Method, equipment, medium and product for generating vehicle-mounted game scene
By predicting the future driving state of the vehicle to generate in-vehicle game scenes, the problem of dizziness caused by the inconsistency between vision and body movement in in-vehicle games is solved, improving the consistency and immersion of the user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-11
- Publication Date
- 2026-04-14
AI Technical Summary
The dizziness caused by the inconsistency between visual and physical movement in existing in-vehicle games affects user experience and health.
By acquiring vehicle motion status and external environment data, the system predicts future driving direction and speed, generates in-vehicle game scenarios corresponding to vehicle driving scenarios, provides a forward-looking game environment, and reduces the inconsistency between visual and physical movement.
It improved the consistency and satisfaction of the user experience, enhanced the immersion and fun of the game, and solved the dizziness problem caused by simulation lag.
Smart Images

Figure CN121846680A_ABST
Abstract
Description
Technical Field
[0001] Embodiments of this disclosure generally relate to the field of virtual reality, and more specifically, to methods, apparatus, and computer program products for generating in-vehicle game scenes. Background Technology
[0002] In-car games, as an emerging form of entertainment, are gradually integrating into users' daily lives, bringing a brand-new entertainment experience to drivers and passengers. In-car games are games that run in cars or other vehicles. These games are specifically designed for the in-car environment, not only running on the vehicle's in-vehicle entertainment system but also accessible anytime, anywhere via smartphones, tablets, and other mobile devices. In-car games emphasize fun, ease of use, and simple operation, helping drivers and passengers pass the time and enhance the enjoyment of their journeys.
[0003] In-car games come in various forms, including those that utilize the vehicle's central control screen as the main display interface, commonly found in high-end models or vehicles equipped with intelligent entertainment systems; and mobile games displayed on smartphones, tablets, and other devices, allowing passengers to download and run in-car games anytime, anywhere. Mobile games typically have small file sizes and simple controls, making them convenient for entertainment during journeys. Summary of the Invention
[0004] The embodiments of this disclosure provide a scheme for generating in-vehicle game scenes, which can improve the realism and fun of the game while solving the dizziness problem caused by the inconsistency between visual and physical movement in in-vehicle games, thereby improving user experience and satisfaction.
[0005] According to a first aspect of this disclosure, a method for generating an in-vehicle game scene is provided. The method includes acquiring vehicle dynamic data associated with the vehicle's motion state and the driver's control behavior, as well as external environment data associated with the vehicle's driving route; predicting a driving state based on the vehicle dynamic data and the external environment data to indicate the vehicle's future driving direction and speed; and generating an in-vehicle game scene corresponding to the vehicle's driving scene based on the driving state.
[0006] According to a second aspect of this disclosure, an apparatus for generating in-vehicle game scenes is provided, including a processor and a memory, the memory being coupled to the processor and storing instructions, which, when executed by the processor, cause the apparatus to: acquire vehicle dynamic data associated with the vehicle's motion state and the driver's control behavior, and external environment data associated with the vehicle's driving route; predict a driving state based on the vehicle dynamic data and the external environment data to indicate the vehicle's future driving direction and speed; and generate an in-vehicle game scene corresponding to the vehicle's driving scene based on the driving state.
[0007] According to a third aspect of this disclosure, an apparatus for generating in-vehicle game scenes is provided, comprising a data acquisition unit, a vehicle state prediction unit, and a game scene generation unit. The data acquisition unit is configured to acquire vehicle dynamic data associated with the vehicle's motion state and the driver's control behavior, as well as external environment data associated with the vehicle's driving route. The vehicle state prediction unit is configured to predict a driving state indicating the vehicle's future driving direction and speed based on the vehicle dynamic data and the external environment data. The game scene generation unit is configured to generate an in-vehicle game scene corresponding to the vehicle's driving scenario based on the driving state.
[0008] According to a fourth aspect of this disclosure, a computer-readable storage medium is provided that stores computer-executable instructions that, when executed, cause a computer to perform the method according to a first aspect of this disclosure.
[0009] According to a fifth aspect of this disclosure, a computer program product is provided. The computer program product is tangibly stored on a non-volatile computer-readable medium and includes machine-executable instructions that, when executed, cause a machine to perform the method according to a first aspect of this disclosure.
