Vehicle machine wallpaper multi-screen interaction method and device and vehicle
By mapping the vehicle's display screen to a sub-region under a virtual canvas coordinate system, generating and rendering the motion path of a virtual character, the problem of insufficient cross-screen migration and physical animation in existing vehicle wallpaper interaction solutions is solved, realizing multi-screen interaction and dynamic interaction effects across all scenarios.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-31
- Publication Date
- 2026-04-03
AI Technical Summary
Most existing in-vehicle wallpaper interaction solutions are single-screen effects, unable to achieve cross-screen migration, lack multi-screen interaction and physical animation, and are difficult to cover the main scenarios of the entire driving process.
Each display screen is mapped to a sub-region under a preset virtual canvas coordinate system, generating the motion path of the virtual character. Rendering is performed based on the motion path and display screen layout information, and the animation corresponding to the target event is played through multiple display screens to achieve cross-screen migration and physical interaction.
It enhances the fun of driving and user engagement by enabling virtual characters to move dynamically and interact physically across multiple screens, upgrading in-vehicle wallpapers from static decorations to dynamic interactions, and providing intuitive interaction with low cognitive load.
Smart Images

Figure CN121785552A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of in-vehicle wallpaper display technology, and in particular to a method, device, and vehicle for multi-screen interaction of in-vehicle wallpapers. Background Technology
[0002] With the development of intelligent vehicles, current intelligent vehicle cockpits are evolving towards emotional, personalized, and multimodal interaction. Users' needs for in-vehicle systems have shifted from basic functions to emotional companionship and entertainment experiences. Currently, most intelligent vehicle screen wallpapers are static animation transitions and single gesture interactions, lacking fun, emotional interaction, and multi-screen migration linkage. Therefore, in-vehicle screen wallpapers are developing towards interactive and contextualized designs.
[0003] Currently, the relevant technologies have at least the following problems: (1) Most existing in-vehicle wallpaper interaction solutions only have a single-screen effect. The wallpaper cannot achieve cross-screen migration in terms of visual effect, and multi-screen interaction is lacking.
[0004] (2) Most existing in-vehicle wallpaper interaction solutions do not combine the wallpaper visual effects with the in-vehicle UI, and are limited to basic human touch interaction effects, lacking physical animations (such as gravity, collision, squeezing, etc.).
[0005] (3) Existing in-vehicle wallpaper interaction solutions are mostly fragmented and cannot fully cover the main scenarios of the entire driving process. Summary of the Invention
[0006] In view of this, the purpose of the present invention is to provide a method, device and vehicle for multi-screen interaction of in-vehicle wallpapers, so as to alleviate the above-mentioned problems existing in the related art.
[0007] In a first aspect, embodiments of the present invention provide a multi-screen interaction method for in-vehicle wallpapers, applied to an in-vehicle system with multiple displays, comprising: mapping each display to a corresponding sub-region under a preset virtual canvas coordinate system; generating a motion path for a virtual character based on preset wallpaper data and the obtained sub-regions; wherein the preset wallpaper data includes data assets of the virtual character and virtual scene data, and the motion path represents the virtual character traversing different displays; determining the display layout information of the in-vehicle system based on the motion path and the obtained sub-regions; and, in response to a detected target event, rendering based on the target event, the preset wallpaper data, the motion path, the display layout information, and the distance between the virtual character and each UI element, and playing a target animation corresponding to the target event through multiple displays; wherein the target event includes user interaction behavior corresponding to the vehicle and / or the vehicle being in a target state.
[0008] Secondly, embodiments of the present invention also provide a multi-screen interactive device for in-vehicle wallpapers, applied to an in-vehicle system with multiple displays, comprising: a mapping module for mapping each display to a corresponding sub-region under a preset virtual canvas coordinate system; a generation module for generating a motion path for a virtual character based on preset wallpaper data and the obtained sub-region; wherein the preset wallpaper data includes data assets of the virtual character and virtual scene data, and the motion path represents the virtual character traversing different displays; a determination module for determining the display layout information of the in-vehicle system based on the motion path and the obtained sub-region; and a rendering module for rendering based on the target event, the preset wallpaper data, the motion path, the display layout information, and the distance between the virtual character and each UI element, in response to a detected target event, and playing the target animation corresponding to the target event through multiple displays; wherein the target event includes user interaction behavior corresponding to the vehicle and / or the vehicle being in a target state.
[0009] Thirdly, embodiments of the present invention also provide a vehicle including a vehicle infotainment system with multiple displays for executing the vehicle infotainment wallpaper multi-screen interaction method described in the first aspect.
