to an exemplary embodiment.

[0045] Figure 6 This is a schematic diagram illustrating the rendering effect of a vehicle model according to an exemplary embodiment.

[0046] Figure 7 This is a schematic diagram illustrating the rendering effect of a vehicle model according to an exemplary embodiment.

[0047] Figure 8 This is a flowchart illustrating a method for displaying a vehicle model according to an exemplary embodiment.

[0048] Figure 9 This is a block diagram illustrating a display device for a vehicle model according to an exemplary embodiment.

[0049] Figure 10This is a block diagram illustrating a vehicle according to an exemplary embodiment.

[0050] Figure 11 This is a block diagram illustrating a chip system according to an exemplary embodiment. Detailed Implementation

[0051] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this disclosure. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this disclosure as detailed in the appended claims.

[0052] Among related technologies, 3D (Dimensions) environment rendering technology in smart cockpits can make the rendering effect of vehicle 3D models approach that of real scenes. These 3D models include lighting effects, texture mapping, and physical simulations. Furthermore, real-time rendering is possible, meaning it can respond instantly to user actions, providing a more realistic and smooth interactive experience.

[0053] like Figure 1 As shown, headlight rendering can be achieved by setting a self-illuminating sheet 101 on the headlight model to simulate headlights. The self-illuminating sheet 101 is displayed when the headlights are turned on and hidden when the headlights are turned off, meaning that the headlight effect is not rendered.

[0054] Reference Figure 2 , Figure 2 This is a flowchart illustrating a method for displaying a vehicle model according to an exemplary embodiment, such as... Figure 2 As shown, the method for displaying the vehicle model includes the following steps.

[0055] In step S201, a three-dimensional model of the vehicle is displayed on the vehicle's screen.

[0056] In step S202, in response to obtaining the vehicle's headlight control signal, a three-dimensional model with rendered headlight effects is displayed on the screen; wherein, the headlight effects include beam effects corresponding to virtual beams, and different headlight control signals can correspond to different beam effects of the virtual beams.

[0057] For example, the vehicle's display screen could be a central control screen or a digital instrument cluster. The display screen can be used to show a three-dimensional model of the vehicle. This three-dimensional model is a three-dimensional model used to visually demonstrate the vehicle's appearance, structure, or other details.

[0058] For example, a headlight control signal is a command used to control the state of the headlights. Headlight control signals are issued by the user or automatically by the vehicle system.

[0059] For example, the headlight control signal can come from the vehicle's physical buttons. For instance, when a user rotates the headlight button, the headlight control signal is triggered, which can control the headlight type to switch between headlights, fog lights, and parking lights; when a user toggles the lever corresponding to the headlights, the headlight control signal is triggered, which can control the turn signals to switch between left and right turn signals, or control the headlights to switch between high beams and low beams, and so on.

[0060] For example, the headlight control signal can come from a virtual button on the touchscreen. For instance, when a user clicks "Turn on fog lights" on the vehicle's display screen, the headlight control signal is triggered, which can control the fog lights to turn on.

[0061] For example, the headlight control signal can come from the vehicle system. For instance, the vehicle uses a light sensor to identify the ambient brightness. When the ambient brightness is lower than a set threshold, the headlight control signal is triggered, which can control the high beam, low beam, or parking lights to be turned on.

[0062] For example, a virtual light beam is a lighting effect simulated using computer graphics algorithms during the rendering process of a 3D model. A virtual light beam is a graphical image that simulates the illumination range and shape of real light. Unlike the lighting effect achieved by setting the headlight components on a 3D model as self-illuminating sheets, a virtual light beam is a simulated light beam with direction, shape, and volume.

[0063] For example, a beam effect is a specific visual form presented by a virtual beam. This can be achieved by setting various attributes of the virtual beam, such as its color, shape, and flow effects, and then rendering the virtual beam.

[0064] For example, based on the actual vehicle headlight control signals, a near-realistic beam effect of the vehicle headlights can be rendered. For instance, for both low beam and high beam headlights, the width and length of the virtual beam can change according to the low beam or high beam control signals. For example, the width of the virtual beam for signal lights such as parking lights and brake lights is greater than the width of the virtual beam for headlights, but the length of the virtual beam is much shorter than the length of the virtual beam for headlights. For example, the color of signal lights such as parking lights and brake lights might be a warning red, while headlights might be a brighter white light.

[0065] For example, the rendering parameters corresponding to different headlight control signals can be preset according to actual conditions, so that different headlight control signals can correspond to different beam effects of the virtual beam. The headlight control signals can indicate the headlight type and light state. Correspondingly, the rendering parameters can include the relative position of the light model and the headlight model, light color, light shape, light transparency, volumetric lighting effects, rendering state (including display and hidden states), and the corresponding flicker interval if temporal features exist, etc.

[0066] For example, control signals on the vehicle bus can be continuously monitored. When the vehicle's headlight control signal is acquired, the preset rendering parameters corresponding to the headlight control signal can be determined according to the headlight type and light status indicated by the headlight control signal. The three-dimensional model of the vehicle can be rendered using the preset rendering parameters and output to the display screen for display, thereby achieving real-time and dynamic synchronization between the image and the vehicle status.

[0067] In this way, by controlling the headlights with signals, the display can show a 3D model including beam effects, and different headlight signals can correspond to different beam effects, which can significantly enhance the realism and atmosphere of the vehicle status display and improve the user experience.

[0068] In some possible implementations, the headlight control signal includes the headlight type; Different types of vehicle lights correspond to different beam shapes of the virtual beam.