[0010] Please note that this summary is provided to introduce some concepts in a simplified form, which will be further described in the detailed embodiments below. The summary is not intended to identify key or essential features of this disclosure, nor is it intended to limit the scope of this disclosure. Attached Figure Description
[0011] The above and other objects, features, and advantages of this disclosure will become more apparent from a more detailed description of exemplary embodiments thereof, taken in conjunction with the accompanying drawings, in which:
[0012] Figure 1 The illustration shows a schematic diagram of an example environment in which embodiments of the present disclosure may be implemented;
[0013] Figure 2The illustration shows a schematic flowchart of a method for generating an in-vehicle game scene according to an embodiment of the present disclosure;
[0014] Figure 3 A schematic flowchart illustrating the generation of an in-vehicle game scene based on driving direction and driving speed according to an embodiment of the present disclosure is shown.
[0015] Figure 4 A schematic diagram of a rendered driving lane according to an embodiment of the present disclosure is shown;
[0016] Figure 5 A schematic diagram of an extended rendering driving lane according to an embodiment of the present disclosure is shown;
[0017] Figure 6 A schematic diagram illustrating the generation of an in-vehicle game scene corresponding to a navigation route according to an embodiment of the present disclosure is shown.
[0018] Figure 7 A schematic block diagram of an apparatus for generating an in-vehicle game scene according to an embodiment of the present disclosure is shown; and
[0019] Figure 8 A schematic block diagram is shown that can be used to implement an example device according to embodiments of the present disclosure.
[0020] In all the accompanying drawings, the same or similar reference numerals denote the same or similar elements. Specific Implementation
[0021] Embodiments of this disclosure will now be described in more detail with reference to the accompanying drawings. While some embodiments of this disclosure are shown in the drawings, it should be understood that this disclosure can be implemented in various forms and should not be construed as limited to the embodiments set forth herein. Rather, these embodiments are provided to provide a more thorough and complete understanding of this disclosure. It should be understood that the drawings and embodiments of this disclosure are for illustrative purposes only and are not intended to limit the scope of protection of this disclosure.
[0022] In the description of embodiments of this disclosure, the term "comprising" and its variations should be understood as open-ended inclusion, i.e., "including but not limited to". The term "based on" should be understood as "at least partially based on". The term "one embodiment" or "the embodiment" should be understood as "at least one embodiment". The terms "first", "second", etc., may refer to different or the same objects unless explicitly indicated otherwise.
[0023] Currently, the in-car gaming industry is undergoing a transformation from traditional static entertainment to dynamic interactive experiences. In related technologies, most in-car games are limited by pre-downloaded content, which significantly restricts game diversity and playability. Users are faced with a fixed and unchanging game library, lacking novelty and challenge, making it difficult to maintain long-term interest and engagement. Furthermore, because game content is disconnected from real-time road conditions and driving experience, users cannot achieve an immersive experience similar to real driving, further weakening user stickiness.
[0024] To enhance the interactivity and immersion of in-car games, some games attempt to combine game visuals with real-time road conditions, allowing passengers to enjoy the thrill of driving during their journeys through simulated driving. However, during simulated driving, because the game visuals and the actual environment are not perfectly synchronized, users are prone to dizziness when the vehicle's actual movement is inconsistent with the user's game actions. For example, when the vehicle performs actions such as turning left, turning right, or braking suddenly, the game visuals often fail to reflect these changes in real time, lagging behind the current driving environment. At this point, the user's game interface may still be in the 'unupdated game state' of the previous operation command, meaning there is a significant mismatch between the user's simulated driving actions and the vehicle's actual movement. This inconsistent driving experience can easily trigger discomfort, also known as motion sickness. This not only affects the gaming experience but may also negatively impact passengers' health.
[0025] In view of this, embodiments of the present disclosure provide a scheme for generating in-vehicle game scenes. To enhance the realism and fun of the game while addressing the dizziness problem caused by the inconsistency between visual and physical movement states in in-vehicle games, thereby improving user experience and satisfaction. According to the method of embodiments of the present disclosure, firstly, vehicle dynamic data associated with the vehicle's motion state and the driver's control behavior, and external environment data associated with the vehicle's driving route are acquired. Then, based on the vehicle dynamic data and the external environment data, a driving state is predicted to indicate the vehicle's future driving direction and speed. Finally, based on the driving state, an in-vehicle game scene corresponding to the vehicle's driving scenario is generated.
