Scene rendering method and device, electronic equipment and target vehicle

By replacing multiple frames in a sequence with single texture and flow images, the problem of excessive memory consumption in 3D vehicle desktop scene animation rendering is solved, achieving smooth dynamic fluid visual effects and stable rendering frame rate, and adapting to vehicle hardware resources.

CN121962397BActive Publication Date: 2026-06-26CHONGQING CHANGAN AUTOMOBILE CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
CHONGQING CHANGAN AUTOMOBILE CO LTD
Filing Date
2026-04-01
Publication Date
2026-06-26

AI Technical Summary

Technical Problem

In existing technologies for 3D vehicle desktop scene motion rendering, the sequence frame optimization scheme results in excessive memory consumption, which cannot meet the hardware resource limitations of vehicle devices, leading to stuttering, frame drops, and system crashes. Furthermore, the cost of material production and storage is high, making it difficult to achieve smooth motion effect playback.

Method used

By replacing multi-frame sequences with single texture and flow images, a target scene model adapted to the vehicle screen is constructed, UV tiling density is unified, and non-facetable surfaces are eliminated. The texture and flow images are combined for rendering to achieve seamless integration of fluid effects, reduce memory overhead, and ensure rendering frame rate stability.

Benefits of technology

Significantly reduces the memory and video memory consumption of the vehicle's infotainment system, achieving smooth, dynamic, fluid visual effects with seamless transitions, balancing visual quality and rendering efficiency, and adapting to the hardware performance requirements of the vehicle's infotainment system.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to the technical field of scene rendering, in particular to a scene rendering method, device, electronic equipment and target vehicle. A target scene model corresponding to the target vehicle is built; based on a car machine screen corresponding to the target vehicle, a target texture image corresponding to the target scene model and a target flow rate image corresponding to the target texture image are constructed; the color and transparency of each pixel in the target scene model are rendered based on the target texture image and the target flow rate image, and a rendered background model is obtained. The memory and display memory overhead of the car machine is greatly reduced, providing reliable material support for subsequent real-time dynamic flow calculation, and the visual effect and the operation efficiency of the car machine are considered. At least 120 continuous sequence frame materials are not required. Different fluid effect requirements are adapted, and the lightweight calculation logic is compatible with the performance limitation of the car machine GPU, and the dynamic visual effect and the stability of the rendering frame rate are considered.
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Description

Technical Field

[0001] This invention relates to the field of scene rendering technology, specifically to scene rendering methods, devices, electronic equipment, and target vehicles. Background Technology

[0002] In the field of 3D in-vehicle desktop scene motion effect development, in order to present users with a smooth and natural visual experience, the coherence of motion effect rendering and the compatibility with the performance of in-vehicle hardware are the core technical requirements.

[0003] Currently, the mainstream motion effect implementation methods in the industry are mostly based on the sequence frame optimization scheme. This scheme simulates dynamic effects by pre-producing multiple consecutive image materials and switching them frame by frame in time order during the rendering process.

[0004] However, with the upgrading of in-vehicle display technology, users' requirements for motion effect resolution are increasing, especially when in-vehicle screens are adapted to high-definition display requirements. The inherent defects of the sequence frame optimization scheme are becoming increasingly prominent, and it can no longer meet the performance requirements of in-vehicle motion effect development. Specifically, in a 3D in-vehicle desktop scene, to achieve smooth motion effect playback, at least 120 consecutive frames of sequence frame material are usually required. When the resolution of a single frame of sequence frame material reaches 5120x1440 (the mainstream resolution adapted to high-definition in-vehicle displays), the memory consumption of this 120-frame sequence image will exceed 4G.

[0005] The hardware resources of in-vehicle infotainment systems (especially memory and video memory) are strictly limited. Memory consumption exceeding 4GB far exceeds the system's capacity, leading not only to severe stuttering and frame drops during animation playback, but also potentially causing application crashes, system crashes, and other serious problems, severely impacting user experience. Furthermore, the production and storage costs of sequence frame footage are extremely high. The initial production cycle for multi-frame high-definition footage is long and consumes significant storage resources, making subsequent updates and maintenance difficult.

[0006] Therefore, how to render 3D car desktop scenes has become an urgent problem to be solved. Summary of the Invention

[0007] This invention provides a scene rendering method, apparatus, electronic device, and target vehicle to solve the problem of how to render a 3D vehicle desktop scene.

[0008] In a first aspect, the present invention provides a scene rendering method, the method comprising: constructing a target scene model corresponding to a target vehicle; the target scene model including a disc-shaped ground and a circular background wall; based on the vehicle screen corresponding to the target vehicle, constructing a target texture image corresponding to the target scene model and a target flow velocity image corresponding to the target texture image; and rendering the color and transparency of each fragment in the target scene model based on the target texture image and the target flow velocity image to obtain a rendering background model.

[0009] The scene rendering method provided in this application constructs a target scene model corresponding to the target vehicle, builds a dedicated 3D base adapted to the vehicle's display, unifies UV tiling density, and controls the lightweight facets of the model, laying a structural foundation for subsequent texture attachment and fluid rendering. Simultaneously, the special geometric design provides a physical prerequisite for eliminating visual seams, adapting to the 16:9 display ratio of the vehicle's infotainment system and the GPU rendering performance requirements. Based on the vehicle's infotainment screen, a target texture image corresponding to the target scene model and a target flow velocity image corresponding to the target texture image are constructed. Only a single basic texture (defining the fluid appearance) and a single flow velocity image (defining the fluid movement direction) are used to replace the traditional multi-frame sequence, significantly reducing the vehicle's memory and video memory overhead. Both materials are optimized for four-way continuity and resolution adaptation, ensuring seamless texture tiling and accurate flow direction data, and the two are matched one-to-one, providing reliable material support for subsequent real-time dynamic flow calculations, balancing visual effects and vehicle operating efficiency. Based on the target texture image and the target flow velocity image, the colors and transparency corresponding to each fragment in the target scene model are rendered to obtain the rendering background model. It adapts to different fluid effect requirements, while the lightweight computing logic fits the performance limitations of the vehicle's GPU, balancing dynamic visual effects with rendering frame rate stability.

[0010] In one optional implementation, based on the target texture image and the target flow velocity image, the color and transparency corresponding to each fragment in the target scene model are rendered to obtain a rendering background model, including: obtaining each vertex corresponding to the target scene model and the vertex attribute information corresponding to each vertex; performing vertex processing on the vertices based on the vertex attribute information corresponding to each vertex to generate target mesh data corresponding to the target scene model; generating multiple fragments corresponding to the target scene model based on the target mesh data; and rendering the color and transparency corresponding to each fragment in the target scene model based on the target texture image and the target flow velocity image to obtain a rendering background model.

[0011] The scene rendering method provided in this application obtains the vertex and vertex attribute information corresponding to the target scene model, extracts the core geometric data of the model, and presets a unified tiling density and edge gradient space for UV coordinates, providing standardized and flawless basic data for subsequent vertex processing, texture sampling, and vertical feathering effects. Complete vertex attributes ensure the integrity of both the model's geometric structure and rendering attributes, avoiding problems such as positional offsets, lighting distortion, and texture stretching in subsequent rendering. Vertices are processed based on vertex attribute information to generate target mesh data. 3D vertices are converted into 2D coordinates adapted to the vehicle's infotainment screen through MVP transformation, and combined with projection optimization of the saucer-shaped scene, texture stretching and deformation are reduced. Vertex data is transmitted to the GPU vertex buffer and the triangular face primitive type is clearly defined, significantly improving rendering efficiency. Simultaneously, UV coordinates are preprocessed and flow-related parameters are transferred, laying the data foundation for dynamic fluid calculations in the subsequent fragment stage, ensuring that the mesh data both adapts to the display viewpoint and supports dynamic effect calculations. Multiple fragments are generated based on the target mesh data.

[0012] Face culling removes camera-invisible triangular faces (such as the bottom of the ground and the inside of the background wall), reducing GPU computation and meeting the performance limitations of the vehicle's infotainment system. Face culling logic is optimized for saucer-shaped scenes to ensure the complete preservation of key surfaces. Rasterization generates fragments and interpolates key attributes (such as UVs and normals), transforming abstract geometric meshes into screen-pixel-level rendering units, serving as the core bridge connecting "geometric structure" and "pixel-level visual effects." Based on the target texture image and target flow velocity image, the color and transparency of each fragment in the target scene model are rendered to obtain the rendered background model. Real-time computation achieves dynamic fluid flow in static textures (dual-phase sampling fusion eliminates stuttering), combined with vertical transparency gradients to eliminate physical seams between the ground and background wall. Dynamic effects are achieved using only a single texture and a single flow velocity map, significantly reducing the vehicle's memory overhead. All calculations are performed in real-time on the GPU, with parameters that can be flexibly adjusted, ensuring natural fluid flow and seamless visual integration while maintaining stable rendering frame rates for the vehicle's infotainment system.