[0010] This invention provides a method, device, and vehicle for multi-screen interaction of in-vehicle wallpapers. In an in-vehicle system with multiple displays, each display is mapped to a corresponding sub-region under a preset virtual canvas coordinate system. Based on preset wallpaper data and the obtained sub-regions, a motion path for a virtual character is generated. Then, based on the motion path and the obtained sub-regions, the display layout information of the in-vehicle system is determined. When a target event is detected, rendering is performed based on the target event, preset wallpaper data, motion path, display layout information, and the distance between the virtual character and each UI element. The target animation corresponding to the target event is then played on multiple displays. Using this technology, different displays are mapped to different sub-regions under the same coordinate system. This allows the display layout to be determined using preset wallpaper data, and when a target event is detected, rendering is performed based on the distance between the virtual character and each UI element, presenting the event on different displays. This achieves a dynamic visual effect of wallpapers migrating across screens with the in-vehicle UI, thereby enhancing the enjoyment of driving.
[0011] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0012] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0014] Figure 1 This is a flowchart illustrating a method for multi-screen interaction of in-vehicle wallpapers according to an embodiment of the present invention; Figure 2 This is an example flowchart illustrating the implementation process of the in-vehicle wallpaper multi-screen interaction method in an embodiment of the present invention; Figure 3 This is a schematic diagram of the structure of a multi-screen interactive device for in-vehicle wallpapers according to an embodiment of the present invention; Figure 4 This is a schematic diagram of the structure of an electronic device according to an embodiment of the present invention. Detailed Implementation
[0015] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below in conjunction with the embodiments. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0016] Currently, existing in-vehicle wallpaper interaction solutions have at least the following problems: most only provide a single-screen effect, and the wallpaper cannot achieve cross-screen migration in terms of visual effects, resulting in a lack of multi-screen interaction; physical interaction is insufficient, as most do not integrate the wallpaper visual effects with the in-vehicle UI, and are limited to basic human touch interaction effects, lacking physical animation-like effects; and they are mostly implemented in a fragmented manner, making it difficult to fully cover the main scenarios of the entire driving process.
[0017] Based on this, the present invention provides a method, device, and vehicle for multi-screen interaction of in-vehicle wallpapers, which can alleviate the above-mentioned problems existing in related technologies.
[0018] To facilitate understanding of this embodiment, a detailed description of a multi-screen interaction method for in-vehicle wallpapers disclosed in this embodiment of the invention will be provided first. This method can be applied to in-vehicle systems with multiple displays. See [link to relevant documentation]. Figure 1 As shown, the method may include the following steps: Step S102: Map each display screen to a corresponding sub-region under a preset virtual canvas coordinate system.
[0019] A virtual canvas coordinate system can be pre-established, and the position coordinates of each display screen in its own corresponding display screen coordinate system can be mapped to the virtual canvas coordinate system, so that each display screen has a corresponding sub-region in the virtual canvas coordinate system. Thus, the sub-region (virtual region) in the same virtual canvas coordinate system can be used to represent the actual area of the display screen, so that the obtained sub-region can be used for corresponding operations later.
[0020] Step S104: Based on the preset wallpaper data and the obtained sub-regions, generate the motion path of the virtual character.
[0021] The preset wallpaper data can include virtual character data assets and virtual scene data, and the motion path represents the virtual character crossing different screens.
[0022] The 3D data assets of the virtual character (including 3D models, motion preset libraries, physical interaction parameters, 3D skeletal animation, etc.) and virtual scene resources can be pre-designed and rendered using 3D software and integrated into the vehicle system. When the user starts the vehicle system, the data assets are loaded and called to display the wallpaper. This saves the computing resources of the vehicle system and helps to achieve clean, smooth, beautiful and detailed animation.
[0023] Step S106: Based on the action path and the obtained sub-region, determine the display layout information of the vehicle system.
[0024] In step S108, in response to the detection of the target event, rendering is performed based on the target event, preset wallpaper data, motion path, display layout information, and the distance between the virtual character and each UI element, and the target animation corresponding to the target event is played through multiple displays.
[0025] The target event may include user interaction with the vehicle or the vehicle being in a target state.
[0026] As one possible implementation, the aforementioned data assets may include the virtual character's character model, motion preset library, physical interaction parameters, and preset animations, etc. Based on this, the aforementioned step S104 (i.e., generating the virtual character's motion path based on the preset wallpaper data and the obtained sub-regions) may include: calling the motion preset library to match the obtained sub-regions, and performing Bézier curve calculation based on the matching results to generate the virtual character's initial motion path; performing collision detection on the initial motion path and the edges of each sub-region, and adjusting the initial motion path based on the data assets and the collision detection results to obtain the motion path.