[0026] Here, the in-vehicle game scenario corresponding to the vehicle's driving scenario can be a virtual game environment that simulates and predicts the actual driving environment of the vehicle. This in-vehicle game scenario can predict the vehicle's possible future driving route and speed changes based on the vehicle's current motion state and external driving environment, and generate the corresponding road scene in advance. Unlike traditional solutions, the method disclosed herein is not limited to simple real-time simulation; it can provide users with a forward-looking game environment, thereby improving the inconsistency between visual and physical movement states caused by simulation lag, enhancing the consistency of the user's driving experience, and improving the user experience while ensuring the game's immersion and realism.
[0027] The following is for reference. Figures 1 to 8 The present disclosure is provided to illustrate the basic principles and several example implementations. It should be understood that these exemplary embodiments are given only to enable those skilled in the art to better understand and implement the embodiments of the present disclosure, and are not intended to limit the scope of the disclosure in any way.
[0028] Figure 1 A schematic diagram of an example environment 100 in which devices and / or methods according to embodiments of the present disclosure may be implemented is shown. Figure 1 As shown, in some embodiments, the example environment 100 may include the actual driving environment 101 of the vehicle 103. The driving environment 101 may be a collection of all external physical conditions and factors in which the vehicle 103 is in motion. The driving environment 101 may include roads, pedestrians, traffic lights, intersections, construction areas, curves, slopes, and different weather conditions, etc.
[0029] In some embodiments, the game console 109 can acquire vehicle dynamic data 105 from the vehicle 103. The game console 109 can be an in-vehicle computing device, a virtual reality (VR) device, or a mobile device such as a mobile phone or computer, which can be selected according to actual needs. The vehicle dynamic data 105 can include data associated with the motion state of the vehicle 103 and the driver's control behavior. Among them, the data associated with the motion state of the vehicle 103 includes, but is not limited to, driving speed, driving direction, acceleration, braking status, steering angle, tire pressure, etc., and the data associated with the motion state reflects the current physical state of the vehicle. The data associated with the driver's control behavior includes, but is not limited to, the driver's acceleration and deceleration control of the accelerator pedal, the rotation of the steering wheel (including angle, rotation speed and direction), the pressure of the brake pedal, etc., and the data associated with the driver indicates the driver's driving intentions and operating habits. The vehicle 103 can determine the vehicle dynamic data 105 through built-in sensors, such as speed sensors, accelerometers, gyroscopes, steering wheel angle sensors, pressure sensors, etc. The vehicle 103 can also directly determine these data through the in-vehicle network. The acquisition method is consistent with the method in related technologies, and will not be described in detail here.
[0030] In some embodiments, the game console 109 can also acquire external environment data 107 from the vehicle 103. External environment data 107 refers to information about external factors that can affect the vehicle's future driving route and speed. External environment data 107 includes, but is not limited to, road information, traffic conditions, traffic lights, weather conditions, and latitude and longitude information. The vehicle 103 can determine the external environment data 107 in various ways, such as using sensors like radar and cameras for environmental perception, or exchanging information with other vehicles and traffic infrastructure through vehicle-to-everything (V2X) technology.
[0031] In some embodiments, after determining vehicle dynamic data 105 and external environment data 107, vehicle 103 can send the vehicle dynamic data 105 and external environment data 107 to game console 109. Upon receiving the vehicle dynamic data 105 and external environment data 107, game console 109 predicts the future driving state of vehicle 103 based on the vehicle dynamic data 105 and external environment data 107. The driving state indicates the future driving direction and speed of vehicle 103. The driving state can be understood as the driving path, speed changes, and possible driving actions that vehicle 103 will take in the future, derived from the current vehicle dynamic data 105 and external environment data 107 using the prediction algorithm of game console 109.
[0032] like Figure 1As shown, after determining the future driving state of the vehicle 103, the game console 109 can generate an in-vehicle game scene 111 based on the driving state. The generated in-vehicle game scene 111 can guide the user to perform game operations consistent with the riding experience. For example, when the external environment data 107 includes the vehicle driving in a left-turn lane and no obstacles or traffic lights are detected in the lane, the game console 109 can predict that the vehicle 103 will still drive to the left in the future. At this time, the game console 109 can generate an in-vehicle game scene 111 including the left-turn lane to guide the user to perform a left-turn operation. In this way, the user can not only experience the fun of driving while participating in the in-vehicle game, but also achieve a consistent driving and riding experience. In this embodiment of the disclosure, the in-vehicle game scene 111 can be rendered by VR glasses, or displayed on a mobile phone or in-vehicle screen. The user's game operation can also be achieved through a gamepad or gestures. The specific choice can be made according to actual needs, and this disclosure does not limit it.