[0069] For example, vehicle light control signals may include parameters such as light type and light status. Light type refers to the different functional or specification categories of lights on the vehicle. For instance, light types may include high beams, low beams, fog lights, turn signals, side marker lights, reversing lights, and brake lights. Different light types have specific lighting or signal indication purposes.

[0070] For example, beam shape refers to the geometry, spatial distribution, and projection pattern of a virtual light beam on the screen. Beam shape is used to define the beam shape corresponding to the lighting effect of vehicle lights in a 3D model. For instance, the beam shape of a high beam can be a narrow, elongated conical beam, while the beam shape of a low beam can be a wide, short, conical beam; the beam shape of fog lights, turn signals, etc., can be a wide, short, diffused light.

[0071] For example, the different beam shapes of virtual beams corresponding to different types of vehicle lights can be predefined in the rendering software, and a mapping relationship can be established. A database or mapping rules can be pre-set to store the mapping relationship. Based on the parsed vehicle light type, the rendering parameters of the corresponding beam shape can be found through the mapping relationship.

[0072] For example, if the headlight type is high beam, the rendering parameters corresponding to the beam shape include: a cone shape, a length of 15 meters, a divergence angle of 10 degrees, and a brightness of height; if the headlight type is low beam, the rendering parameters corresponding to the beam shape include: a cone shape, a length of 8 meters, a divergence angle of 45 degrees, and a brightness of medium.

[0073] For example, after obtaining the vehicle headlight control signal, the headlight type information can be parsed out. Once the headlight type is identified in the headlight control signal, the corresponding rendering parameters can be called according to a preset mapping relationship to render the virtual beam of the headlight type. Based on the queried shape parameters, the graphics rendering engine calls the corresponding shader program and particle effects to render a virtual beam with a specific shape in real time at the headlight source position of the vehicle's 3D model.

[0074] In this way, different types of car lights correspond to different beam shapes of the virtual beams. When the user operates different car light switches, the screen displays a shape that matches the illumination effect of the car light in the real world, ensuring the realism and accuracy of the rendering effect.

[0075] In some possible implementations, the type of vehicle lights includes low beam headlights and high beam headlights; In response to the vehicle headlight type being a low beam headlight, the beam shape has a first length and a first width; In response to the vehicle headlight type being a high beam headlight, the beam shape is a second length and a second width; Wherein, the second length is greater than the first length, and the second width is less than the first width.

[0076] For example, length is the projection distance of the virtual beam rendered on the screen, which can be used to characterize how far the light can reach. The first length refers to the projection distance corresponding to the low beam, and the second length refers to the projection distance corresponding to the high beam.

[0077] For example, the width refers to the coverage area corresponding to the lateral spread of the virtual beam, which can be used to characterize the cross-sectional size of the beam at a specific distance. The first width refers to the spread width corresponding to the low beam beam, and the second width refers to the spread width corresponding to the high beam beam.

[0078] For example, the second length is greater than the first length, which can be used to indicate that the projection distance of the beam pattern corresponding to the high beam is greater than the projection distance of the beam pattern corresponding to the low beam; the second width is less than the first width, which can be used to indicate that the diffusion range of the beam pattern corresponding to the high beam is less than the diffusion range of the beam pattern corresponding to the low beam.

[0079] For example, taking a vehicle body length of 25cm in a 3D model as an example, in the beam pattern corresponding to the low beam headlight, the first length can be 15cm, and at the first length of 10cm, the corresponding first width can be 30cm; in the beam pattern corresponding to the high beam headlight, the second length can be 30cm, and at the first length of 30cm, the corresponding second width can be 10cm.

[0080] In this way, by using the different beam patterns of high beams and low beams, the lighting patterns of a vehicle in the real world are simulated, ensuring the realism of the rendering effect. Users can intuitively determine the type of lighting currently on based on the 3D model of the vehicle displayed on the screen, which can improve the user experience.

[0081] In some possible implementations, the headlight effect also includes a volumetric light effect, which is used to simulate the scattering of light in a medium.

[0082] For example, volumetric lighting is a rendering technique in computer graphics that simulates the scattering of light in a participating medium. For instance, it can simulate the scattering of light as it propagates through air containing media such as fog, dust, rain, and smoke.

[0083] For example, volumetric lighting effects are beams of light that possess a three-dimensional sense of volume, texture, and dynamic change. Rendering techniques for volumetric lighting effects can simulate the interaction between light and the medium through ray stepping algorithms, and optimize the rendering of dynamic beam effects by combining shader programming and the rendering workflow.

[0084] For example, a volumetric region representing the medium can be defined in the rendering engine. This volumetric region contains virtual particles that can be used to represent the concentration and distribution of fog, dust, and rain. The renderer performs dense sampling along the path of each ray in the beam, dividing it into countless tiny steps. At each sampling point, it calculates the light intensity, medium density, and scattering coefficient. The resulting volumetric lighting effect of the entire beam is then composited with the previously rendered 3D vehicle model and scene to ultimately produce a beam of light that appears to realistically penetrate the air and has a sense of volume.

[0085] For example, volumetric lighting effects can also be achieved through texture mapping. The volumetric lighting effect of a conical beam in different density media can be pre-calculated and stored as a dedicated lookup texture map. During real-time rendering, the texture map can be sampled based on a set distance and movement speed to quickly obtain an approximate volumetric lighting effect, avoiding complex real-time step calculations.

[0086] In this way, by rendering volumetric light effects on virtual beams, the scattering phenomenon that occurs when light from a vehicle shines into the air and propagates in a medium can be simulated, significantly enhancing the realism of the vehicle's 3D model rendering and improving the user experience.

[0087] In some possible implementations, the type of vehicle lights includes low beam headlights and high beam headlights; The flow velocity corresponding to the volumetric light effect of the low beam headlight is less than the flow velocity corresponding to the volumetric light effect of the high beam headlight.