[0013] In one optional implementation, the color and transparency of each fragment in the target scene model are rendered based on the target texture image and the target flow rate image to obtain a rendering background model, including: calculating the final color value corresponding to each fragment based on the target texture image and the target flow rate image; obtaining the transparency gradient range corresponding to the target scene model; determining the target transparency corresponding to each fragment based on the transparency gradient range; and rendering each fragment based on the final color value and target transparency to obtain a rendering background model.

[0014] The scene rendering method provided in this application calculates the final color value of each fragment based on the target texture image and the target flow velocity image. By analyzing the flow direction through the flow velocity map and combining biphase sampling, dynamic offset, and color fusion, a single static texture is transformed into a coherent dynamic fluid color effect, replacing the traditional sequence frame scheme and significantly reducing memory overhead. The color fusion logic eliminates flow stuttering, making the fluid visual effect natural and smooth, accurately restoring the flow characteristics of fluids such as water, ink, and clouds. The method obtains the transparency gradient range corresponding to the target scene model. Standardized gradient control parameters are obtained to provide a unified basis for fragment transparency calculation; these parameters are flexibly configurable to adapt to the visual fusion needs of different scenes, while accurately matching the geometric structure of the saucer-shaped ground and the circular background wall, laying the parameter foundation for subsequent seamless visual fusion. The target transparency of each fragment is determined based on the transparency gradient range. Based on the vertical coordinates of fragment UVs, a vertical transparency gradient is generated, allowing the bottom of the circular background wall to transition naturally from transparent to opaque, effectively eliminating the physical seams between the ground and the background wall. Through range limitation and region detection, the gradient is applied only to key blending areas to avoid abnormal transparency in irrelevant areas, ensuring the overall visual integrity of the scene. Fragments are rendered based on the final color values ​​and target transparency to obtain the rendered background model. Dynamic fluid colors are combined with personalized transparency to achieve a seamless visual fusion of fluid effects and scene structure, giving the entire background model a unified fluid visual effect. All calculations are performed in real time on the GPU, ensuring high visual quality while meeting the performance limitations of the vehicle's infotainment system, balancing rendering frame rate and effect stability. The final output rendered background model can be directly adapted to vehicle displays without additional post-processing.

[0015] In one optional implementation, the final color value corresponding to each fragment is calculated based on the target texture image and the target flow velocity image, including: obtaining the original texture coordinates of each fragment corresponding to the target texture image; the original texture coordinates are used to characterize the original coordinates of the fragment corresponding to the target texture image when the target texture image is fixed; obtaining the flow velocity dynamic offset corresponding to each flow velocity pixel in the target flow velocity image; calculating the basic texture coordinates of each fragment corresponding to the target texture image based on the original texture coordinates and the flow velocity dynamic offset; the basic texture coordinates are used to characterize the coordinates of the fragment corresponding to the target texture image after the target texture image flows based on the target flow velocity image; and calculating the final color value corresponding to each fragment based on the basic texture coordinates.

[0016] The scene rendering method provided in this application obtains the original texture coordinates of the target texture image corresponding to the fragment. It provides a fixed texture sampling reference anchor point for the fragment, with coordinates bound to the model UVs and stable attributes, ensuring that all subsequent dynamic texture calculations have a unified and unbiased initial basis, avoiding chaotic texture sampling positions, and laying the foundation for the continuity of fluid flow. It obtains the dynamic offset of the flow velocity pixels in the target flow velocity image. It generates a time-driven globally synchronized dynamic offset, providing the core driving parameter for the dynamic movement of texture coordinates, allowing the texture sampling position to continuously change over time, while ensuring that the rhythm and direction of fluid flow are synchronized and consistent throughout the scene, without local misalignment, achieving the basic effect of dynamic fluid flow. It calculates the basic texture coordinates based on the original texture coordinates and the dynamic offset of the flow velocity. It combines the static original coordinates with the dynamic offset to complete the core transformation of texture coordinates from "static" to "dynamic," while allowing the basic texture coordinates and the flow velocity map sampling position to share the offset, ensuring that the flow of the basic texture is completely synchronized with the specified direction of the flow velocity map, avoiding visual problems of misalignment between texture flow and direction commands. The final color value corresponding to the fragment is calculated based on the basic texture coordinates. With dynamic basic texture coordinates as the core, combined with logic such as dual-phase sampling, orientation mapping, and color fusion, a single static texture is transformed into a dynamic fluid color without lag and with seamless transitions. This replaces the traditional multi-frame sequence frame solution, which significantly reduces memory consumption while accurately restoring the visual characteristics of natural fluid flow, providing a high-quality fragment color foundation for subsequent scene rendering.

[0017] In one optional implementation, obtaining the dynamic offset of the flow velocity corresponding to each flow velocity pixel in the target flow velocity image includes: obtaining the flow offset corresponding to the target flow velocity image; and calculating the dynamic offset of the flow velocity corresponding to each flow velocity pixel in the target flow velocity image based on the flow offset.

[0018] The scene rendering method provided in this application embodiment obtains the flow offset corresponding to the target flow velocity image.

[0019] It acquires manually preset baseline offset parameters, providing a standardized and configurable core benchmark for calculating dynamic flow velocity offset. These parameters can be flexibly adjusted to adapt to the flow velocity requirements of different fluids such as water and ink, balancing diverse effects with ease of control. Dynamic flow velocity offset is calculated based on the flow offset. By combining real-time data, the baseline offset parameters are transformed into a dynamic offset that changes linearly with time, giving the offset a time-driven dynamic nature. This provides the core driving force for the continuous movement of texture coordinates and flow velocity map sampling positions. Simultaneously, a unified set of calculation logic is used globally to ensure a consistent fluid flow rhythm throughout the scene, eliminating local misalignment and achieving the basic effect of natural fluid movement.

[0020] In one optional implementation, the final color value corresponding to each fragment is calculated based on the base texture coordinates, including: obtaining the flow velocity map tiling density corresponding to the target flow velocity image; calculating the flow direction corresponding to each flow velocity pixel based on the flow velocity dynamic offset and the flow velocity map tiling density; obtaining the preset flow velocity parameters corresponding to the target flow velocity image; constructing a first phase and a second phase based on the preset flow velocity parameters; fixing the phase difference between the first phase and the second phase; calculating the first offset and the second offset corresponding to each base texture coordinate according to the relationship between the first phase, the second phase and the base texture coordinates respectively; calculating the first final texture coordinate and the second final texture coordinate corresponding to each fragment in the target texture image based on the first offset and the second offset; and calculating the final color value corresponding to each fragment based on the first final texture coordinate and the second final texture coordinate.

[0021] The scene rendering method provided in this application calculates the flow direction based on dynamic flow velocity offset and flow velocity map tiling density. It transforms the abstract RG channel values ​​of the flow velocity map into a two-dimensional flow direction vector recognizable by the GPU. Simultaneously, it controls the detail density of the flow direction through tiling density, ensuring the fluid flow direction conforms to natural laws and providing precise directional guidance for subsequent texture offset, guaranteeing the rationality of the flow effect. It obtains preset flow velocity parameters corresponding to the target flow velocity image. It also obtains flexibly configurable velocity reference parameters, providing core control for dual-phase generation. These parameters can be adjusted according to different fluid characteristics such as water flow and ink flow, achieving personalized adaptation of flow speed while balancing effect diversity and ease of operation. A dual-phase system with a fixed phase difference is constructed based on the preset flow velocity parameters. Two sets of phase values ​​with a constant phase difference are generated, laying the foundation for subsequent dual-path texture sampling and color fusion, replacing the traditional single-phase sampling method, fundamentally eliminating inter-frame jumps and stuttering issues in fluid flow, and ensuring the smoothness of the flow visuals. Finally, it calculates the first offset and the second offset by combining the phase and the basic texture coordinates. By integrating the flow direction, phase difference, and flow amplitude attributes into the texture offset, two sets of differentiated dynamic offsets are generated, ensuring that the offset direction matches the flow velocity. Figure 1Furthermore, phase difference is used to create a natural hierarchy in the dual-path texture sampling positions, providing a differentiated color foundation for subsequent color fusion. The first and second final texture coordinates are calculated based on dual offsets. Combining the basic texture coordinates with the differentiated offsets yields two sets of dynamic final texture sampling coordinates, enabling dual-path dynamic movement of the texture sampling positions. This allows a single static texture to output color information from two different positions, providing a sampling basis for seamless color fusion while preserving the adaptability of texture tiling and scaling. The final color value of the fragment is calculated based on the dual final texture coordinates. By acquiring two sets of colors through dual-path texture sampling and performing dynamic linear fusion, the fluid color achieves a seamless gradient transition with phase, ultimately transforming a single static texture into a coherent and natural dynamic fluid color effect. This replaces the traditional multi-frame sequence scheme, significantly reducing the vehicle's memory and video memory overhead while ensuring the visual texture of fluid flow.

[0022] In one optional implementation, the final color value corresponding to each fragment is calculated based on the first final texture coordinates and the second final texture coordinates, including: determining the first color and the second color corresponding to each fragment in the target texture image based on the first final texture coordinates and the second final texture coordinates; and fusing the first color and the second color to generate the final color value corresponding to each fragment.