[0033] In this way, while enhancing the realism and fun of the game, it provides users with a forward-looking gaming environment, thereby improving the inconsistency between visual and physical movement caused by simulation lag, solving the dizziness problem of users in in-vehicle games, and improving the consistency and satisfaction of the user's driving experience.
[0034] The above combination Figure 1 A schematic diagram of an example environment 100 in which embodiments of the present disclosure can be implemented is described. It should be understood that environment 100 is merely illustrative and not intended to limit the scope of the present disclosure. Environment 100 may include environments not described in the diagram. Figure 1 More components are shown, and the various components in environment 100 can also be implemented in different ways.
[0035] The following is combined Figure 2 This document describes a flowchart of a method 200 for generating an in-vehicle game scene according to embodiments of the present disclosure. Method 200 can be executed by an apparatus for generating an in-vehicle game scene, such as a game console 109 in environment 100, a server or system configured in the vehicle, or a standalone device or system. This apparatus can be implemented in software and / or hardware. The method 200 will now be illustrated illustratively using the game console 109 as an example. (Refer to...) Figure 2 Method 200 may include boxes 202, 204 and 206.
[0036] In box 202, vehicle-to-everything (V2X) dynamic data associated with the vehicle's motion state and the driver's control behavior, as well as external environmental data associated with the vehicle's driving route, are acquired. For example, such as... Figure 1As shown, in the vehicle dynamic data 105, data associated with the motion state of the vehicle 103 is used to indicate the current physical state of the vehicle, such as driving speed, driving direction, acceleration, braking status, steering angle, tire pressure, etc. In the vehicle dynamic data 105, data associated with the driver's control behavior is used to indicate the driver's driving intentions and operating habits, such as the driver's acceleration and deceleration control of the accelerator pedal, the rotation of the steering wheel (including angle, rotation speed, and direction), and the pressure applied to the brake pedal. The external environment data 107 refers to information on external factors that can affect the vehicle's future driving route and speed. The external environment data 107 may include road information, traffic conditions, traffic lights, weather conditions, and latitude and longitude information, etc. In this embodiment of the disclosure, the game console 109 can acquire the vehicle dynamic data 105 and the external environment data 107 through sensors installed on the vehicle 103.
[0037] In box 204, based on vehicle dynamics data and external environment data, a driving state is predicted to indicate the vehicle's future direction and speed. For example, as... Figure 1 As shown, the game console 109 can predict the future driving state of vehicle 103 based on vehicle dynamic data 105 and external environment data 107. The driving state indicates the future driving direction and speed of vehicle 103. The driving state can be understood as the driving path, speed changes, and possible driving behaviors that vehicle 103 will take in the future, derived from the current vehicle dynamic data 105 and external environment data 107 through the prediction algorithm of the game console 109. For example, if the external environment data 107 includes the vehicle driving in a left-turn lane and no obstacles or traffic lights are detected in the lane, then the game console 109 can predict that vehicle 103 will still drive to the left in the future. In the process of predicting the driving state, the game console 109 can make predictions using physical models, machine learning models, or preset rules, etc., which can be selected according to actual needs; this disclosure does not impose any restrictions on this.
[0038] In box 206, an in-vehicle game scene corresponding to the vehicle's driving scenario is generated based on the driving status. For example, as shown... Figure 1As shown, after determining the future driving state of vehicle 103, game console 109 can generate an in-vehicle game scene 111 based on the driving state. The generated in-vehicle game scene 111 can guide the user to perform game operations consistent with the riding experience. For example, when it is predicted that vehicle 103 will drive to the left, game console 109 can generate an in-vehicle game scene 111 that includes a left-turn lane to guide the user to perform a left-turn operation. In this way, when the user performs a left-turn operation, the actual riding experience is also a left turn, making the driving experience consistent. For another example, if the external environment data 107 includes the vehicle driving in a straight lane and a traffic signal indicating a prohibition on passage for a set time period is detected in the straight lane, then game console 109 can predict that vehicle 103 will decelerate in the future. At this time, game console 109 can render traffic lights and obstacles in the straight lane in the in-vehicle game scene 111 to guide the user to decelerate. In this way, when the user performs a deceleration operation, the actual riding experience is also deceleration. For example, when a vehicle is detected driving down a long slope on a highway in the rain, the game scene 111 can simulate slippery road surfaces and possible obstacles to guide the user to adopt a cautious driving strategy.