[0088] For example, flow velocity is the scrolling speed of a dynamic noise texture map used to modulate volumetric lighting effects, or the rate at which internal particles move. A higher flow velocity means that the dust inside the beam moves faster, making the beam appear more active; a lower flow velocity makes the beam appear calmer.

[0089] For example, in real-world scenarios, high beams have higher power, stronger energy, and a longer reach, causing airborne particles to move more violently. Low beams, on the other hand, have lower power and softer light, thus causing the particles to move more gently.

[0090] For example, a mapping rule library can be preset so that when the headlight type is low beam, the volumetric light flow rate parameter can be set to a set low speed value; when the headlight type is high beam, the volumetric light flow rate parameter can be set to a set high speed value.

[0091] For example, after receiving the flow velocity, the graphics rendering engine can control the offset speed of the 3D noise texture simulating volumetric lighting effects. Setting a high speed corresponds to a faster scrolling noise texture map, with more rapid and obvious dynamic changes within the beam. Setting a low speed corresponds to a slower scrolling noise texture map, with only subtle and gentle dynamic changes within the beam.

[0092] In this way, by using the different flow speeds of volumetric light corresponding to different types of headlights, the flow speed of volumetric light in a real environment can be simulated, significantly enhancing the realism of the vehicle's 3D model rendering and improving the user experience.

[0093] In some possible implementations, before displaying the 3D model with rendered headlight effects on the display screen, the method further includes: Determine the movement speed parameters corresponding to the model texture coordinates of the virtual beam; The headlight effect of the 3D model is rendered using the texture map corresponding to the volumetric lighting effect and the movement speed parameter.

[0094] For example, the model corresponding to the virtual beam in the vehicle's 3D model is used to simulate the effect of the headlight beam, with the low beam and high beam beams approximating cones. For example, Figure 3 The virtual beam shown corresponds to a sub-model, where the shape of the beam sub-model is approximately cone-shaped.

[0095] For example, a texture map is a two-dimensional map used to simulate the non-uniform structure and dynamic changes within volumetric light, such as a noise map, gradient map, or cloud map. Texture maps can be set and adjusted according to design requirements to ensure that the final beam texture meets design specifications. Figure 5 The noise graph shown indicates that areas with high noise levels are brighter and less transparent, while areas with low noise levels are darker and more transparent.

[0096] For example, model texture coordinates, also known as UV coordinates, are a coordinate system that maps points on the surface of a 3D model to points on a 2D texture image. U and V are two axes, and the coordinate axes can range from 0 to 1. Model texture coordinates are used to guide the rendering engine to fill the corresponding positions on the 3D model with the pixels from the texture map.

[0097] For example, the movement speed parameter is a variable used to control the dynamic changes of a texture. The movement speed parameter can be used to characterize the offset of the texture coordinates during each frame of rendering. By increasing the movement speed parameter and controlling the movement of the texture map, the flowing sensation of dust floating inside a beam of light can be simulated.

[0098] For example, different types of vehicle lights correspond to different speed parameter values, which can make the flow speed corresponding to the volumetric light effect of the low beam lamp less than the flow speed corresponding to the volumetric light effect of the high beam lamp.

[0099] For example, by unfolding the sub-model corresponding to the virtual beam, the texture coordinates of the sub-model can be obtained. For instance, by... Figure 3 After unfolding the cone shown, we can obtain... Figure 4 The texture coordinates are shown. When unfolding the texture coordinates, the sector after the cone is unfolded can be stretched and transformed to obtain... Figure 4 The square shown has texture coordinates, and each vertex of the beam sub-model has corresponding texture coordinates.

[0100] For example, based on the current headlight type, a preset mapping table can be consulted to determine the corresponding movement speed parameters. For each pixel on the surface of the beam sub-model, the volumetric lighting effect texture map can be sampled based on the original texture coordinates. Then, based on the movement speed parameters and the current time, the texture coordinates are offset, and the new offset texture coordinates are used to sample the volumetric lighting effect texture map to obtain the color corresponding to that pixel.

[0101] In this way, each pixel on the texture coordinate has a corresponding pixel, which together form a volumetric light with a dynamic and flowing feel. The rendered volumetric light effect is then combined with the model of other parts of the vehicle and displayed on the screen.

[0102] In this way, by continuously sampling the texture map through the movement speed parameter, the car headlights of the model can have a flowing volumetric light effect, requiring less computational resources and ensuring the real-time performance and smoothness of the rendering.

[0103] In some possible implementations, before displaying the 3D model with rendered headlight effects on the display screen, the method further includes: Determine the camera viewpoint corresponding to the 3D model; Based on the camera viewpoint and the illumination direction corresponding to the virtual beam, the rendering state of the light spot effect and / or halo effect in the vehicle headlight effect is determined, and the rendering state includes a display state or a hidden state. The headlight effects of the 3D model are rendered according to the rendering state.

[0104] For example, in computer graphics, a camera, or virtual camera, defines the user's position, orientation, and field of view when observing a 3D scene. The camera's viewpoint refers to the angle and position from which the image presented on the screen is viewed. The illumination direction refers to the principal axis direction of the virtual beam corresponding to the headlights, a direction vector defined in 3D space.

[0105] For example, a halo effect is a visual halo effect caused by the scattering and refraction of light inside the camera lens after the camera's viewpoint is pointed at a strong light source. For example, it is one or more colored halo rings that appear around the light source. A bokeh effect is a light and shadow effect produced when the light is blurred.