[0023] The scene rendering method provided in this application determines the first and second colors based on dual final texture coordinates. Differential color data is obtained from a single static base texture through sampling using two sets of dynamic texture coordinates, providing a dual-path color foundation for seamless fluid flow. The sampling position dynamically changes with the phase, allowing the two sets of colors to present the color differences between "previous and subsequent frames" of fluid flow, conforming to the visual change patterns of natural fluids. The first and second colors are then fused to generate the final color value. A linear gradient transition between the two sets of colors is achieved through a dynamic fusion coefficient, completely eliminating the inter-frame jumps and stutters of single-phase sampling, making the fluid flow visually smooth and continuous. The dynamic effect is achieved solely through dual-path sampling fusion of a single texture, replacing the traditional multi-frame sequence scheme, significantly reducing the memory and video memory overhead of the vehicle's infotainment system. Simultaneously, the fusion ratio changes in real-time with the phase, accurately restoring the color transition characteristics of natural fluid flow.

[0024] In one optional implementation, determining the target transparency of each fragment based on the transparency gradient range includes: obtaining the preset direction coordinates corresponding to the gradient degree of each fragment; determining the edge transparency of each fragment in the preset direction based on the preset direction coordinates and the transparency gradient range; detecting whether edge transparency is applied to each fragment in the preset direction; and determining the target transparency of each fragment based on the detection results.

[0025] The scene rendering method provided in this application obtains the preset direction coordinates corresponding to each fragment. It extracts the exclusive coordinates of each fragment in the preset direction of transparency gradient, providing precise positional basis for subsequent transparency calculations, ensuring that the gradient effect is presented in an orderly manner according to the preset direction (e.g., vertically), and avoiding gradient misalignment. The edge transparency is determined based on the preset direction coordinates and the transparency gradient range. Combining the position coordinates and the configurable gradient range, the edge transparency value exclusive to each fragment is calculated, achieving a smooth transparency gradient in the preset direction. Furthermore, parameter adjustment can adapt to the blending needs of different scenes, providing core transparency data for eliminating scene seams. It detects whether edge transparency is applied to each fragment, accurately selecting the fragment areas that need gradient application, avoiding incorrectly adding transparency to irrelevant areas (e.g., the scene center, top), ensuring the overall visual integrity of the scene, and reducing invalid calculations, meeting the performance optimization needs of the vehicle-mounted system. Based on the detection results, the target transparency is determined, and the final precise transparency value is assigned to the fragment. The areas that need to be blended achieve a transparent transition according to the gradient rules, while the irrelevant areas remain completely opaque. Ultimately, a visually seamless blend is achieved at the scene splicing point, eliminating the harshness of physical seams and improving the overall rendering quality.

[0026] Secondly, the present invention provides a scene rendering apparatus, the apparatus comprising:

[0027] The building module is used to build the target scene model corresponding to the target vehicle; the target scene model includes a disc-shaped ground and a circular background wall;

[0028] The construction module is used to construct a target texture image corresponding to the target scene model and a target flow velocity image corresponding to the target texture image based on the vehicle screen corresponding to the target vehicle.

[0029] The rendering module is used to render the color and transparency of each fragment in the target scene model based on the target texture image and the target flow rate image, so as to obtain the rendered background model.

[0030] Thirdly, the present invention provides an electronic device, comprising: a memory and a processor, wherein the memory and the processor are communicatively connected to each other, the memory stores computer instructions, and the processor executes the computer instructions to perform the scene rendering method of the first aspect or any corresponding embodiment described above.

[0031] Fourthly, the present invention provides a target vehicle, including a vehicle body, an electronic device, and a vehicle screen; the electronic device is used to execute the scene rendering method of the first aspect or any corresponding embodiment described above, and to display the rendered background model through the vehicle screen.

[0032] Fifthly, the present invention provides a computer-readable storage medium storing computer instructions for causing a computer to execute the scene rendering method of the first aspect or any corresponding embodiment thereof.

[0033] In a sixth aspect, the present invention provides a computer program product, including computer instructions for causing a computer to execute the scene rendering method of the first aspect or any corresponding embodiment thereof. Attached Figure Description

[0034] 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.

[0035] Figure 1 This is a schematic diagram of the first process of a scene rendering method according to an embodiment of the present invention;

[0036] Figure 2 This is a schematic diagram of a first target scene model according to an embodiment of the present invention;

[0037] Figure 3 This is a schematic diagram of a second target scene model according to an embodiment of the present invention;

[0038] Figure 4 This is a schematic diagram of a conventional construction method according to an embodiment of the present invention;

[0039] Figure 5 This is a schematic diagram of a scene construction method according to an embodiment of the present invention;

[0040] Figure 6 This is a schematic diagram of a second process of a scene rendering method according to an embodiment of the present invention;

[0041] Figure 7 This is a schematic diagram of the feathering effect and position according to an embodiment of the present invention;

[0042] Figure 8 This is a structural block diagram of a scene rendering apparatus according to an embodiment of the present invention;

[0043] Figure 9 This is a schematic diagram of the hardware structure of an electronic device according to an embodiment of the present invention. Detailed Implementation

[0044] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. 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.

[0045] It is understood that before using the technical solutions disclosed in the various embodiments of the present invention, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in the present invention and their authorization should be obtained in accordance with relevant laws and regulations through appropriate means.

[0046] The terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of technical features indicated. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of that feature. In the description of this invention, "a plurality of" means two or more, unless otherwise explicitly specified.

[0047] According to an embodiment of the present invention, a scene rendering method embodiment is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0048] This embodiment provides a scene rendering method that can be used in the aforementioned electronic device, which can be a terminal device such as a mobile phone or tablet computer, or a control device in the target vehicle. Figure 1 This is a flowchart of a scene rendering method according to an embodiment of the present invention, such as... Figure 1 As shown, the process includes the following steps:

[0049] Step S101: Build the target scene model corresponding to the target vehicle.

[0050] The target scene model includes a saucer-shaped ground and a circular background wall.

[0051] Specifically, electronic devices can construct a target scene model corresponding to the target vehicle. For example, such as... Figure 2 As shown, the target scene model is the background scene model corresponding to the target vehicle. Figure 3 As shown, the target scene model can include a disc-shaped ground and a circular background wall.

[0052] Specifically, the creation process for the saucer-shaped ground includes: creating a basic model, creating a new circular plane in the tool, and setting the radius according to the display range of the vehicle's infotainment screen (16:9 aspect ratio recommended). Then, edge deformation is performed, using the "extrude + scale" function to pull the ground edges upwards to form a "saucer edge" structure. The height difference between the edge and center is set according to the scene ratio (5-10cm recommended), and the edges are smoothed and chamfered. Next, UV unwrapping is performed. Electronic devices can use the tool's automatic UV unwrapping function to ensure uniform UV coordinate distribution, leaving 10%-15% gradient space at the edges, and maintaining a uniform UV tiling density (initial value of 1.0 recommended).

[0053] The creation process of the circular background wall includes: creating a cylindrical model with a height adapted to the height of the "disc edge" of the ground to ensure a natural transition; structural deformation, treating the cylinder with a "lower contraction and upper extension" effect, and adjusting the vertex position to achieve a connection angle of 120°-150° (obtuse angle) between the wall and the ground. For example, ... Figure 4 As shown, this is the standard setup method. Figure 4 In this diagram, α is the angle between the circular wall (perpendicular to the wall surface) and the camera's line of sight, and β is the angle between the ground and the camera's line of sight. The angle between the circular wall (perpendicular to the wall surface) and the ground is 90°. From the camera's perspective, the wall normal and the ground normal are perpendicular to each other; therefore, the sum of the two angles between the line of sight and the wall / ground is always 0. .like Figure 5 As shown, in Figure 5 In this context, α is the angle between the deformed annular wall (a wall with a contracted lower section and an extended upper section) and the camera's line of sight, and β is the angle between the ground and the camera's line of sight. In this embodiment, the cylinder undergoes a structural deformation of "contracting at the bottom and extending at the top," causing the annular wall to connect with the ground at an obtuse angle (120°-150°). The deformed wall and ground are almost "coplanar," and from the camera's perspective, the wall normal and the ground normal are nearly collinear. Therefore, the sum of the two angles between the line of sight and the wall / ground is always β. This design achieves a smooth, obtuse-angle connection between the wall and the floor, ensuring structural stability while enhancing visual flow and avoiding the harshness of a right-angle connection.

[0054] This describes the scene setup method used in this application embodiment. UV unwrapping is performed to maintain the same density as the ground UV tiling, avoiding visual inconsistencies caused by differences in subsequent texture scaling ratios.