[0027] Continuing from the previous example, the motion preset library can be called and matched with sub-regions in the virtual canvas coordinate system obtained by mapping the position coordinates of multiple displays. This maps the motions in the motion preset library to the virtual canvas coordinate system. Then, Bézier curves are calculated on the mapped motions in the virtual canvas coordinate system to generate the initial trajectory (i.e., the initial motion path) of the virtual character crossing different sub-regions. Collision detection algorithms are then used to detect collisions between the generated initial trajectory and the edges of each sub-region. Finally, the parts where the initial trajectory collides with the edges of the sub-regions are smoothed to obtain the final trajectory (i.e., the motion path) of the virtual character crossing different sub-regions.
[0028] As one possible implementation, step S106 (i.e., determining the display layout information of the vehicle system based on the action path and the obtained sub-region) may include: detecting the collision adsorption boundary and momentum decay between the virtual character and each display screen based on the action path and the obtained sub-region, so as to determine the display layout information.
[0029] Continuing from the previous example, collisions between the virtual character and the edges of each sub-region can be detected in the virtual canvas coordinate system, triggering rigid body dynamic responses such as bounce and deceleration. This allows for the detection of collision and adsorption boundaries and momentum decay between the virtual character and each screen. Based on the detected collision and adsorption boundaries and momentum decay, the layout of each sub-region in the virtual canvas coordinate system can be determined as the current cockpit screen layout (i.e., the screen layout of the vehicle system), so that various dynamic interactive effects can be achieved using this cockpit screen layout in the future.
[0030] As one possible implementation, step S108 (i.e., in response to the detection of a target event, rendering is performed based on the target event, preset wallpaper data, motion path, display layout information, and the distance between the virtual character and each UI element, and the target animation corresponding to the target event is played through multiple displays) may include: Step A1: In response to the detection of a user's target interaction behavior, the target type of the target interaction behavior is determined. Based on the target type, a preset physics engine is invoked to render according to the target interaction behavior, data assets, motion path and display layout information to generate the first target animation corresponding to the target interaction behavior. Then, the first target animation is played through multiple displays.
[0031] For example, after the vehicle system detects a user's target interaction behavior, it first determines the target type of the target interaction behavior, and then generates the first target animation using the following operation method: (1) If the target type is a touch action on at least one target display screen, then determine the target position corresponding to the touch action, and call the preset physics engine to render according to the target position, data assets, motion path and display screen layout information to generate the first target animation for feedback touch action; (2) If the target type is voice command input behavior, the input voice command is semantically parsed and the preset physics engine is called to render according to the semantic parsing results, data assets, motion path and display layout information to generate the first target animation for feedback of voice command input behavior.
[0032] Continuing from the previous example, when an interaction event occurs, the vehicle's infotainment system first determines the type of the interaction event. Interaction events are categorized into user touch operations on the screen (such as touch, swipe, short press, long press, etc.) and user voice input operations via voice input devices (such as microphones). If the interaction event is a touch action (i.e., the user touches the corresponding screen), the system calculates the specific touch position (i.e., the coordinates of the touch point in the virtual canvas coordinate system). After calculating the specific touch position, it issues a rendering command to the pre-configured physics engine. The physics engine, responding to this rendering command, combines the calculated specific touch position with the virtual character's data assets (including character models, motion preset libraries, physical interaction parameters, and preset animations) and motion paths, along with the screen layout, to... The system performs rendering to generate corresponding animations for feedback on touch actions (such as a virtual character bouncing to respond to a short press), facilitating the subsequent playback of the animation across multiple screens to complete the wallpaper's dynamic interaction. If the interaction event is a voice command input action (i.e., the user inputs a voice command through a voice input device), the vehicle system performs semantic analysis on the user's voice command to determine the semantic intent. It then calls the action preset library to find the preset action corresponding to the semantic intent, and calls the corresponding physics engine to render the animation based on the preset action, the virtual character's motion path, character model, physical interaction parameters, preset animation, etc., combined with the screen layout, to generate corresponding animations for feedback on voice command input actions. This facilitates the subsequent playback of the animation across multiple screens to complete the wallpaper's dynamic interaction.
[0033] Step A2: In response to the detection that the vehicle is in the target state, a second target animation is generated based on the target state, data assets, motion paths, display layout information, and the distance between the virtual character and each UI element. The second target animation is then played on multiple displays.