[0106] For example, the rendering state can be a control switch used to determine whether the light spot effect or halo effect needs to be calculated and drawn in the current frame. The rendering state includes a display state and a hidden state. The display state indicates that the effect can be rendered in the current frame; the hidden state indicates that the effect does not need to be rendered in the current frame, and thus the rendering of the effect can be skipped to save computing resources.

[0107] For example, in the 3D space corresponding to the vehicle model, a first direction vector pointing from the virtual camera position to the headlight source, and a second direction vector corresponding to the axis of the headlight beam model can be determined, and the angle between the first and second direction vectors can be calculated. Based on the size of the angle, the rendering state of the light spot and halo can be determined.

[0108] In this way, by controlling the rendering state of the halo effect and the light spot effect by the camera perspective and the illumination direction corresponding to the virtual beam, the vehicle state when the user observes the halo effect and light spot effect of the headlights in a real environment can be simulated, which significantly enhances the realism of the vehicle 3D model rendering and can improve the user experience.

[0109] In some possible implementations, the display state of the light spot effect and / or halo effect in the vehicle headlight effect is determined based on the camera viewpoint and the illumination direction corresponding to the virtual beam, including: Determine the angle between the camera viewpoint and the illumination direction corresponding to the virtual beam; In response to the included angle being within a set angle range, the rendering state is determined to be a display state; In response to the included angle not being within the set angle range, the rendering state is determined to be a hidden state.

[0110] For example, the included angle is the angle between the direction vector corresponding to the camera's viewpoint and the main direction vector corresponding to the virtual beam. The set angle range is a preset angle interval used to trigger the rendering state of the light spot effect and / or halo effect to the display state.

[0111] For example, the angle range can be a small range of angles. For instance, the included angle is the absolute value of the angle between the direction vector corresponding to the camera viewpoint and the main direction vector corresponding to the virtual beam. The angle range can be from 0° to 20°, which means that the spot effect and / or halo effect will only be displayed when the camera viewpoint is almost parallel to the beam and directly facing the light source.

[0112] For example, when the angle is small, it indicates that the camera viewpoint is almost directly facing the light source, and the rendering state corresponding to the halo effect and / or light spot effect can be set to the display state. When the angle is large, such as 20-90 degrees, it indicates that the camera viewpoint is observing the light beam from the side of the vehicle model, and the rendering state corresponding to the halo effect and / or light spot effect can be set to the hidden state.

[0113] For example, taking a halo effect as an example, such as Figure 6 As shown, when viewed from the side of the vehicle model, the rendered virtual light beam 601 is a cone-shaped light column. At this time, the rendering state corresponding to the halo effect and / or spot effect 602 is set to hidden. Figure 7 As shown, when viewed from the front of the vehicle model, the rendered virtual beam 602 is a diffused light source. At this time, the rendering state corresponding to the halo effect and / or spot effect 602 is set to the display state.

[0114] In this way, by determining the angle between the camera viewpoint and the illumination direction corresponding to the virtual beam, the halo effect and / or spot effect are rendered only when the angle is within the set angle range. This can simulate the vehicle state in a real environment where users can observe the halo effect and spot effect of the headlights, significantly enhancing the realism of the vehicle 3D model rendering.

[0115] In this way, by determining the angle between the camera viewpoint and the illumination direction corresponding to the virtual beam, and setting the halo effect and / or spot effect to a hidden state when the angle is not within the set angle range, the realism of the vehicle 3D model rendering is enhanced, while saving some computing resources.

[0116] In some possible implementations, the method further includes: Determine the distance between the camera's viewpoint and the vehicle's 3D model; Based on the distance, adjust the display intensity corresponding to the spot effect and / or the halo effect, wherein the display intensity is negatively correlated with the distance.

[0117] For example, the distance between the camera viewpoint and the 3D model is the straight-line spatial distance from the position of the virtual camera viewpoint to a reference point on the vehicle's 3D model. The distance between the camera viewpoint and the 3D model can change in real time as the user zooms, rotates, or drags the model.

[0118] For example, display intensity is used to control the viewing angle effect intensity of spot and halo effects. Display intensity can include parameters such as brightness, transparency, spot size or halo diffusion range, and contrast. Specifically, when the distance between the camera's viewing angle and the 3D model increases, the display intensity corresponding to the spot and / or halo effects decreases; conversely, when the distance between the camera's viewing angle and the 3D model decreases, the display intensity corresponding to the spot and / or halo effects increases.

[0119] For example, a pre-defined correspondence between distance and display intensity can be established. This could be achieved by setting a mapping table where different distances and display intensities correspond to each other. The correspondence can be set separately for different parameters within the distance and display intensity settings.

[0120] For example, a mapping function between distance and display intensity can be preset to calculate the display intensity value corresponding to the spot effect and / or halo effect at the current distance. The mapping function can be a linear decay function or a non-linear decay function.

[0121] For example, based on a preset mapping relationship, the corresponding display intensity value at the current distance can be determined, and the calculated display intensity value is passed to the shader program of the spot effect and halo effect to modulate the visual parameters corresponding to the spot effect and halo effect. The rendering engine uses the adjusted parameters to draw the effect.

[0122] In this way, by dynamically adjusting the display intensity of the light spot and halo effects based on the distance between the camera viewpoint and the 3D model, the visual perception of the light spot and halo effects by users in different positions in a real environment can be simulated, significantly enhancing the realism of the vehicle 3D model rendering and improving the user experience.

[0123] In some possible implementations, the headlight control signal includes headlight type and light status, and the method further includes, before the display screen shows the 3D model with rendered headlight effects: In response to the vehicle headlight type being a set type, the vehicle headlight effect of the 3D model is rendered according to the vehicle headlight type and the light state.