[0055] Next, the electronic device model merging and optimization process: The ground and the circular background wall are merged into a single scene model according to the obtuse angle connection requirement, ensuring that the geometry is intact and there are no overlapping vertices. Lightweight optimization is performed, removing redundant vertices and triangles (the number of faces in the vehicle scene is recommended to be controlled within 10,000), and the "Simplify Mesh" function is used to reduce unnecessary calculations. Highly efficient formats supported by the GPU are selected, such as FBX (a universal format that retains complete vertex attributes) and OBJ (compatible with various rendering engines and includes Mesh core data).

[0056] Check "Export vertex coordinates, normals, and UV coordinates," and remove unnecessary material or animation data to ensure clean Mesh data.

[0057] Step S102: Based on the vehicle screen corresponding to the target vehicle, construct a target texture image corresponding to the target scene model and a target flow velocity image corresponding to the target texture image.

[0058] The target texture image can be a seamless, high-definition fluid texture (such as water ripples, ink blush, or cloud patterns) that is adapted to the vehicle's infotainment display, ensuring that there are no seams after tiling and that the colors match the vehicle's infotainment screen.

[0059] Specifically, the electronic device can create a new texture, setting the resolution to 5120x1440 to match the high-definition display of the vehicle's infotainment system, and the color mode to RGB (where the base texture does not require an alpha channel, and the transparency is controlled by a shader). Then, it selects the format, saves it as PNG, performs lossless compression, retains details, or uses TGA, supports high dynamic range, and adapts to lighting calculations. It can later be converted to a compression format supported by the electronic device (such as ETC2 or ASTC). Next, the electronic device can draw the core texture, creating basic patterns based on the fluid type (such as water ripples, ink diffusion, or the fluffy texture of clouds), ensuring the continuity of the pattern from the center to the edges of the image. The electronic device can use the "seamless stitching" function of tools (such as Photoshop's "Define Pattern + Offset Filter") to eliminate breakage marks at the texture edges, ensuring no obvious seams after tiling. Slight noise or texture gradients are added to enhance the realism of the fluid and prevent the image from being too monotonous. Finally, the electronic device exports the texture and saves it in an uncompressed format for easy format conversion by the electronic device later.

[0060] The target flow velocity image can be a texture (flow velocity map) that stores the "fluid flow direction". The flow direction at each location is defined by the RG channel to ensure that the flow direction is consistent and seamless.

[0061] Specifically, the electronic device can create a new texture with a resolution of 1024x1024 to balance accuracy and performance. The color mode is RGB, and only the RG channel is used to store direction information, leaving the B channel empty. Then, coordinate mapping rules are established to define the correspondence between RG channel values ​​and flow direction. For example, R / G=0.5: no direction offset; R>0.5: leftward flow, G>0.5: downward flow; R<0.5: rightward flow, G<0.5: upward flow. Next, the electronic device draws the core flow direction, designing the direction distribution based on the fluid type of the base texture: water flow: flowing towards the center along the "edge" of the ground, or flowing downward along a circular background wall; airflow / clouds: distributed in a diffused pattern, with uniform flow direction without abrupt changes. Specifically, the electronic device can use the "brush + gradient" function to draw continuous flow vectors, avoiding abrupt changes in local direction. The electronic device can use the "offset filter" to check the flow continuity of the texture edges, repairing any breaks to ensure continuity in all directions and that the edge flow direction is consistent with the opposite side. Finally, the electronic device performs channel calibration to ensure that the RG channel values ​​are within the range of [0,1] without overflow. This can be done using the tool's "Level Adjustment" function. Export the data as PNG or TIFF format to preserve the accuracy of the RG channels and avoid distortion of orientation information caused by compression.

[0062] Step S103: Based on the target texture image and the target flow rate image, render the color and transparency of each fragment in the target scene model to obtain the rendered background model.

[0063] Specifically, the electronic device renders the color and transparency of each fragment in the target scene model based on the target texture image and the target flow rate image to obtain the rendered background model.

[0064] This step will be explained in detail below.

[0065] The scene rendering method provided in this application constructs a target scene model corresponding to the target vehicle, builds a dedicated 3D base adapted to the vehicle's display, unifies UV tiling density, and controls the lightweight facets of the model, laying a structural foundation for subsequent texture attachment and fluid rendering. Simultaneously, the special geometric design provides a physical prerequisite for eliminating visual seams, adapting to the 16:9 display ratio of the vehicle's infotainment system and the GPU rendering performance requirements. Based on the vehicle's infotainment screen, a target texture image corresponding to the target scene model and a target flow velocity image corresponding to the target texture image are constructed. Only a single basic texture (defining the fluid appearance) and a single flow velocity image (defining the fluid movement direction) are used to replace the traditional multi-frame sequence, significantly reducing the vehicle's memory and video memory overhead. Both materials are optimized for four-way continuity and resolution adaptation, ensuring seamless texture tiling and accurate flow direction data. Furthermore, the two are matched one-to-one, providing reliable material support for subsequent real-time dynamic flow calculations, balancing visual effects and vehicle operating efficiency. Based on the target texture image and the target flow velocity image, the colors and transparency corresponding to each fragment in the target scene model are rendered to obtain the rendered background model. It adapts to different fluid effect requirements, while the lightweight computing logic fits the performance limitations of the vehicle's GPU, balancing dynamic visual effects with rendering frame rate stability.

[0066] This embodiment provides a scene rendering method that can be used in the aforementioned electronic device, which can be a terminal device such as a mobile phone or tablet computer, or a control device in the target vehicle. Figure 6 This is a flowchart of a scene rendering method according to an embodiment of the present invention, such as... Figure 6 As shown, the process includes the following steps:

[0067] Step S201: Build the target scene model corresponding to the target vehicle.

[0068] The target scene model includes a saucer-shaped ground and a circular background wall.

[0069] Please refer to the above description of step S101 for details on this step, which will not be repeated here.

[0070] Step S202: Based on the vehicle screen corresponding to the target vehicle, construct a target texture image corresponding to the target scene model and a target flow velocity image corresponding to the target texture image.

[0071] Please refer to the above description of step S102 for details on this step, which will not be repeated here.

[0072] Step S203: Based on the target texture image and the target flow rate image, render the color and transparency of each fragment in the target scene model to obtain the rendered background model.

[0073] Specifically, step S203 above may include the following steps:

[0074] Step S2031: Obtain the vertex information corresponding to each vertex of the target scene model and the vertex attribute information corresponding to each vertex.

[0075] The vertex attribute information includes vertex coordinates (the geometric position of the vertex in the target scene model), normals (used for lighting calculations), and UV coordinates (used for texture sampling).

[0076] Specifically, electronic devices can read vertex data from target scene model files in FBX / OBJ format and obtain the coordinates, normals, and UV coordinates of each vertex.

[0077] Electronic devices can remove duplicate vertices and repair abnormal attributes. For example, they can delete vertices with UV coordinates outside the range [0,1] to ensure data purity and prevent errors during processing. Electronic devices can also organize vertex attribute information according to their requirements (e.g., float32), such as packaging coordinates, normals, and UVs into a "vertex structure" for easy batch transmission to the device.

[0078] Step S2032: Based on the vertex attribute information corresponding to each vertex, vertex processing is performed on the vertices to generate target mesh data corresponding to the target scene model.

[0079] Specifically, the electronic device can multiply the vertex coordinates in the vertex attribute information by the target background model matrix, placing the target background model in the correct position in the scene (e.g., a saucer-shaped scene centered on the screen), thereby transforming the vertex coordinates from the local coordinates corresponding to the target background model to world space coordinates. Then, it multiplies by the view matrix to simulate the camera's perspective (e.g., the camera position corresponding to the car's screen), achieving a "nearer, larger; farther, smaller" visual effect, thus transforming each vertex from world coordinates to view coordinates. Next, it multiplies by the projection matrix to convert the vertices from view coordinates to homogeneous coordinates, eliminating vertices outside the camera's field of view. Finally, the electronic device converts to NDC (Normalized Device Coordinates, x, y, z ∈ [-1, 1]) through perspective division (dividing the x, y, z components of the homogeneous coordinates by the w component), and then converts to screen pixel coordinates through viewport mapping.

[0080] Electronic devices can assemble every three consecutive vertices into a triangular face according to the preset triangular primitive type and the transmission order of the vertices, forming complete triangular mesh data.

[0081] Step S2033: Based on the target mesh data, generate multiple fragments corresponding to the target scene model.

[0082] Specifically, the electronic device can obtain the normal direction of the triangular face and determine whether the face is facing the camera: if it is facing the camera (visible face): it is retained and proceeds to subsequent rasterization; if it is facing away from the camera (invisible face): it is discarded and no further processing is performed (for example, triangular faces at the bottom of the ground or inside the background wall are not visible to the camera and are directly discarded).

[0083] For example, for the special structure of the target scene model with a disc-shaped ground and a circular background wall, the surface culling logic is adjusted: the visible angle range of the outer side of the background wall is increased (for example, from the default 90° to 120°) to ensure that even if the vehicle's viewpoint is slightly shifted, the outer side of the background wall will not be mistakenly culled; key surfaces such as the ground surface and the outer side of the background wall are strictly preserved, while maximizing the culling of invisible surfaces (such as the triangular face below the ground) to reduce the computational load on electronic devices (making the vehicle's screen smoother).