[0039] according to Figure 2 The method 200 shown in this disclosure predicts the future driving state of the vehicle based on vehicle dynamic data and external environment data, and generates an in-vehicle game scene. While enhancing the realism and fun of the game, it provides users with a forward-looking game environment, thereby improving the inconsistency between visual and physical movement states caused by simulation lag, solving the problem of dizziness in in-vehicle games, and improving the consistency and satisfaction of the user's driving experience.
[0040] Figure 3 A schematic flowchart illustrating the generation of an in-vehicle game scene based on driving direction and speed according to an embodiment of the present disclosure is shown. In block 302, the future driving state of the vehicle is determined. For example, as... Figure 1 As shown, the future driving state of vehicle 103 can be predicted based on vehicle dynamic data 105 and external environment data 107. As mentioned above, the driving state refers to the driving path, speed changes and possible driving operations that vehicle 103 will take in the future. The driving state can include the trend of speed change, the specific value of acceleration or deceleration, lane changing, overtaking, deceleration and stopping, etc. For example, the driving state can be, such as turning from north to east, 60-80 km / h, preparing to change lanes to the left lane in 5 seconds.
[0041] In box 304, determine the driving direction. Based on the determined driving status, the vehicle's driving direction can be further deduced. For example, if the vehicle dynamic data shows that the left turn signal is on and the steering wheel is turned to the left, while the external environment data shows that the left lane is clear, then it can be determined that the vehicle's future driving direction is a left turn. In box 308, determine the road direction. After determining the vehicle's future driving direction, the direction that needs to guide the user to perform game operations in the in-car game can be determined, that is, the road direction that needs to be rendered.
[0042] In box 306, determine the driving speed. Driving speed can be determined by analyzing the driving status. Besides directly reading the current speed, factors such as vehicle acceleration, speed limits on the road ahead, and traffic congestion can be considered to predict speed changes over a future period. For example, if the road ahead is clear and the vehicle is accelerating, then a future speed increase can be predicted. In box 310, determine the ambiguity. The ambiguity is determined to simulate speed perception in a real driving environment. When a vehicle is traveling at a high speed, due to visual persistence and dynamic blurring effects, the surrounding environment will appear somewhat blurry. Therefore, in in-car game scenarios, the ambiguity of the scene needs to be adjusted based on the determined driving speed.
[0043] In box 312, the in-car game scene is generated. After determining the driving direction and ambiguity, the in-car game scene can be generated based on the driving direction and ambiguity. Taking "determining the driving direction is a right turn" as an example, the game scene can render a road model turning right, including the curvature and width of the curve, as well as details such as possible traffic signs. At the same time, if the driving speed is high, the road boundaries and background objects, such as distant trees and buildings, will be given a certain degree of blur to simulate the dynamic blur effect in real driving. In this way, the generated in-car game scene not only provides users with a forward-looking game environment and improves the consistency of the user's driving experience, but also achieves more realistic visual effects and enhances the user's immersion.
[0044] Figure 4 A schematic diagram of a rendered driving lane according to an embodiment of the present disclosure is shown. (As...) Figure 4As shown, based on the external environment data, when the vehicle's driving environment 401 includes both straight-ahead and left-turn landmarks 403, the vehicle is located within the lane where the left-turn landmark 403 is located. When the vehicle dynamic data does not contain any lane-changing intentions or signals affecting the driving route, the future driving direction can be determined to be a left turn based on the current external environment data and in-vehicle dynamic data. In the in-vehicle game environment 405, the boundary 407 of the driving road is rendered along the left-turn driving direction. In some embodiments, only the boundary 407 of the left-turn driving road can be rendered, or the boundary of the straight-ahead driving road can be rendered simultaneously. When rendering the boundary of the straight-ahead road, the boundary depth of the left-turn driving road can be greater than the boundary depth of the straight-ahead road. That is, when rendering the boundary of the driving road, the boundary of the driving road can be rendered along the driving direction, making the boundary depth of the driving road greater than the boundary depth of the road deviating from the driving direction. In this way, users can easily and clearly confirm the required route in the game and perform corresponding game operations according to the guidance.