[0124] For example, the light status is a state variable describing the dynamic behavior of vehicle lights, which can include an on or off state. When the vehicle light type is a turn signal or hazard warning flasher, the light status can also have dynamic characteristics such as a flashing state.

[0125] For example, the setting type is a preset vehicle headlight type that can be rendered. The setting type can include low beam headlights, high beam headlights, turn signals, fog lights, hazard warning lights, etc. Renderable vehicle headlight types can be predefined, and rendering parameters can be preset for the setting type of headlight. When it is determined that the headlight type includes the setting type, the headlight effect corresponding to the headlight model in the 3D model can be rendered based on the headlight type and light state.

[0126] In some implementations, the flashing states of turn signals and hazard warning lights may require significant computational resources. Therefore, low beam and high beam lights can be set as preset types. When a vehicle control signal is received, if the headlight type is determined to be low beam or high beam, the corresponding headlight effect in the 3D headlight model can be rendered based on the headlight type and specific lighting state. If the headlight type is determined to be turn signal or hazard warning light, rendering is not required.

[0127] In this way, by rendering only the lights of a specific type, we can avoid the need for complex state machine management for all lights, thus saving computing resources.

[0128] In some possible implementations, the light state includes an on or off state, and the rendering of the vehicle light effect in the 3D model is performed according to the vehicle light type and the light state, including: Based on the light status, determine the rendering status corresponding to the vehicle light type, whereby the rendering status includes a display status or a hidden status. The headlight effects of the 3D model are rendered according to the headlight type and the rendering state.

[0129] For example, the light status is determined based on control operations on the physical state of the light, such as a user's toggle operation on a physical switch, a click operation on a virtual switch, or an automatic signal light based on vehicle sensors. Here, an "on" state indicates that the user or system intends to activate that type of light; a "off" state indicates that the user or system intends to deactivate the light.

[0130] For example, the rendering state corresponding to the type of vehicle headlight can be determined based on the headlight status. When the headlight status is high beam or low beam on, the rendering state of the virtual beam corresponding to the high beam or low beam can be determined to be the display state; when the headlight status is high beam or low beam off, the rendering state of the virtual beam corresponding to the high beam or low beam can be determined to be the hidden state.

[0131] For example, the rendering state corresponding to the vehicle headlight type can be determined based on the headlight status. The headlight type and rendering state are then input into the rendering engine, which can perform operations based on the input rendering state.

[0132] For example, if the rendering state is displayed, the rendering engine will look up all the rendering parameters corresponding to the headlight type, such as halo intensity, beam color, and flow speed, and call the corresponding shader program to perform a complete visual rendering of the headlight model. If the rendering state is hidden, the rendering engine can skip the rendering calculation for the headlight type, and the headlight effect will not be visible in the final display screen.

[0133] For example, the rendering state corresponding to the type of vehicle headlight can be determined based on the lighting status, and an independent rendering switch can be provided for each type of headlight. Users can precisely render or hide the corresponding headlight effects by turning on or off low beams, high beams, fog lights, etc., without affecting each other at all.

[0134] In this way, by determining the rendering state corresponding to the type of vehicle lights based on the lighting status, it can be ensured that the rendering effect of the vehicle lights in the 3D model remains synchronized with the vehicle lights in the real environment. When the user presses any vehicle light switch, the vehicle model on the display screen shows the real-time and accurate effect, enhancing the realism of the vehicle 3D model rendering.

[0135] In a specific example, refer to Figure 8 Taking low beam and high beam headlights as examples, a flowchart illustrating a method for displaying a vehicle model is shown. The display method can be implemented using a vehicle rendering system, which includes a headlight control signal monitoring module, a low beam rendering module, a hiding module, and a high beam rendering module. Both the low beam and high beam rendering modules can include a beam rendering module and a halo / spot rendering module.

[0136] For example, the headlight control signal monitoring module is used to monitor vehicle signals. For instance, when the vehicle turns on the low beam headlights, the monitoring module can receive the signal that the low beam headlights are on; when the vehicle turns off the low beam headlights, the monitoring module can receive the signal that the low beam headlights are off. The same applies to the high beam headlight signal.

[0137] For example, when the headlight control signal monitoring module receives a headlight control signal, it can determine the headlight type and light status, where the light status includes on and off states. For instance, processing continues only if the headlight control signal is determined to be at least one of the following: low beam on signal, low beam off signal, high beam on signal, and high beam off signal; otherwise, no processing is performed.

[0138] For example, the beam rendering module is used to simulate the area illuminated by the vehicle's high beams and low beams. The thickness and length of the beam change according to whether it's a low beam or high beam signal. For instance, when the low beams are on, the beam becomes thicker and shorter, simulating the short illumination range of low beams; when the high beams are on, the beam becomes thinner and longer, simulating the long illumination range of high beams. The beam also includes volumetric lighting effects to simulate the scattering phenomenon that occurs when light from vehicle headlights propagates through a medium in the air.

[0139] For example, when the headlight control signal indicates that the low beam is on, the illumination range is short, the beam is relatively thick, the brightness is low, and the beam is relatively dispersed, resulting in a weaker simulation of volumetric light scattering from the atmosphere. When the headlight control signal indicates that the high beam is on, the illumination range is long, the beam is relatively thin, the brightness is high, and the beam is relatively concentrated, resulting in a stronger simulation of volumetric flow scattering from the atmosphere. When the headlight control signal indicates that either the low beam or high beam is off, both the beam effect and the light spot effect are hidden.