[0084] Next, the electronic device can check each pixel of the vehicle's infotainment screen one by one, from left to right and from top to bottom. For example, a 1920x1080 screen would check 2,073,600 pixels. For each pixel, the electronic device calculates whether its center point falls within the range of a certain triangle. If the pixel falls within the triangle, a fragment is generated, which can be understood as a "pixel to be rendered," and the key information of the fragment is recorded (screen coordinates, interpolated UV coordinates, depth value, normal, and passed dynamic parameters such as time t / Speed). If the pixel does not fall within the triangle, the pixel is skipped, and no fragment is generated.

[0085] Since a triangle consists of three vertices, and the number of pixels (fragments) covered by the triangle is far greater than the number of vertices, electronic devices perform linear interpolation on the vertex attributes (UV, normals, dynamic parameters) to assign corresponding attribute values ​​to each fragment. For example, if the UVs of the three vertices of a triangle are (0,0), (1,0), and (0.5,1), then the UV of the fragment at the center of the triangle will be interpolated to (0.5,0.5) to ensure continuous texture sampling.

[0086] Step S2034: Based on the target texture image and the target flow rate image, render the color and transparency of each fragment in the target scene model to obtain the rendered background model.

[0087] Specifically, step S2034 above may include the following steps:

[0088] Step a1: Calculate the final color value corresponding to each fragment based on the target texture image and the target flow velocity image.

[0089] Specifically, step a1 above may include the following steps:

[0090] Step a11: Obtain the original texture coordinates of each fragment corresponding to the target texture image.

[0091] Among them, the original texture coordinates are used to represent the original coordinates of the fragment in the target texture image when the target texture image is fixed.

[0092] Specifically, the electronic device can determine the original texture coordinates of each fragment corresponding to the target texture image based on the vertex attribute information corresponding to each vertex in the target scene model. For example, assuming that the original UVs of the three vertices of a triangle are (0,0), (1,0), and (0.5,1), then the original UV of the fragment at the center of the triangle will be interpolated to (0.5,0.5), and this value will not change throughout the rendering process.

[0093] Step a12: Obtain the dynamic offset of the flow velocity corresponding to each flow velocity pixel in the target flow velocity image.

[0094] Specifically, step a12 above may include the following steps:

[0095] Step a121: Obtain the flow offset corresponding to the target flow velocity image.

[0096] Specifically, the electronic device can receive the flow offset Offset corresponding to the target flow velocity image input by the user. The nail device can also obtain the real-time time t provided by the rendering engine (such as Unity's _Time.y, in seconds, which continuously increases as the application runs).

[0097] It's important to note that Offset is the "base offset speed," set by developers based on the fluid effect requirements. For example, water flow Offset = 0.006, ink flow Offset = 0.002; the larger the value, the faster the flow. Time t is the core variable driving dynamic changes. It's a real-time value obtained by the electronic device (i.e., the GPU) from the system clock, without manual intervention, ensuring that the offset changes linearly with time.

[0098] Step a122: Based on the flow offset, calculate the dynamic flow offset corresponding to each flow velocity pixel in the target flow velocity image.

[0099] Specifically, the electronic device can calculate the dynamic offset of the flow velocity corresponding to each flow velocity pixel in the target flow velocity image based on the flow offset, using the formula: a=t×Offset.

[0100] Where t = real-time time (seconds), Offset = flow offset (offset per second), and a = final flow velocity dynamic offset (offset step size of UV coordinates).

[0101] For example, when t=0s (rendering begins): a=0×0.006=0 (no offset, original UVs remain unchanged); when t=10s: a=10×0.006=0.06 (UV coordinates will shift by 0.06 units); when t=20s: a=20×0.006=0.12 (the offset continues to increase over time).

[0102] Step a13: Based on the original texture coordinates and the flow velocity dynamic offset, calculate the base texture coordinates of each fragment corresponding to the target texture image.

[0103] Among them, the basic texture coordinates are used to characterize the coordinates of the fragments in the target texture image after the target texture image has flowed based on the target flow velocity image.

[0104] Specifically, the electronic device can calculate the base texture coordinates of each fragment corresponding to the target texture image based on the original texture coordinates and the dynamic offset of the flow rate, with the formula: uv_base=(u×TilingX-a,v×TilingY+a).

[0105] Where (u, v) are the original UV coordinates of the fragment; TilingX / TilingY are the base texture tiling density, i.e., the texture tiling density corresponding to the target texture image, which is preset manually, such as initially 1.0. The electronic device controls the number of times the texture is repeated in the u / v direction; a is the dynamic offset, which changes with time t. The "-a" / "+a" differential offset makes the u / v direction offsets opposite, simulating the non-unidirectional flow of natural fluid.

[0106] For example, the original UV = (0.5, 0.5), TilingX = 1.0, TilingY = 1.0, and a = -0.06 (note that a is negative here because t or Offset may be negative, representing the opposite offset direction).

[0107] u-direction calculation: 0.5×1.0-(-0.06)=0.56; Step 1: 0.5×1.0: The original UV is scaled according to the tiling density (TilingX=1.0 then there is no scaling); Step 2: -(-0.06): Subtracting a negative number is equivalent to adding a positive number, shifting the sampling position in the u-direction to the right by 0.06 units.

[0108] v-direction calculation: 0.5×1.0+(-0.06)=0.44; Step 1: 0.5×1.0: The original UV is scaled according to the tiling density; Step 2: +(-0.06): Adding a negative number is equivalent to subtracting a positive number, so that the sampling position in the v-direction is shifted down by 0.06 units. The final result is: uv_base=(0.56,0.44).

[0109] Step a14: Calculate the final color value corresponding to each fragment based on the base texture coordinates.

[0110] In one alternative implementation, the electronic device can determine the final color value of the fragment in the target texture image based on the underlying texture coordinates.

[0111] Specifically, step a14 above may include the following steps:

[0112] Step a141: Obtain the tiling density of the velocity map corresponding to the target velocity image.

[0113] Specifically, the electronic device can acquire the flowmap tiling density (FlowmapTiling) corresponding to the target flow velocity image input by the user. FlowmapTiling is a configurable parameter of the shader. The larger the value, the more times the flow velocity map is tiled on the model, and the denser the details of the flow direction (for example, when FlowmapTiling=2.0, the target flow velocity map is repeated twice on the target scene model, which can simulate more refined water flow branches; when =1.0, the flow direction is more uniform). For example, with FlowmapTiling=2.0, the sampling range of the target flow velocity map is expanded from [0,1] to [0,2], which is equivalent to "compressing" the target flow velocity map and repeatedly pasting it on the target scene model.

[0114] Step a142: Calculate the flow direction corresponding to each flow velocity pixel based on the dynamic offset of the flow velocity and the tiling density of the flow velocity map.

[0115] Specifically, the electronic device can calculate the sampling coordinates flow_uv corresponding to the target flow map based on the dynamic flow offset and the flow map tiling density, using the formula: flow_uv=(u×FlowmapTiling-a,v×FlowmapTiling+a). Where u / v are the original UV coordinates of the fragment, FlowmapTiling is the flow map tiling density, and a is the dynamic flow offset.

[0116] For example, given the original UV=(0.5,0.5), FlowmapTiling=2.0, a=-0.06 (t=10s, Offset=-0.006): u direction: 0.5×2.0-(-0.06)=1.06; v direction: 0.5×2.0+(-0.06)=0.94; final flow_uv=(1.06,0.94), determine the sampling position on the target flow map.

[0117] Among them, "-a / +a" causes the sampling position to be offset in the uv direction, simulating the oblique flow of natural fluid (rather than mechanical translation); a changes with time → flow_uv moves with time → the sampling position changes continuously, ensuring the dynamic nature of the flow.

[0118] Then, the electronic device can read the RG channel value at the sampling coordinate flow_uv position and map it to the direction vector flow_dir. The formula is: flow_dir=(-2(R-0.5),-2(G-0.5)) (mapping the RG value [0,1] to the direction vector [-1,1]). For example, Table 1 shows the mapping rule relationship between RG value and flow direction.

[0119] Table 1. Mapping rules between RG value and flow direction

[0120]

[0121] For example, if flow_uv samples to RG=(0.3,0.7), then flow_dir=(0.4,-0.4), and the fragment "flows to the lower right".

[0122] Step a143: Obtain the preset flow velocity parameters corresponding to the target flow velocity image.

[0123] Specifically, the electronic device can receive the preset flow speed parameter Speed ​​corresponding to the target flow velocity image input by the user. Speed ​​is a configurable parameter of the shader, which is set by the developers according to the visual effect (such as water flow Speed=1.0, ink flow Speed=0.2); the larger the Speed, the faster the fluid flows (for example, when Speed=2.0, the UV travel distance in the same time is twice that of Speed=1.0).

[0124] Step a144: Based on preset flow velocity parameters, construct the first phase and the second phase.