[0034] For example, after the vehicle system detects that the vehicle is in the target state, it can generate a second target animation using the following operation method: (1) If the target state is a parked non-charging state and the distance between the virtual character and the target UI element is less than the preset distance threshold, then the rendering information corresponding to the target UI element is generated, and the rendering is performed according to the data assets, motion path, display layout information and rendering information to generate a second target animation for feedback of the parked non-charging state. (2) If the target state is driving state, the first target action corresponding to the driving state is determined from the action preset library, and the second target animation is generated to provide feedback on the driving state by rendering based on the character model, the first target action, physical interaction parameters, preset animation, action path and display layout information. (3) If the target state is parking and charging state, the second target action corresponding to the charging state is determined from the action preset library, and the second target animation is generated to provide feedback on the parking and charging state based on the character model, the second target action, physical interaction parameters, preset animation, action path and display layout information.
[0035] Continuing from the previous example, when the vehicle's infotainment system detects that the vehicle is in a parked, non-charging state, it calculates the distance between the virtual character and each UI element. If the distance between the virtual character and a certain UI element is less than a pre-set threshold, the system generates rendering information for that UI element (such as rendering effect parameters to make the UI element shake, deform, or change brightness). It then calls the corresponding physics engine to render the information based on the virtual character's data assets (including character model, motion preset library, physical interaction parameters, and preset animations) and motion path, combined with the screen layout. This generates a corresponding animation to reflect the parked, non-charging state (such as dimming a UI element to reflect the virtual character resting on a UI element when the vehicle is parked, non-charging). This facilitates the subsequent playback of the animation across multiple screens, completing the wallpaper's dynamic interaction. For example, when the vehicle is parked, the pet (i.e., the virtual character in the car's infotainment system wallpaper) will show "curiosity" towards some UI elements on the screen and perform certain behaviors (such as scratching UI elements with its paws, biting UI elements with its teeth, or resting on UI elements). The car's infotainment system will render and generate animations that provide physical feedback to the UI elements that perform the corresponding behaviors of the pet and play the animations on multiple screens in a coordinated manner.
[0036] Continuing from the previous example, when the vehicle system detects that the vehicle is in motion (such as driving straight, turning, braking, accelerating, etc.), the system will find the preset action corresponding to the current driving state of the vehicle from the virtual character's action preset library, and call the corresponding physics engine to render the preset action, the virtual character's motion path, character model, physical interaction parameters, preset animation, etc., in combination with the screen layout, to generate a corresponding animation to reflect the current driving state of the vehicle (such as: making the virtual character do a somersault to reflect that the vehicle is turning, making the virtual character fall to reflect that the vehicle is falling, etc.), so that the animation can be played on multiple screens to complete the dynamic interaction of the wallpaper. For example, when the vehicle is moving and turning, the infotainment system will render an animation that makes the pet perform a somersault-like motion and display it on multiple screens simultaneously. Similarly, if the vehicle is braking, the system will render an animation that makes the pet perform a falling motion to reflect the braking action and display it on multiple screens simultaneously. Furthermore, if the vehicle is accelerating and the pet touches the electronic tachometer UI element on the infotainment screen, the system will render an animation that makes the pet roll as the tachometer needle rotates (or the value increases) to reflect the acceleration and display it on multiple screens simultaneously.
[0037] Continuing from the previous example, when the vehicle's infotainment system detects that the vehicle is in a parking and charging state, it will retrieve the corresponding preset action from the virtual character's action preset library. Then, it will invoke the appropriate physics engine to generate a corresponding animation based on this preset action, the virtual character's motion path, character model, physical interaction parameters, preset animations, and the screen layout. This animation will then be played across multiple screens to complete the wallpaper's dynamic interaction. For example, when the vehicle is parking and charging, the infotainment system will render an animation of a cute pet holding a virtual charging gun and inserting it into a virtual charging station, which will be displayed collaboratively on multiple screens.
[0038] As one possible implementation, the above-mentioned multi-screen interaction method for in-vehicle wallpapers may further include: in response to detecting that a user corresponding to the vehicle has entered the vehicle, determining a third target action from an action preset library, rendering the third target action based on the character model, physical interaction parameters, preset animation, action path, and display layout information, and displaying it on multiple displays; in response to detecting that a user corresponding to the vehicle has left the vehicle, determining a fourth target action from an action preset library, rendering the fourth target action based on the character model, physical interaction parameters, preset animation, action path, and display layout information, and displaying it on multiple displays.
[0039] Continuing from the previous example, when the vehicle's infotainment system detects and identifies a user entering the vehicle's cabin based on data collected by devices (sensors, cameras, etc. installed at the car doors or inside the cabin), the system will retrieve a preset action from the virtual character's action preset library that corresponds to the user's entry. It will then call the corresponding physics engine to render the preset action, along with the virtual character's motion path, character model, physical interaction parameters, preset animations, and other elements, in conjunction with the screen layout, and display it on multiple screens. For example, when a user enters the vehicle's cabin, the system will render an animation effect that makes a cute pet greet its owner, and display this animation effect collaboratively on multiple screens.