[0140] For example, the halo / spot rendering module can be used to simulate the spot and halo effects when vehicle headlights shine directly into a person's eye. When the headlight control signal indicates that the low beam or high beam is turned on, it can determine in real time whether the angle between the camera's viewpoint and the illumination direction corresponding to the virtual beam conforms to a preset angle range. This angle can be calculated by multiplying the direction vector corresponding to the camera's viewpoint with the direction vector corresponding to the axis of the virtual beam. If the angle conforms to the preset angle range, spot and / or halo effects can be rendered on the virtual beam. If the angle does not conform to the preset angle range, spot and / or halo effects on the virtual beam can be hidden.

[0141] like Figure 6-7 The image shows a 3D model with rendered headlights. Figure 6 The area corresponding to the lines in front of the vehicle represents the beam effect of virtual beam 601; the actual beam shape is... Figure 3 The cone shape shown. (As shown in the image) Figure 7As shown, when viewed from the front of the vehicle model, the rendered virtual beam 601 is a scattering cone beam, and the area corresponding to the scattering lines has a ring-shaped halo effect and / or a spot effect 602.

[0142] The vehicle's display screen can also show multiple controls, including a time control and a status control. The time control displays the current time of the vehicle's infotainment system; the status control can be used to control or display the open or closed status of the doors, hood, trunk, and windows, allowing users to more intuitively observe the vehicle's current status.

[0143] Thus, through the vehicle headlight rendering scheme disclosed herein, there are beams of volumetric light when the headlights are turned on, and there are light spot effects and / or halo effects when approaching the headlights. Moreover, the display intensity of the light spot effect and / or halo effect can be correlated with the low beam and high beam signals, enhancing the realism and atmosphere of the scene.

[0144] Reference Figure 9 , Figure 9 This is a block diagram illustrating a display device 900 for a vehicle model according to an exemplary embodiment. (Refer to...) Figure 9 The display device 900 of the vehicle model includes a first display module 901 and a second display module 902.

[0145] The first display module 901 is configured to display a three-dimensional model of the vehicle on the vehicle's display screen; The second display module 902 is configured to display a 3D model with rendered headlight effects on the display screen in response to receiving the headlight control signal of the vehicle; wherein the headlight effects include beam effects corresponding to virtual beams, and different headlight control signals can correspond to different beam effects of the virtual beams.

[0146] In some possible implementations, the headlight control signal includes the headlight type; Different types of vehicle lights correspond to different beam shapes of the virtual beam.

[0147] In some possible implementations, the type of vehicle lights includes low beam headlights and high beam headlights; In response to the vehicle headlight type being a low beam headlight, the beam shape has a first length and a first width; In response to the vehicle headlight type being a high beam headlight, the beam shape is a second length and a second width; Wherein, the second length is greater than the first length, and the second width is less than the first width.

[0148] In some possible implementations, the headlight effect also includes a volumetric light effect, which is used to simulate the scattering of light in a medium.

[0149] In some possible implementations, the type of vehicle lights includes low beam headlights and high beam headlights; The flow velocity corresponding to the volumetric light effect of the low beam headlight is less than the flow velocity corresponding to the volumetric light effect of the high beam headlight.

[0150] In some possible implementations, the display device 900 for the vehicle model is further configured to: Determine the movement speed parameters corresponding to the model texture coordinates of the virtual beam; The headlight effect of the 3D model is rendered using the texture map corresponding to the volumetric lighting effect and the movement speed parameter.

[0151] In some possible implementations, the display device 900 for the vehicle model is further configured to: Determine the camera viewpoint corresponding to the 3D model; Based on the camera viewpoint and the illumination direction corresponding to the virtual beam, the rendering state of the light spot effect and / or halo effect in the vehicle headlight effect is determined, and the rendering state includes a display state or a hidden state. The headlight effects of the 3D model are rendered according to the rendering state.

[0152] In some possible implementations, the display device 900 for the vehicle model is further configured to: Determine the angle between the camera viewpoint and the illumination direction corresponding to the virtual beam; In response to the included angle being within a set angle range, the rendering state is determined to be a display state.

[0153] In some possible implementations, the display device 900 for the vehicle model is further configured to: In response to the included angle not being within the set angle range, the rendering state is determined to be a hidden state.

[0154] In some possible implementations, the display device 900 for the vehicle model is further configured to: Determine the distance between the camera's viewpoint and the vehicle's 3D model; Based on the distance, adjust the display intensity corresponding to the spot effect and / or the halo effect, wherein the display intensity is negatively correlated with the distance.

[0155] In some possible implementations, the headlight control signal includes headlight type and light status, and the display device of the vehicle model is further configured to: In response to the vehicle headlight type being a set type, the vehicle headlight effect of the 3D model is rendered according to the vehicle headlight type and the light state.

[0156] In some possible implementations, the display device 900 for the vehicle model is further configured to: Based on the light status, determine the rendering status corresponding to the vehicle light type, whereby the rendering status includes a display status or a hidden status. The headlight effects of the 3D model are rendered according to the headlight type and the rendering state.

[0157] Regarding the vehicle model display device 900 in the above embodiments, the specific manner in which each module performs its operation has been described in detail in the embodiments concerning the display method of the vehicle model, and will not be elaborated upon here.

[0158] Based on the same inventive concept, this disclosure also provides a vehicle, comprising: processor; Memory used to store processor-executable instructions; The processor is configured to implement the vehicle model display method provided in this disclosure.

[0159] Based on the same inventive concept, this disclosure also provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the method for displaying a vehicle model provided in this disclosure.

[0160] Based on the same inventive concept, this disclosure also provides a computer program product, including a computer program that, when executed by a processor, implements the method for displaying a vehicle model provided in this disclosure.