[0125] The phase difference between the first phase and the second phase is fixed.

[0126] Specifically, the electronic device can perform speed-time conversion: speed_time = Speed ​​× t (corresponding time to speed). Then, the electronic device constructs a first phase and a second phase: phase1 = frac(speed_time) (taking the decimal part, range [0,1)); phase2 = frac(speed_time + 0.5) (the phase difference is fixed at 0.5). The key function frac only retains the decimal part (e.g., frac(1.2) = 0.2, frac(3.7) = 0.7), ensuring that the phase is always within the range [0,1) (matching the UV coordinate range).

[0127] The first phase and the first phase are always 0.5 apart, which is equivalent to "sampling the first half of the texture and sampling the second half", providing color data of "before and after frames" for subsequent color mixing.

[0128] Step a145: Based on the relationship between the first phase and the second phase and the base texture coordinates, calculate the first offset and the second offset corresponding to each base texture coordinate.

[0129] Specifically, the electronic device can calculate the first offset corresponding to each basic texture coordinate based on the relationship between the first phase and the basic texture coordinates, using the formula: offset1 = flow_dir × phase1 × Strength. The electronic device can also calculate the second offset corresponding to each basic texture coordinate based on the relationship between the second phase and the basic texture coordinates, using the formula: offset2 = flow_dir × phase2 × Strength. Where flow_dir is the flow direction, phase1 is the first phase, Strength is a preset flow amplitude parameter (initially 0.5), with larger values ​​indicating more vigorous flow; phase2 is the second phase; offset1 is the first offset, and offset2 is the second offset.

[0130] For example, given: flow_dir=(0.4,-0.4), phase1=0.3, phase2=0.8, Strength=0.5;

[0131] offset1 calculation: u direction: 0.4×0.3×0.5=0.06; v direction: -0.4×0.3×0.5=-0.06; final offset1=(0.06,-0.06); offset2 calculation: u direction: 0.4×0.8×0.5=0.16; v direction: -0.4×0.8×0.5=-0.16; final offset2=(0.16,-0.16).

[0132] Step a146: Based on the first offset and the second offset, calculate the first final texture coordinates and the second final texture coordinates of each fragment corresponding to the target texture image.

[0133] Specifically, the electronic device can superimpose the base texture coordinate (uv_base) with two sets of offsets (first offset and second offset) to obtain the final sampling coordinates (each fragment corresponds to the first final texture coordinate and the second final texture coordinate of the target texture image). The first final texture coordinate and the second final texture coordinate are "dynamic texture pointers" that directly determine the position of the sampled texture.

[0134] The formula is: uv1 = (uv_base + offset1) × BaseMapTiling;

[0135] uv2=(uv_base+offset2)×BaseMapTiling;

[0136] Where uv_base is the base texture coordinate, and BaseMapTiling is the preset base texture scaling factor (initially 1.0), which controls the overall scaling of the texture.

[0137] For example, given: uv_base=(0.56,0.44), offset1=(0.06,-0.06), offset2=(0.16,-0.16), BaseMapTiling=1.0; uv1 is calculated as: (0.56+0.06,0.44-0.06)×1.0=(0.62,0.38); uv2 is calculated as: (0.56+0.16,0.44-0.16)×1.0=(0.72,0.28).

[0138] Step a147: Calculate the final color value corresponding to each fragment based on the first final texture coordinates and the second final texture coordinates.

[0139] Specifically, step a147 above may include the following steps:

[0140] Step a1471: Based on the first final texture coordinates and the second final texture coordinates, determine the first color and the second color corresponding to each fragment in the target texture image.

[0141] Specifically, the electronic device can sample the base texture at uv1 corresponding to the target texture image to obtain color1 based on the first final texture coordinate, and sample at uv2 corresponding to the target texture image to obtain color2 based on the second final texture coordinate (two sets of color data with different phases).

[0142] Step a1472: The first color and the second color are blended to generate the final color value corresponding to each fragment.

[0143] Specifically, the electronic device can calculate the fusion coefficients corresponding to the first color and the second color, and then, based on the fusion coefficients, fuse the first color and the second color to generate the final color value corresponding to each fragment.

[0144] The fusion coefficient formula is: Clerp = 2 × |phase1 - 0.5|.

[0145] The electronic device fuses the first and second colors based on the fusion coefficient to generate the final color value corresponding to each fragment. The formula is: Emission = color1 × (1 - Clerp) + color2 × Clerp.

[0146] For example, (phase1=0.25, Clerp=0.5): Emission = light blue × 0.5 + dark blue × 0.5 = light blue with a hint of dark blue (transitional color).

[0147] As phase 1 cycles from 0 to 1, Clerp cycles from 1.0 to 0.0 to 1.0, and the color seamlessly transitions from "dark blue → light blue-dark blue → light blue → light blue-dark blue → dark blue," visually creating the effect of "smoothly flowing water."

[0148] Step a2: Obtain the transparency gradient range corresponding to the target scene model.

[0149] Specifically, the electronic device can obtain the transparency gradient range (EdgeAlphaRange) corresponding to the target scene model input by the user, and at the same time confirm the enabled status of the transparency gradient (EdgeAlpha). These two parameters are the core of controlling the "speed / enabling of transparency gradient".

[0150] Step a3: Determine the target transparency for each fragment based on the transparency gradient range.

[0151] Specifically, step a3 above may include the following steps:

[0152] Step a31: Obtain the preset direction coordinates corresponding to the gradient of each fragment.

[0153] Specifically, the electronic device can extract the UV vertical coordinates (v value) of each fragment. This is the "positional basis" for the transparency gradient, determining the fragment's transparency level in the vertical direction.

[0154] The preset direction is the vertical direction of UV (V-axis), corresponding to the "up and down direction" of the target background model, i.e., the circular background wall / disc-shaped ground (v=0 corresponds to the bottom of the background wall / the bottom of the ground, v=1 corresponds to the top of the background wall / the top of the ground). The v value characteristic range is fixed in [0,1], which is an inherent property of the fragment (from the UV interpolation in stage S2033). The v value of fragments at different heights is different (for example, the bottom fragment of the background wall v=0.1, and the top fragment v=0.9).

[0155] For example, the fragments at the bottom of the circular background wall where it connects with the ground have a value of v=0.0~0.2, the middle part has a value of v=0.3~0.7, and the top part has a value of v=0.8~1.0.

[0156] Step a32: Based on the preset direction coordinates and transparency gradient range of each fragment, determine the edge transparency of each fragment in the preset direction.

[0157] Specifically, the electronic device can calculate the edge transparency of each fragment in the preset direction based on the preset direction coordinates and transparency gradient range of each fragment. The formula is: Edge_alpha=clamp(v×EdgeAlphaRange,0,1); where v×EdgeAlphaRange calculates the original transparency value, and clamp(...,0,1) is a security lock = function that limits the result to 0~1 (for example, if the calculated result =1.2 → it is clamped to 1, =-0.1 → it is clamped to 0).

[0158] For example, if the bottom fragment of the background wall has an opacity of v=0.1 and EdgeAlphaRange=2.0, then Edge_alpha=clamp(0.1×2.0,0,1)=0.2 (semi-transparent); if the top fragment of the background wall has an opacity of v=0.6, then Edge_alpha=clamp(0.6×2.0,0,1)=1.0 (completely opaque). The bottom fragment of the background wall has an opacity of 0.2 (transparent), gradually becoming more solid upwards, and becoming completely opaque after v=0.5.

[0159] Step a33: Detect whether edge transparency is applied to each fragment in the preset direction.

[0160] Specifically, the electronic device can obtain the enable status (EdgeAlpha) of each fragment, and then identify the enable status (EdgeAlpha) of each fragment to detect whether edge transparency is applied to each fragment in the preset direction.

[0161] Step a34: Based on the detection results, determine the target transparency corresponding to each fragment.

[0162] Specifically, the electronic device can combine the detection results to assign a final transparency value (target transparency) to the fragment. For example, if the detection result indicates that EdgeAlpha+ is enabled and the fragment is at the bottom of the background wall, then the target transparency = Edge_alpha, and the bottom fragment becomes transparent according to a gradient rule, gradually becoming opaque upwards; if the detection result indicates that EdgeAlpha is not enabled or the fragment is on the ground / top of the background wall, the target transparency = 1.0, completely opaque, maintaining the original visual effect. For example, as... Figure 7 The image shown is a schematic diagram illustrating the feathering effect and its location.

[0163] Step a4: Render each fragment based on its final color value and target transparency to obtain the rendered background model.

[0164] Specifically, the electronic device can combine the final color value (Emission) and the target transparency to perform final rendering on each fragment, outputting a rendered background model with fluid flow and seamless blending effects.

[0165] The calculation formula is: Final rendered color = Final color value (Emission) × Target transparency (α) × Illumination coefficient (ambient light + diffuse light). Here, the illumination coefficient is used to adapt the lighting effects to the in-vehicle scene (such as brightness adjustment under in-vehicle lighting).