[0040] Continuing from the previous example, when the vehicle's infotainment system detects that a user has left the vehicle, it retrieves a preset action from the virtual character's action preset library corresponding to the user's departure. Then, it calls the appropriate physics engine to render the preset action based on the virtual character's motion path, character model, physical interaction parameters, preset animations, and other factors, combined with the screen layout. This rendering effect is then presented collaboratively across multiple screens. For instance, after the user leaves the vehicle, the system renders an effect that puts the virtual pet to sleep, presented collaboratively across multiple screens until the system is turned off. When the user gets back into the vehicle, the system will wake the virtual pet again, presenting a wake-up effect across multiple screens.
[0041] In practical applications, when the vehicle system detects that the vehicle is in a driving state (i.e., the target state is driving and the vehicle is in a driving state) and determines the first target action corresponding to the driving state from the action preset library, the vehicle system can render the second target animation on a preset layer based on the character model, the first target action, physical interaction parameters, preset animation, action path and display layout information; wherein, the preset layer is isolated from the vehicle control interface provided by the vehicle system.
[0042] Continuing from the previous example, when the vehicle is in motion, a layered rendering mechanism can be introduced. This mechanism allows the animation rendering process of the virtual characters (such as cute pets) in the in-vehicle wallpaper to run independently on a layer isolated from the logic of the in-vehicle control interface. This ensures that multi-screen interaction of the in-vehicle wallpaper does not block the display of core driving information, achieving a balance between driving safety and the fun of in-vehicle interaction. When the vehicle is not in motion (such as when the vehicle is parked and not charging, or when the vehicle is parked and charging), this layered rendering mechanism can be deactivated, allowing the animation rendering process of the virtual characters (such as cute pets) in the in-vehicle wallpaper to run on the same layer simultaneously with the logic of the in-vehicle control interface, thus ensuring the rendering effect of the in-vehicle wallpaper.
[0043] To facilitate understanding, the implementation process of the above-mentioned in-vehicle wallpaper multi-screen interaction method is described below using a specific application as an example.
[0044] For example, the virtual characters in car infotainment wallpapers use cute pets as examples. Figure 2 As shown, the above-mentioned multi-screen interaction method for in-vehicle wallpapers can be implemented in the following parts: S1, hardware environment deployment.
[0045] The vehicle infotainment system needs to deploy a cockpit chip (supporting multi-screen collaborative rendering) and at least two independent vehicle infotainment display systems. It also needs to deploy a microphone array that supports voice control and a vehicle infotainment touch screen that supports gesture interaction (which can belong to a vehicle infotainment display system or be independent of the vehicle infotainment display system). Subsequent program operation is based on the above hardware support.
[0046] S2, loading cute pet resources.
[0047] The pre-designed and rendered 3D pet assets (including 3D pet models, motion preset libraries, physical interaction parameters, 3D skeletal animations, etc.) and pet scene resources are integrated into the vehicle system. When the user activates the vehicle wallpaper, the 3D pet assets and pet scene resources are loaded and invoked.
[0048] S3, Multi-screen Collaboration Engine Initialization.
[0049] A virtual canvas coordinate system is established, and the mapping relationship between the spatial coordinates of each screen and the canvas partitions in the virtual canvas coordinate system is established to realize the real-time synchronous transmission and coordinate transformation of the pet's position / status data (that is, to transform the coordinates of the pet's position / status on different screens to the same virtual canvas coordinate system); the motion preset library is called and matched with the sub-regions, and motion path planning is performed by calculating Bézier curves based on the matching results to generate the motion path of the pet across different screens. During the motion path planning process, the collision and adsorption boundaries and momentum decay between the pet and each screen are detected, and the screen layout is automatically recognized. For example, when the cross-screen wallpaper in the car infotainment system starts running, the cute pet displayed on the screen will be mapped to different screen resolutions (i.e., the location of the cute pet is mapped to different sub-regions under the same virtual canvas coordinate system), so that different parts of the cute pet are displayed on different screens (for example, the cute pet's body is in the central control screen, while the cute pet's tail will be displayed on a secondary screen such as the far-end sky screen or HUD screen, and the cute pet can also move between screens by jumping, running, climbing, etc.), so as to achieve the effect of cross-screen migration of the cute pet and create multi-screen interaction of the car infotainment system's cute pet wallpaper.
[0050] S4, Real-time Interactive Listening.
[0051] The vehicle infotainment system monitors interactive events in real time (divided into touch behavior and voice command input behavior). If the type of interactive event is touch behavior, the vehicle infotainment system will calculate the specific touch position of the touch operation, and after calculating the specific touch position, issue a rendering command to the physics engine so that the physics engine can be called to perform rendering and the multi-screen collaboration engine can be called to present the rendering effect through different screens.