[0045] Figure 5 A schematic diagram of an extended rendering driving lane according to an embodiment of the present disclosure is shown. Figure 5 As shown, the vehicle's external environment data reveals that the driving environment 501 includes traffic lights 503, and the vehicle is located in a lane where passage is prohibited for a certain period. When the vehicle's dynamic data includes the driver's deceleration operation, it can be determined that the future driving direction will remain unchanged, and the future driving speed will decrease. At this time, the boundary 507 of the driving road can be extended and rendered along the original driving direction in the in-vehicle game environment 505, or the driving road can be rendered along the original driving direction, and then obstacles or traffic lights can be rendered within the road, allowing the user to perform game operations corresponding to the driver's driving operations.
[0046] Figure 6 A schematic diagram illustrating the generation of an in-vehicle game scene corresponding to a navigation route according to an embodiment of the present disclosure is shown. A navigation route 603 for the vehicle's journey is obtained, and the future driving environment 601 of the vehicle can be determined based on the navigation route 603. Based on the driving environment 601, by comprehensively considering factors such as road conditions, traffic rules, real-time traffic conditions, and the vehicle's own performance, the vehicle's driving state, which indicates the vehicle's direction and speed from the starting point to the destination, can be determined; that is, the possible driving direction, route, and speed of the vehicle while traveling along the navigation route 603 is predicted. Finally, an in-vehicle game scene 605 corresponding to the navigation route 603 is generated based on the predicted vehicle driving state. In this embodiment of the disclosure, the in-vehicle game scene 605 simulates the actual driving process, for example, simulating detailed elements such as road layout, traffic signs, and building landscapes. The user's operations in the game will correspond to the driver's driving operations in reality, thereby achieving an immersive experience consistent with driving.
[0047] Figure 7 A schematic block diagram of an apparatus for generating an in-vehicle game scene according to an embodiment of the present disclosure is shown.
[0048] like Figure 7 As shown, the device 700 includes a data acquisition unit 702, a vehicle state prediction unit 704, and a game scene generation unit 706. The data acquisition unit 702 is configured to acquire vehicle dynamic data associated with the vehicle's motion state and the driver's control behavior, as well as external environment data associated with the vehicle's driving route. The vehicle state prediction unit 704 is configured to predict the driving state, indicating the vehicle's future driving direction and speed, based on the vehicle dynamic data and the external environment data. The game scene generation unit 706 is configured to generate an in-vehicle game scene corresponding to the vehicle's driving scenario based on the driving state.
[0049] In some embodiments, the vehicle dynamic data includes the vehicle's real-time driving direction, the vehicle's real-time driving speed, the driver's control behavior on the accelerator pedal, and the driver's control behavior on the steering wheel.
[0050] In some embodiments, the external environment data includes traffic signals, traffic conditions, road information, and latitude and longitude information.
[0051] In some embodiments, the game scene generation unit 706 may also be configured to: determine the future driving direction of the vehicle based on the driving state; and render a driving road along the driving direction to generate an in-vehicle game scene corresponding to the driving scene of the vehicle.
[0052] In some embodiments, the game scene generation unit 706 may also be configured to: determine whether the driver's operation of the vehicle accelerator pedal is a deceleration behavior; and in response to the driver's operation of the vehicle accelerator pedal being a deceleration behavior, extend the rendering of the driving road along the driving direction.
[0053] In some embodiments, the game scene generation unit 706 may also be configured to: render the boundary of the driving road along the driving direction, such that the boundary depth of the driving road is greater than the boundary depth of a road that deviates from the driving direction.
[0054] In some embodiments, the game scene generation unit 706 may also be configured to render obstacles or no-entry signs on the road that deviates from the driving direction.
[0055] In some embodiments, the game scene generation unit 706 may also be configured to: determine the future driving speed of the vehicle based on the driving state; determine the blur of the rendered object in the in-vehicle game scene based on the driving speed; and generate an in-vehicle game scene corresponding to the driving scene of the vehicle based on the blur.
[0056] In some embodiments, the apparatus 500 further includes a navigation route acquisition unit, a state determination unit, and a scene generation unit. The navigation route acquisition unit is configured to acquire a navigation route for the vehicle. The state determination unit is configured to determine a vehicle driving state based on the navigation route, indicating the vehicle's driving direction and speed from the starting point to the destination. The scene generation unit is configured to generate an in-vehicle game scene corresponding to the navigation route based on the vehicle driving state.