[0166] For example, the bottom fragment of the background wall: Emission = light blue with a hint of dark blue, α = 0.2 → final color = light blue with a hint of dark blue × 0.2 × 1.0 (lighting) = very light blue (almost transparent); the middle fragment of the background wall: Emission = dark blue, α = 0.8 → final color = dark blue × 0.8 × 1.0 = darker blue (semi-transparent); the top fragment of the background wall: Emission = dark blue, α = 1.0 → final color = dark blue × 1.0 × 1.0 = pure dark blue (completely opaque).

[0167] Finally, the electronic device outputs the final colors of all fragments to the frame buffer, stitching them together to form a complete screen image. The final result is: a circular background wall with an almost transparent bottom that blends naturally with the fluid colors on the ground, without any abrupt seams; and a completely opaque ground with a smooth fluid flow effect. The fluid in the saucer-shaped scene extends from the ground to the background wall, appearing as a visually unified whole without any stitching marks.

[0168] The scene rendering method provided in this application obtains the vertex and vertex attribute information corresponding to the target scene model, extracts the core geometric data of the model, and presets a unified tiling density and edge gradient space for UV coordinates, providing standardized and flawless basic data for subsequent vertex processing, texture sampling, and vertical feathering effects. Complete vertex attributes ensure the integrity of both the model's geometric structure and rendering attributes, avoiding problems such as positional offsets, lighting distortion, and texture stretching in subsequent rendering. Vertices are processed based on vertex attribute information to generate target mesh data. 3D vertices are converted into 2D coordinates adapted to the vehicle's infotainment screen through MVP transformation, and combined with projection optimization of the saucer-shaped scene, texture stretching and deformation are reduced. Vertex data is transmitted to the GPU vertex buffer and the triangular face primitive type is clearly defined, significantly improving rendering efficiency. Simultaneously, UV coordinates are preprocessed and flow-related parameters are transferred, laying the data foundation for dynamic fluid calculations in the subsequent fragment stage, ensuring that the mesh data both adapts to the display viewpoint and supports dynamic effect calculations. Multiple fragments are generated based on the target mesh data. Face culling removes camera-invisible triangular faces (such as the bottom of the ground or the inside of the background wall), reducing GPU computation and meeting the performance limitations of in-vehicle systems. Face culling logic is optimized for saucer-shaped scenes to ensure the complete preservation of key surfaces. Rasterization generates fragments and interpolates key attributes (such as UVs and normals), transforming abstract geometric meshes into screen-pixel-level rendering units, serving as the core bridge connecting "geometric structure" and "pixel-level visual effects." The original texture coordinates of the target texture image corresponding to the fragment are obtained. Fixed texture sampling reference anchor points are provided for the fragments, with coordinates bound to model UVs and stable attributes, ensuring a unified and unbiased initial basis for all subsequent dynamic texture calculations, avoiding chaotic texture sampling positions, and laying the foundation for the continuity of fluid flow. The flow offset corresponding to the target flow velocity image is obtained. Manually preset basic offset parameters are obtained, providing a standardized and configurable core reference for dynamic flow velocity offset calculations. Parameters can be flexibly adjusted to adapt to the flow velocity requirements of different fluids such as water and ink, balancing effect diversity and ease of control. The flow direction is calculated based on the dynamic offset of the flow velocity and the tiling density of the flow velocity map. The abstract RG channel values ​​of the flow velocity map are transformed into a two-dimensional flow direction vector recognizable by the GPU. Simultaneously, the detail density of the flow direction is controlled by the tiling density, ensuring that the fluid flow direction conforms to natural laws and providing precise directional guidance for subsequent texture offsetting, guaranteeing the reasonableness of the flow effect. Preset flow velocity parameters corresponding to the target flow velocity image are obtained. Flexible configurable velocity reference parameters are obtained, providing a core control basis for biphase generation. These parameters can be adjusted according to different fluid characteristics such as water flow and ink flow, achieving personalized adaptation of flow speed while balancing effect diversity and ease of operation. A biphase model with a fixed phase difference is constructed based on the preset flow velocity parameters.Two sets of phase values ​​with a constant phase difference are generated, laying the foundation for subsequent dual-path texture sampling and color fusion. This replaces the traditional single-phase sampling method, eliminating inter-frame jumps and stuttering issues in fluid flow at the source and ensuring the smoothness of the visual flow. The first and second offsets are calculated by combining the phase and the basic texture coordinates. The texture offsets are then integrated with the three attributes of flow direction, phase difference, and flow amplitude to generate two sets of differentiated dynamic offsets, ensuring both the offset direction and flow velocity are maintained. Figure 1 Furthermore, the phase difference allows the dual-path texture sampling positions to form a natural hierarchy, providing a differentiated color foundation for subsequent color fusion. The first and second final texture coordinates are calculated based on dual offsets. Combining the base texture coordinates with the differentiated offsets yields two sets of dynamic final texture sampling coordinates, enabling dual-path dynamic movement of the texture sampling positions. This allows a single static texture to output color information from two different positions, providing a sampling basis for seamless color fusion while preserving the adaptability of texture tiling and scaling. The first and second colors are determined based on the dual final texture coordinates. Differentiated color data is obtained from a single static base texture through sampling using two sets of dynamic texture coordinates, providing a dual-path color foundation for seamless fluid flow. The sampling position dynamically changes with the phase, allowing the two sets of colors to present the "before and after frame" color difference of fluid flow, conforming to the visual change patterns of natural fluids. The first and second colors are then fused to generate the final color value. By using dynamic fusion coefficients to achieve linear gradient transitions between two sets of colors, the inter-frame jumps and stutters of single-phase sampling are completely eliminated, making the fluid flow visually smooth and continuous. Dynamic effects are achieved by relying solely on dual-path sampling fusion of a single texture, replacing the traditional multi-frame sequence frame scheme, which significantly reduces the memory and video memory overhead of the vehicle system. At the same time, the fusion ratio changes in real time with the phase, accurately restoring the color transition characteristics of the natural flow of fluid.

[0169] Next, obtain the transparency gradient range corresponding to the target scene model. Obtain standardized gradient control parameters to provide a unified basis for fragment transparency calculation; these parameters are flexibly configurable to adapt to the visual fusion needs of different scenes, while accurately matching the geometric structures of the saucer-shaped ground and the circular background wall, laying the parameter foundation for subsequent seamless visual fusion. Obtain the preset direction coordinates corresponding to each fragment. Extract the exclusive coordinates of each fragment in the preset direction of transparency gradient, providing a precise positional basis for subsequent transparency calculations, ensuring that the gradient effect is presented in an orderly manner according to the preset direction (such as vertical), and avoiding gradient misalignment. Determine the edge transparency based on the preset direction coordinates and transparency gradient range. Combining the position coordinates and the configurable gradient range, calculate the fragment-specific edge transparency value, achieving a smooth transparency gradient in the preset direction. Furthermore, parameter adjustment can adapt to the fusion needs of different scenes, providing core transparency data for eliminating scene seams. The system detects whether edge transparency is applied to each fragment, accurately selecting the fragment areas that require gradient application. This avoids mistakenly adding transparency to irrelevant areas (such as the scene center and top), ensuring the overall visual integrity of the scene while reducing unnecessary calculations, thus meeting the performance optimization requirements of the vehicle's infotainment system. Based on the detection results, the target transparency is determined, and the final precise transparency value is assigned to the fragments. This allows the areas that need to be blended to achieve a transparent transition according to the gradient rules, while irrelevant areas remain completely opaque. Ultimately, this achieves a visually seamless blend at the scene splicing points, eliminating the abruptness of physical seams and improving the overall rendering quality.

[0170] Finally, the rendered background model is obtained by rendering fragments based on the final color values ​​and target transparency. By combining dynamic fluid colors with personalized transparency, a seamless visual fusion of fluid effects and scene structure is achieved, giving the entire background model a unified fluid visual effect. All calculations are performed in real time using the GPU, ensuring high visual quality while meeting the performance limitations of the vehicle's infotainment system, balancing rendering frame rate and effect stability. The final output rendered background model can be directly adapted to the vehicle's infotainment system display without additional post-processing.

[0171] This embodiment also provides a scene rendering apparatus for implementing the above embodiments and preferred embodiments; details already described will not be repeated. As used below, the term "module" can refer to a combination of software and / or hardware that performs a predetermined function. Although the apparatus described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.

[0172] This embodiment provides a scene rendering device, such as Figure 8 As shown, the device includes:

[0173] Module 301 is used to build the target scene model corresponding to the target vehicle; the target scene model includes a disc-shaped ground and a circular background wall.

[0174] Module 302 is used to construct a target texture image corresponding to the target scene model and a target flow velocity image corresponding to the target texture image based on the vehicle screen corresponding to the target vehicle.

[0175] The rendering module 303 is used to render the color and transparency of each fragment in the target scene model based on the target texture image and the target flow rate image, so as to obtain the rendering background model.