[0161] Reference Figure 10 , Figure 10 This is a block diagram illustrating a vehicle 1000 according to an exemplary embodiment. For example, vehicle 1000 may be a hybrid vehicle, a non-hybrid vehicle, an electric vehicle, a fuel cell vehicle, or other types of vehicle. Vehicle 1000 may be an autonomous vehicle, a semi-autonomous vehicle, or a non-autonomous vehicle.

[0162] like Figure 10 As shown, vehicle 1000 may include various subsystems, such as infotainment system 1010, perception system 1020, decision control system 1030, drive system 1040, and computing platform 1050. Vehicle 1000 may also include more or fewer subsystems, and each subsystem may include multiple components. Furthermore, each subsystem and each component of vehicle 1000 can be interconnected via wired or wireless means.

[0163] In some embodiments, the infotainment system 1010 may include a communication system, an entertainment system, and a navigation system, etc.

[0164] The perception system 1020 may include several types of sensors for sensing information about the environment surrounding the vehicle 1000. For example, the perception system 1020 may include a global positioning system (which may be a GPS system, a BeiDou system, or another positioning system), an inertial measurement unit (IMU), a lidar, a millimeter-wave radar, an ultrasonic radar, and a camera device.

[0165] The decision control system 1030 may include a computing system, a vehicle controller, a steering system, a throttle, and a braking system.

[0166] The drive system 1040 may include components that provide powered motion to the vehicle 1000. In one embodiment, the drive system 1040 may include an engine, an energy source, a transmission system, and wheels. The engine may be one or a combination of internal combustion engines, electric motors, and compressed air engines. The engine is capable of converting energy provided by the energy source into mechanical energy.

[0167] Some or all of the functions of the vehicle 1000 are controlled by a computing platform 1050. The computing platform 1050 may include at least one processor 1051 and a memory 1052, the processor 1051 being able to execute instructions 1053 stored in the memory 1052.

[0168] The processor 1051 can be any conventional processor, such as a commercially available CPU. The processor may also include graphics processing units (GPUs), field-programmable gate arrays (FPGAs), systems on chips (SoCs), application-specific integrated circuits (ASICs), or combinations thereof.

[0169] The memory 1052 can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk or optical disk.

[0170] In addition to instruction 1053, memory 1052 can also store data, such as road maps, route information, vehicle position, direction, speed, and other data. The data stored in memory 1052 can be used by computing platform 1050.

[0171] In this embodiment of the disclosure, processor 1051 may execute instruction 1053 to complete all or part of the steps of the above-described method for displaying a vehicle model.

[0172] Some embodiments of this disclosure also provide a chip system, such as Figure 11 As shown, the chip system includes at least one processor 1101 and at least one interface circuit 1102. The processor 1101 and the interface circuit 1102 are interconnected via wiring. For example, the interface circuit 1102 can be used to receive signals from other devices (e.g., the memory of an electronic device). As another example, the interface circuit 1102 can be used to send signals to other devices (e.g., the processor 1101). Exemplarily, the interface circuit 1102 can read instructions stored in memory and send those instructions to the processor 1101. When the instructions are executed by the processor 1101, the display device of the vehicle model can perform the steps in the above embodiments. Of course, the chip system may also include other discrete devices, and some embodiments of this disclosure do not specifically limit this.

[0173] In some embodiments of this disclosure, the interface circuit 1102 can acquire data, program instructions, and / or information from the internal storage area of ​​the chip system; it can also acquire data, program instructions, and / or information from outside the chip system.

[0174] Optionally, the chip system may also include a memory for storing necessary computer programs and data.

[0175] Those skilled in the art will also understand that the various illustrative logical blocks and steps listed in the embodiments of this application can be implemented by electronic hardware, computer software, or a combination of both. Whether such functionality is implemented through hardware or software depends on the specific application and the overall system design requirements. Those skilled in the art can implement the described functionality using various methods for each specific application, but such implementation should not be construed as exceeding the scope of protection of the embodiments of this application.

[0176] Furthermore, the term “exemplary” is used herein to mean serving as an example, instance, or illustration. Any aspect or design described herein as “exemplary” is not necessarily to be construed as advantageous compared to other aspects or designs. Rather, the use of the term “exemplary” is intended to present the concept in a concrete manner. As used herein, the term “or” is intended to mean an inclusive “or” rather than an exclusive “or.” That is, unless otherwise specified or clear from the context, “X applies A or B” is intended to mean any of the natural inclusive arrangements. That is, “X applies A or B” satisfies any of the foregoing instances if X applies A; X applies B; or both X applies A and B. Additionally, unless otherwise specified or clear from the context to refer to the singular form, the articles “a” and “an” as used in this application and the appended claims are generally understood to mean “one or more.”

[0177] Similarly, although this disclosure has been shown and described with respect to one or more implementations, equivalent variations and modifications will occur to those skilled in the art upon reading and understanding this specification and the accompanying drawings. This disclosure includes all such modifications and variations and is limited only by the scope of the claims. In particular, with respect to the various functions performed by the components described above (e.g., elements, resources, etc.), unless otherwise indicated, the terminology used to describe such components is intended to correspond to any component (functionally equivalent) that performs the specific function of the described component, even if structurally not equivalent to the disclosed structure. Furthermore, although specific features of this disclosure may have been disclosed with respect to only one of several implementations, such features may be combined with one or more other features of other implementations, as may be desired and advantageous to any given or particular application. Moreover, with regard to the terms “comprising,” “owning,” “having,” “having,” or variations thereof as used in the detailed description or claims, such terms are intended to be inclusive in a manner similar to the term “including.”

[0178] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and examples are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the appended claims.

[0179] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.