[0057] In some embodiments, the in-vehicle game scene is generated by rendering virtual reality (VR) glasses.
[0058] Figure 8 A schematic block diagram is shown of an example device 800 that can be used to implement some embodiments of the present disclosure. Figure 8 As shown, device 800 includes a central processing unit (CPU) 801, which can perform various appropriate actions and processes according to computer program instructions stored in read-only memory (ROM) 802 or loaded from storage unit 808 into random access memory (RAM) 803. RAM 803 may also store various programs and data required for the operation of device 800. CPU 801, ROM 802, and RAM 803 are interconnected via bus 804. Input / output (I / O) interface 805 is also connected to bus 804.
[0059] Multiple components in device 800 are connected to I / O interface 805, including: input unit 806, such as keyboard, mouse, etc.; output unit 807, such as various types of monitors, speakers, etc.; storage unit 808, such as disk, optical disk, etc.; and communication unit 809, such as network card, modem, wireless transceiver, etc. Communication unit 809 allows device 800 to exchange information / data with other devices through computer networks such as the Internet and / or various telecommunications networks.
[0060] The various processes and handling described above, such as method 200, can be executed by processing unit 801. For example, in some embodiments, method 200 can be implemented as a computer software program tangibly contained in a machine-readable medium, such as storage unit 808. In some embodiments, part or all of the computer program can be loaded and / or installed on device 800 via ROM 802 and / or communication unit 809. When the computer program is loaded into RAM 803 and executed by CPU 801, one or more actions of method 200 described above can be performed.
[0061] This disclosure can be a method, apparatus, device, system, and / or computer program product. A computer program product may include a computer-readable storage medium having computer-readable program instructions loaded thereon for performing various aspects of this disclosure.
[0062] Computer-readable storage media can be tangible devices capable of holding and storing instructions for use by an instruction execution device. Computer-readable storage media can be, for example—but not limited to—electrical storage devices, magnetic storage devices, optical storage devices, electromagnetic storage devices, semiconductor storage devices, or any suitable combination of the foregoing. More specific examples (a non-exhaustive list) of computer-readable storage media include: portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), static random access memory (SRAM), portable compact disc read-only memory (CD-ROM), digital multifunction disc (DVD), memory sticks, floppy disks, mechanical encoding devices, such as punch cards or recessed protrusions storing instructions thereon, and any suitable combination of the foregoing. The computer-readable storage media used herein are not to be construed as transient signals themselves, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through waveguides or other transmission media (e.g., light pulses through fiber optic cables), or electrical signals transmitted through wires.
[0063] The computer-readable program instructions described herein can be downloaded from computer-readable storage media to various computing / processing devices, or downloaded via a network, such as the Internet, local area network, wide area network, and / or wireless network, to an external computer or external storage device. The network may include copper transmission cables, fiber optic transmission, wireless transmission, routers, firewalls, switches, gateway computers, and / or edge servers. A network adapter card or network interface in each computing / processing device receives the computer-readable program instructions from the network and forwards them to computer-readable storage media within the respective computing / processing device.
[0064] Computer program instructions used to perform the operations of this disclosure may be assembly instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, status setting data, or source code or object code written in any combination of one or more programming languages, including object-oriented programming languages such as Smalltalk, C++, etc., and conventional procedural programming languages such as the "C" language or similar programming languages. The computer-readable program instructions may execute entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving a remote computer, the remote computer may be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or may be connected to an external computer (e.g., via the Internet using an Internet service provider). In some embodiments, electronic circuitry, such as programmable logic circuitry, field-programmable gate arrays (FPGAs), or programmable logic arrays (PLAs), is personalized by utilizing the status information of the computer-readable program instructions to implement various aspects of this disclosure.
[0065] Various aspects of this disclosure have been described herein with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of this disclosure. It should be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer-readable program instructions.
[0066] These computer-readable program instructions can be provided to a processing unit of a general-purpose computer, a special-purpose computer, or other programmable data processing apparatus to produce a machine such that, when executed by the processing unit of the computer or other programmable data processing apparatus, they create means for implementing the functions / actions specified in one or more blocks of the flowchart and / or block diagram. These computer-readable program instructions can also be stored in a computer-readable storage medium that causes a computer, programmable data processing apparatus, and / or other device to operate in a particular manner. Thus, the computer-readable medium storing the instructions comprises an article of manufacture that includes instructions for implementing aspects of the functions / actions specified in one or more blocks of the flowchart and / or block diagram.