[0052] S5, cross-screen migration processing and UI physical interaction.
[0053] Cross-screen migration processing is based on the spatial coordinate system (i.e., virtual canvas coordinate system) deployed by the multi-screen collaboration engine and the established mapping relationship. It maps each screen to a canvas partition under the same spatial coordinate system, and maps the pet's position / status to the same virtual canvas coordinate system, thereby providing a smooth transition for the initial path when crossing different canvas partitions. UI physical interaction calculates the distance between the pet and each UI element. Once the distance reaches a pre-set threshold, it triggers corresponding physical-like animations (such as the generation and playback of the second target animation used to provide feedback on the parking and non-charging status in step A2 above). On the other hand, it combines the current driving status of the car with UI physical interaction (such as the generation and playback of the second target animation used to provide feedback on the driving status in step A2 above). Through cross-screen migration processing and UI physical interaction, a series of complex and rich physical interactions of the in-vehicle wallpaper can be realized, achieving a seamless integration of the in-vehicle wallpaper with the user's context, and realizing a closed-loop interaction of the in-vehicle wallpaper from entering the car to parking and leaving the car.
[0054] S6, motion rendering playback.
[0055] When the real-time interactive system detects an interactive event, it identifies the type of the interactive event, calculates and calls the corresponding pet behavior and preset animation, and renders and plays the interactive animation under the rendering architecture of the cockpit chip. At the same time, it selects whether to perform layered rendering based on the current state of the vehicle (i.e., layered rendering is performed when the vehicle is in motion, and layered rendering is not performed when the vehicle is not in motion). The GPU is used to accelerate the rendering calculation of skeletal animation, and the keyframe compression of the action is performed to reduce the CPU resource consumption.
[0056] S7, multi-screen synchronous output.
[0057] Based on the spatial coordinate system deployed by the multi-screen collaboration engine, timestamps of animation frames are aligned during motion effect rendering and playback. This ensures that all screens render the same animation frames at the same time, avoiding screen tearing or delays, and enabling perfectly synchronized output of images from different screens. This achieves the effect of synchronized animation presentation across multiple screens. Furthermore, refresh rate adaptation can be performed for heterogeneous screens (such as frame interpolation compensation in mixed 60Hz and 90Hz display environments) to further improve the synchronized animation presentation effect across multiple screens.
[0058] The above-mentioned multi-screen interaction method for in-vehicle wallpapers is mainly implemented in the following parts: (i) By establishing a mapping relationship between multiple screens and spatial coordinate systems through a multi-screen collaboration engine, the real-time synchronization of pet location / status data is realized, enabling cross-screen collaboration; (ii) Based on dynamic simulation calculation, design the interaction rules between the cute pet and the vehicle UI elements, and combine dynamic parameters to simulate the dynamic effects to realize the dynamic interaction between the cute pet and the vehicle interface. (iii) Drive pets’ autonomous behavior through different states (such as hunger / play / hibernation, etc.) and combine it with user operations (such as touch screen, voice command input) to achieve the effect of continuous emotional companionship for pets; (iv) By introducing a layered rendering mechanism, the pet animation rendering process runs on an independent layer. The pet animation rendering process is isolated from the vehicle control interface logic, ensuring that the vehicle wallpaper interaction does not block the display of core driving information, thus achieving a balance between driving safety and the fun of vehicle interaction.
[0059] The beneficial effects of the above-mentioned multi-screen interaction method for in-vehicle wallpapers are as follows: The aforementioned multi-screen interaction method for in-vehicle wallpapers utilizes the dynamic migration and physical interaction effects of virtual characters across multiple screens. Based on a multi-screen collaboration engine, the position of the virtual character is calculated in real time and synchronized to each screen, upgrading the in-vehicle wallpaper from a "static decoration" to a "dynamic interactive entity," significantly enhancing its visual appeal and fun. Because the virtual character can actively move across screens (e.g., "jumping" from the central control screen to a remote screen) and smoothly transition when passing through the physical boundaries of the corresponding screen (e.g., bouncing off an impact edge), dynamic simulation calculations are introduced when specific interactive actions are triggered (e.g., when the vehicle turns or brakes, the in-vehicle system simulates the virtual character's unstable movement; the virtual character may occasionally "scratch" or "grab" UI elements to trigger shaking or twisting of these elements, simulating corresponding physical phenomena), achieving a unified multi-screen interactive experience. Since the virtual character can generate physical feedback to user actions, it provides intuitive interaction with low cognitive load. By capturing user intent through multimodal interaction to drive the virtual character to provide real-time feedback, it fills the gap in emotional elements within the in-vehicle interface, enhancing driving enjoyment and user engagement.