Claims

1. A display method of a vehicle model, characterized by, The method comprises: displaying a three-dimensional model corresponding to the vehicle on a display screen of the vehicle; in response to obtaining a vehicle light control signal of the vehicle, displaying the three-dimensional model after rendering a vehicle light effect on the display screen; wherein the vehicle light effect comprises a light beam effect corresponding to a virtual light beam, and different vehicle light control signals correspond to different light beam effects of the virtual light beam.

2. The method of claim 1, wherein, The vehicle light control signal comprises a vehicle light type. Different vehicle light types correspond to different light beam shapes of the virtual light beam.

3. The method of claim 2, wherein, The vehicle light type comprises low beam and high beam. In response to the vehicle light type being low beam, the light beam shape is a first length and a first width. In response to the vehicle light type being high beam, the light beam shape is a second length and a second width. The second length is greater than the first length, and the second width is less than the first width.

4. The method of claim 2, wherein, The vehicle light effect further comprises a volumetric light effect for simulating the scattering phenomenon of light in a medium.

5. The method of claim 4, wherein, The vehicle light type comprises low beam and high beam. The flow speed corresponding to the volumetric light effect of the low beam is less than the flow speed corresponding to the volumetric light effect of the high beam.

6. The method of claim 4, wherein, Before displaying the three-dimensional model after rendering the vehicle light effect on the display screen, the method further comprises: determining a movement speed parameter corresponding to a model texture coordinate of the virtual light beam; rendering the vehicle light effect of the three-dimensional model by using the texture map corresponding to the volumetric light effect and the movement speed parameter.

7. The method according to any one of claims 1 to 6, characterized in that, Before displaying the three-dimensional model after rendering the vehicle light effect on the display screen, the method further comprises: determining a camera view angle corresponding to the three-dimensional model; determining a rendering state of a spot effect and / or a halo effect in the vehicle light effect according to the camera view angle and an irradiation direction corresponding to the virtual light beam, the rendering state comprising a display state or a hidden state; rendering the vehicle light effect of the three-dimensional model according to the rendering state.

8. The method of claim 7, wherein, Determining the display state of the spot effect and / or the halo effect in the vehicle light effect according to the camera view angle and the irradiation direction corresponding to the virtual light beam comprises: determining an included angle between the camera view angle and the irradiation direction corresponding to the virtual light beam; in response to the included angle being within a set angle range, determining that the rendering state is the display state.

9. The method of claim 8, wherein, Determining the rendering state of the spot effect and / or the halo effect in the vehicle light effect according to the camera view angle and the irradiation direction corresponding to the virtual light beam comprises: in response to the included angle not being within the set angle range, determining that the rendering state is the hidden state.

10. The method of claim 7, wherein, The method further comprises: determining a distance between the camera view angle and the three-dimensional model of the vehicle; adjusting a display intensity corresponding to the spot effect and / or the halo effect according to the distance, the display intensity being negatively correlated with the distance.

11. The method according to any one of claims 1-6, characterized in that, The vehicle light control signal comprises a vehicle light type and a light state, and before displaying the three-dimensional model after rendering the vehicle light effect on the display screen, the method further comprises: in response to the vehicle light type being a set type, rendering the vehicle light effect of the three-dimensional model according to the vehicle light type and the light state.

12. The method of claim 11, wherein, The light state includes an on state or an off state, and the vehicle light effect of the three-dimensional model is rendered according to the light state and the light type. According to the light state, the rendering state corresponding to the light type is determined, and the rendering state includes a display state or a hidden state. According to the light type and the rendering state, the vehicle light effect of the three-dimensional model is rendered.

13. A display device of a vehicle model, characterized by It includes: The first display module is configured to display the three-dimensional model corresponding to the vehicle on the display screen of the vehicle. The second display module is configured to display the three-dimensional model after rendering the light effect in response to obtaining the vehicle light control signal of the vehicle; wherein the light effect includes the light beam effect corresponding to the virtual light beam, and different light control signals can correspond to different light beam effects of the virtual light beam.

14. The apparatus of claim 13, wherein, The vehicle light control signal includes a light type; Wherein different light types correspond to different light beam shapes of the virtual light beam.

15. The apparatus of claim 14, wherein, The light type includes low beam and high beam; In response to the light type being low beam, the light beam shape is a first length and a first width; In response to the light type being high beam, the light beam shape is a second length and a second width; Wherein the second length is greater than the first length, and the second width is less than the first width.

16. The apparatus of claim 14, wherein, The light effect also includes a volume light effect, which is used to simulate the scattering phenomenon of light in a medium.

17. The apparatus of any one of claims 13-16, wherein, The display device of the vehicle model is further configured to: Determine the camera perspective corresponding to the three-dimensional model; According to the camera perspective and the irradiation direction corresponding to the virtual light beam, the rendering state of the light spot effect and / or the halo effect in the light effect is determined, and the rendering state includes a display state or a hidden state; According to the rendering state, the light effect of the three-dimensional model is rendered.

18. The apparatus of claim 17, wherein, The display device of the vehicle model is further configured to: Determine the angle between the camera perspective and the irradiation direction corresponding to the virtual light beam; In response to the angle being within a set angle range, the rendering state is determined to be a display state.

19. A vehicle characterized by comprising: It includes: A processor; Memory for storing processor-executable instructions; Wherein the processor is configured to implement the display method of the vehicle model according to any one of claims 1-12.

20. A computer readable storage medium having stored thereon a computer program, characterized in that, The computer program is executed by the processor to implement the display method of the vehicle model according to any one of claims 1-12.

21. A computer program product, characterised in that, It includes a computer program, which is executed by a processor to implement the display method of the vehicle model according to any one of claims 1-12.