[0067] Computer-readable program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device to cause a series of operational steps to be performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby causing the instructions executed on the computer, other programmable data processing apparatus, or other device to perform the functions / actions specified in one or more boxes of a flowchart and / or block diagram.
[0068] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of an instruction containing one or more executable instructions for implementing a specified logical function. In some alternative implementations, the functions marked in the blocks may occur in a different order than those shown in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, may be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0069] The various embodiments of this disclosure have been described above. These descriptions are exemplary and not exhaustive, and are not limited to the disclosed embodiments. Many modifications and variations will be apparent to those skilled in the art without departing from the scope and spirit of the described embodiments. The terminology used herein is chosen to best explain the principles, practical application, or improvement of the technology in the market, or to enable others skilled in the art to understand the embodiments disclosed herein.
Claims
1. A method for generating in-vehicle game scenes, comprising: Acquire vehicle dynamic data related to the vehicle's motion state and the driver's control behavior, as well as external environmental data related to the vehicle's driving route; Based on the vehicle dynamic data and the external environment data, a driving state is predicted to indicate the future driving direction and speed of the vehicle. as well as Based on the driving state, an in-vehicle game scene corresponding to the driving scenario of the vehicle is generated.
2. The method according to claim 1, wherein the vehicle dynamic data includes the vehicle's real-time driving direction, the vehicle's real-time driving speed, the driver's control behavior on the vehicle's accelerator pedal, and the driver's control behavior on the vehicle's steering wheel.
3. The method according to claim 2, wherein the external environment data includes traffic signals, traffic conditions, road information, and latitude and longitude information.
4. The method according to claim 3, wherein generating an in-vehicle game scene corresponding to the driving scene of the vehicle includes: Based on the driving status, determine the vehicle's future driving direction; as well as Render the driving road along the driving direction to generate an in-vehicle game scene corresponding to the vehicle's driving scene.
5. The method of claim 4, wherein rendering the driving road along the driving direction comprises: Determine whether the driver's operation of the vehicle's accelerator pedal constitutes a deceleration action; as well as In response to the driver's deceleration action by operating the accelerator pedal, the driving road is extended and rendered along the driving direction.
6. The method of claim 5, wherein rendering the driving road along the driving direction further comprises: The boundary of the driving road is rendered along the driving direction, such that the boundary depth of the driving road is greater than the boundary depth of roads that deviate from the driving direction.
7. The method according to claim 6, further comprising: Draw obstacles or no-entry signs on roads that deviate from the stated direction of travel.
8. The method according to claim 4, wherein generating the in-vehicle game scene corresponding to the driving scene of the vehicle further includes: Based on the driving status, determine the vehicle's future driving speed; Based on the driving speed, determine the blur of the rendered objects in the in-vehicle game scene; as well as Based on the ambiguity, an in-vehicle game scene corresponding to the vehicle's driving scenario is generated.
9. The method according to claim 1, further comprising: Obtain the navigation route for the vehicle; Based on the navigation route, determine the vehicle's driving status to indicate the vehicle's direction and speed from the starting point to the destination; as well as Based on the vehicle's driving status, an in-vehicle game scene corresponding to the navigation route is generated.
10. The method of claim 1, wherein the in-vehicle game scene is generated by rendering virtual reality (VR) glasses.
11. An apparatus for generating in-vehicle game scenes, comprising: processor, and A memory, coupled to the processor, stores instructions that, when executed by the processor, cause the device to: Acquire vehicle dynamic data related to the vehicle's motion state and the driver's control behavior, as well as external environmental data related to the vehicle's driving route; Based on the vehicle dynamic data and the external environment data, a driving state is predicted to indicate the future driving direction and speed of the vehicle. as well as Based on the driving state, an in-vehicle game scene corresponding to the driving scenario of the vehicle is generated.
12. A computer-readable storage medium storing computer-executable instructions that, when executed, cause a computer to perform the steps of the method according to any one of claims 1 to 10.
13. A computer program product tangibly stored on a non-volatile computer-readable medium and comprising machine-executable instructions that, when executed, cause a machine to perform the steps of the method according to any one of claims 1 to 10.