[0060] Based on the above-described in-vehicle wallpaper multi-screen interaction method, this embodiment of the invention also provides an in-vehicle wallpaper multi-screen interaction device, which can be applied to in-vehicle systems with multiple displays. See [link to related documentation]. Figure 3 As shown, the device may include the following modules: The mapping module 302 is used to map each display screen to a corresponding sub-region under a preset virtual canvas coordinate system.
[0061] The generation module 304 is used to generate the motion path of the virtual character based on the preset wallpaper data and the obtained sub-regions; wherein the preset wallpaper data includes the data assets of the virtual character and the virtual scene data, and the motion path represents the virtual character crossing different display screens.
[0062] The determination module 306 is used to determine the display layout information of the vehicle system based on the action path and the obtained sub-region.
[0063] The rendering module 308 is used to respond to the detection of a target event, and to render based on the target event, the preset wallpaper data, the action path, the display layout information, and the distance between the virtual character and each UI element, and to play the target animation corresponding to the target event through multiple displays; wherein, the target event includes the user corresponding to the vehicle performing interactive behavior and / or the vehicle being in a target state.
[0064] The in-vehicle wallpaper multi-screen interaction device provided in this embodiment of the invention has the same implementation principle and technical effects as the aforementioned in-vehicle wallpaper multi-screen interaction method embodiment. For the sake of brevity, any parts not mentioned in the in-vehicle wallpaper multi-screen interaction device embodiment can be referred to the corresponding content in the aforementioned in-vehicle wallpaper multi-screen interaction method embodiment.
[0065] This invention also provides a vehicle that includes a vehicle infotainment system with multiple displays for executing the above-described vehicle infotainment wallpaper multi-screen interaction method.
[0066] This invention also provides an electronic device, such as... Figure 4 The diagram shows the structure of the electronic device, which includes a processor 41 and a memory 40. The memory 40 stores computer-executable instructions that can be executed by the processor 41. The processor 41 executes the computer-executable instructions to implement the above-mentioned multi-screen interaction method for in-vehicle wallpapers.
[0067] exist Figure 4 In the illustrated embodiment, the electronic device further includes a bus 42 and a communication interface 43, wherein the processor 41, the communication interface 43, and the memory 40 are connected via the bus 42.
[0068] The memory 40 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 43 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 42 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 42 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 4 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0069] The processor 41 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above-mentioned multi-screen interaction method for in-vehicle wallpapers can be completed by the integrated logic circuits in the hardware of the processor 41 or by software instructions. The processor 41 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the multi-screen interaction method for in-vehicle wallpapers disclosed in this embodiment can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software modules can reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the field. The storage medium is located in the memory. The processor 41 reads the information in the memory and, in conjunction with its hardware, completes the steps of the in-vehicle wallpaper multi-screen interaction method of the aforementioned embodiment.
[0070] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps described in these embodiments do not limit the scope of the invention.
[0071] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0072] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0073] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for multi-screen interaction of in-vehicle wallpapers, characterized in that, Applications include in-vehicle infotainment systems with multiple displays, including: Each display screen is mapped to a corresponding sub-region in a preset virtual canvas coordinate system; Based on preset wallpaper data and the obtained sub-regions, a motion path for a virtual character is generated; wherein, the preset wallpaper data includes the virtual character's data assets and virtual scene data, and the motion path represents the virtual character traversing different displays; Based on the action path and the obtained sub-region, the display layout information of the vehicle system is determined; In response to the detection of a target event, rendering is performed based on the target event, the preset wallpaper data, the action path, the display layout information, and the distance between the virtual character and each UI element, and the target animation corresponding to the target event is played through multiple displays; wherein, the target event includes the user corresponding to the vehicle performing interactive behavior and / or the vehicle being in a target state.
2. The in-vehicle wallpaper multi-screen interaction method according to claim 1, characterized in that, The data assets include virtual character models, motion preset libraries, physical interaction parameters, and preset animations; Based on preset wallpaper data and the obtained sub-regions, the motion path of the virtual character is generated, including: The motion preset library is called to match the obtained sub-region, and the Bezier curve is calculated based on the matching result to generate the initial motion path of the virtual character. Collision detection is performed between the initial action path and the edge of each sub-region, and the initial action path is adjusted based on the data assets and the collision detection results to obtain the action path.
3. The in-vehicle wallpaper multi-screen interaction method according to claim 2, characterized in that, Based on the action path and the obtained sub-region, the display layout information of the vehicle system is determined, including: Based on the action path and the obtained sub-region, the collision and adsorption boundaries and momentum decay between the virtual character and each display screen are detected to determine the display screen layout information.
4. The in-vehicle wallpaper multi-screen interaction method according to claim 2, characterized in that, In response to the detection of a target event, rendering is performed based on the target event, the preset wallpaper data, the motion path, the display layout information, and the distance between the virtual character and each UI element. The target animation corresponding to the target event is then played on multiple displays, including: In response to the detection of the user performing a target interaction behavior, the target type of the target interaction behavior is determined, and based on the target type, a preset physics engine is invoked to render according to the target interaction behavior, the data assets, the action path and the display layout information to generate a first target animation corresponding to the target interaction behavior, and then the first target animation is played through multiple displays. In response to the detection that the vehicle is in a target state, a second target animation corresponding to the target state is generated based on the target state, the data assets, the action path, the display layout information, and the distance between the virtual character and each UI element. The second target animation is then played through multiple displays.
5. The in-vehicle wallpaper multi-screen interaction method according to claim 4, characterized in that, Based on the target type, a preset physics engine is invoked to render the first target animation corresponding to the target interaction behavior according to the target interaction behavior, the data assets, the motion path, and the display layout information, including: If the target type is a touch action targeting at least one target display screen, then the target position corresponding to the touch action is determined, and a preset physics engine is invoked to render based on the target position, the data asset, the motion path, and the display screen layout information to generate a first target animation for feedback of the touch action; If the target type is a voice command input behavior, then the input voice command is semantically parsed, and a preset physics engine is invoked to render the first target animation to provide feedback on the voice command input behavior based on the semantic parsing results, the data assets, the action path, and the display layout information.
6. The in-vehicle wallpaper multi-screen interaction method according to claim 4, characterized in that, Rendering is performed based on the target state, the data assets, the motion path, the display layout information, and the distance between the virtual character and each UI element to generate a second target animation corresponding to the target state, including: If the target state is a parked and non-charging state and the distance between the virtual character and the target UI element is less than a preset distance threshold, then the rendering information corresponding to the target UI element is generated, and the rendering is performed according to the data asset, the action path, the display layout information and the rendering information to generate a second target animation for feedback of the parked and non-charging state. If the target state is a driving state, then the first target action corresponding to the driving state is determined from the action preset library, and the second target animation is generated to provide feedback on the driving state by rendering based on the character model, the first target action, the physical interaction parameters, the preset animation, the action path and the display layout information. If the target state is a parking and charging state, then the second target action corresponding to the charging state is determined from the action preset library, and rendered according to the character model, the second target action, the physical interaction parameters, the preset animation, the action path and the display layout information to generate a second target animation for feedback of the parking and charging state.
7. The in-vehicle wallpaper multi-screen interaction method according to claim 2, characterized in that, Also includes: In response to the detection that the user corresponding to the vehicle has entered the vehicle, a third target action is determined from the action preset library, and the third target action is rendered according to the character model, the physical interaction parameters, the preset animation, the action path, and the display layout information and displayed on multiple displays. In response to the detection that the user corresponding to the vehicle has left the vehicle, a fourth target action is determined from the action preset library, and the fourth target action is rendered and displayed on multiple screens according to the character model, the physical interaction parameters, the preset animation, the action path and the display layout information.
8. The in-vehicle wallpaper multi-screen interaction method according to claim 6, characterized in that, Rendering is performed based on the character model, the first target action, the physical interaction parameters, the preset animation, the action path, and the display screen layout information to generate a second target animation for feedback on the driving state, including: The second target animation is generated by rendering on a preset layer based on the character model, the first target action, the physical interaction parameters, the preset animation, the action path, and the display layout information; wherein the preset layer is isolated from the vehicle control interface provided by the vehicle system.
9. A multi-screen interactive device for in-vehicle wallpapers, characterized in that, Applications include in-vehicle infotainment systems with multiple displays, including: The mapping module is used to map each display screen to a corresponding sub-region under a preset virtual canvas coordinate system; The generation module is used to generate the motion path of the virtual character based on preset wallpaper data and the obtained sub-regions; wherein, the preset wallpaper data includes the data assets of the virtual character and virtual scene data, and the motion path represents the virtual character crossing different screens; The determination module is used to determine the display layout information of the vehicle system based on the action path and the obtained sub-region; The rendering module is used to respond to the detection of a target event, and to render based on the target event, the preset wallpaper data, the action path, the display layout information, and the distance between the virtual character and each UI element, and to play the target animation corresponding to the target event through multiple displays; wherein, the target event includes the user interacting with the vehicle and / or the vehicle being in a target state.
10. A vehicle, characterized in that, The system includes an in-vehicle infotainment system with multiple displays for performing the in-vehicle wallpaper multi-screen interaction method as described in any one of claims 1 to 8.