[0176] In some optional implementations, the rendering module 303 is specifically used to obtain each vertex corresponding to the target scene model and the vertex attribute information corresponding to each vertex; perform vertex processing on the vertices based on the vertex attribute information corresponding to each vertex to generate target mesh data corresponding to the target scene model; generate multiple fragments corresponding to the target scene model based on the target mesh data; and render the color and transparency corresponding to each fragment in the target scene model based on the target texture image and the target flow image to obtain the rendering background model.

[0177] In some optional implementations, the rendering module 303 is specifically used to calculate the final color value corresponding to each fragment based on the target texture image and the target flow rate image; obtain the transparency gradient range corresponding to the target scene model; determine the target transparency corresponding to each fragment based on the transparency gradient range; and render each fragment based on the final color value and target transparency corresponding to each fragment to obtain the rendered background model.

[0178] In some optional implementations, the rendering module 303 is specifically used to obtain the original texture coordinates of each fragment corresponding to the target texture image; the original texture coordinates are used to characterize the original coordinates of the fragment corresponding to the target texture image when the target texture image is fixed; obtain the dynamic offset of the flow velocity corresponding to each flow velocity pixel in the target flow velocity image; calculate the basic texture coordinates of each fragment corresponding to the target texture image based on the original texture coordinates and the dynamic offset of the flow velocity; the basic texture coordinates are used to characterize the coordinates of the fragment corresponding to the target texture image after the target texture image flows based on the target flow velocity image; and calculate the final color value corresponding to each fragment based on the basic texture coordinates.

[0179] In some optional implementations, the rendering module 303 is specifically used to obtain the flow offset corresponding to the target flow velocity image; and based on the flow offset, to calculate the dynamic flow velocity offset corresponding to each flow velocity pixel in the target flow velocity image.

[0180] In some optional implementations, the rendering module 303 is specifically used to obtain the flow velocity map tiling density corresponding to the target flow velocity image; calculate the flow direction corresponding to each flow velocity pixel based on the flow velocity dynamic offset and the flow velocity map tiling density; obtain the preset flow velocity parameters corresponding to the target flow velocity image; construct a first phase and a second phase based on the preset flow velocity parameters; fix the phase difference between the first phase and the second phase; calculate the first offset and the second offset corresponding to each basic texture coordinate according to the relationship between the first phase, the second phase and the basic texture coordinates respectively; calculate the first final texture coordinate and the second final texture coordinate corresponding to each fragment of the target texture image based on the first offset and the second offset; and calculate the final color value corresponding to each fragment based on the first final texture coordinate and the second final texture coordinate.

[0181] In some optional implementations, the rendering module 303 is specifically used to determine the first color and the second color corresponding to each fragment in the target texture image based on the first final texture coordinates and the second final texture coordinates; and to fuse the first color and the second color to generate the final color value corresponding to each fragment.

[0182] In some optional implementations, the rendering module 303 is specifically used to obtain the preset direction coordinates corresponding to the gradient of each fragment; determine the edge transparency of each fragment in the preset direction based on the preset direction coordinates and the transparency gradient range; detect whether edge transparency is applied to each fragment in the preset direction; and determine the target transparency of each fragment according to the detection results.

[0183] The scene rendering apparatus provided in this embodiment of the invention can execute the scene rendering method provided in any embodiment of the invention, and has the corresponding functional modules and beneficial effects for executing the method. Further functional descriptions of the various modules and units described above are the same as in the corresponding embodiments described above, and will not be repeated here.

[0184] Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention.

[0185] The following is a detailed reference. Figure 9 This diagram illustrates a suitable structural schematic for implementing an electronic device according to embodiments of the present invention. The electronic device may include a processor (e.g., a central processing unit, graphics processor, etc.) 01, which can perform various appropriate actions and processes based on a program stored in a read-only memory (ROM) 02 or a program loaded from memory 08 into random access memory (RAM) 03. The RAM 03 also stores various programs and data required for the operation of the electronic device. The processor 01, ROM 02, and RAM 03 are interconnected via a bus 04. An input / output (I / ) interface 05 is also connected to the bus 04.

[0186] Typically, the following devices can be connected to I / interface 05: input devices 06 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 07 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; memory devices 08 including, for example, magnetic tapes, hard disks, etc.; and communication devices 09. Communication device 09 allows electronic devices to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 9 Electronic devices with various devices are shown, but it should be understood that it is not required to implement or have all of the devices shown, and more or fewer devices may be implemented or have instead.

[0187] In particular, according to embodiments of the present invention, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of the present invention include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication device 09, or installed from memory 08, or installed from ROM 02. When the computer program is executed by processor 01, it performs the functions defined in the scene rendering method of the embodiments of the present invention.

[0188] Figure 9 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments of the present invention.

[0189] This application provides a target vehicle, including a vehicle body, an electronic device, and a vehicle infotainment screen. The electronic device is used to execute the scene rendering method of any of the above embodiments, and displays the rendered background model through the vehicle infotainment screen.

[0190] This invention also provides a computer-readable storage medium. The methods described above according to embodiments of the invention can be implemented in hardware or firmware, or implemented as computer code that can be recorded on a storage medium, or implemented as computer code downloaded via a network and originally stored on a remote storage medium or a non-transitory machine-readable storage medium and then stored on a local storage medium. Thus, the methods described herein can be processed by software stored on a storage medium using a general-purpose computer, a dedicated processor, or programmable or dedicated hardware. The storage medium can be a magnetic disk, optical disk, read-only memory, random access memory, flash memory, hard disk, or solid-state drive, etc.; further, the storage medium can also include combinations of the above types of memory. It is understood that computers, processors, microprocessor controllers, or programmable hardware include storage components capable of storing or receiving software or computer code. When the software or computer code is accessed and executed by the computer, processor, or hardware, the scene rendering method shown in the above embodiments is implemented.

[0191] A portion of this invention can be applied as a computer program product, such as computer program instructions, which, when executed by a computer, can invoke or provide the methods and / or technical solutions according to the invention through the operation of the computer. Those skilled in the art will understand that the forms in which computer program instructions exist in a computer-readable medium include, but are not limited to, source files, executable files, installation package files, etc. Correspondingly, the ways in which computer program instructions are executed by a computer include, but are not limited to: the computer directly executing the instructions, or the computer compiling the instructions and then executing the corresponding compiled program, or the computer reading and executing the instructions, or the computer reading and installing the instructions and then executing the corresponding installed program. Here, the computer-readable medium can be any available computer-readable storage medium or communication medium accessible to a computer.

[0192] Although embodiments of the invention have been described in conjunction with the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the invention, and such modifications and variations all fall within the scope defined by the appended claims.

Claims

1. A scene rendering method, characterized in that, The method includes: Construct a target scene model corresponding to the target vehicle; the target scene model includes a disc-shaped ground and a circular background wall; Based on the vehicle screen corresponding to the target vehicle, construct a target texture image corresponding to the target scene model and a target flow velocity image corresponding to the target texture image; Based on the target texture image and the target flow rate image, the color and transparency of each fragment in the target scene model are rendered to obtain the rendered background model; The step of rendering the color and transparency of each fragment in the target scene model based on the target texture image and the target flow rate image to obtain the rendering background model includes: Obtain each vertex corresponding to the target scene model and the vertex attribute information corresponding to each vertex; Based on the vertex attribute information corresponding to each vertex, vertex processing is performed on the vertex to generate target mesh data corresponding to the target scene model; Based on the target mesh data, generate multiple fragments corresponding to the target scene model; Based on the target texture image and the target flow rate image, the color and transparency of each fragment in the target scene model are rendered to obtain the rendered background model.

2. The method according to claim 1, characterized in that, The step of rendering the color and transparency of each fragment in the target scene model based on the target texture image and the target flow rate image to obtain a rendered background model includes: Based on the target texture image and the target flow velocity image, calculate the final color value corresponding to each fragment; Obtain the transparency gradient range corresponding to the target scene model; Based on the transparency gradient range, the target transparency corresponding to each fragment is determined; The fragments are rendered based on their final color values ​​and target transparency to obtain a rendered background model.

3. The method according to claim 2, characterized in that, The step of calculating the final color value corresponding to each fragment based on the target texture image and the target flow rate image includes: Obtain the original texture coordinates of each fragment corresponding to the target texture image; the original texture coordinates are used to characterize the original coordinates of the fragment corresponding to the target texture image when the target texture image is fixed; Obtain the dynamic offset of the flow velocity corresponding to each flow velocity pixel in the target flow velocity image; Based on the original texture coordinates and the flow velocity dynamic offset, the basic texture coordinates of each fragment corresponding to the target texture image are calculated; the basic texture coordinates are used to characterize the coordinates of the fragment in the target texture image after the target texture image undergoes flow based on the target flow velocity image; Based on the basic texture coordinates, the final color value corresponding to each fragment is calculated.

4. The method according to claim 3, characterized in that, The step of obtaining the dynamic offset of the flow velocity corresponding to each flow velocity pixel in the target flow velocity image includes: Obtain the flow offset corresponding to the target flow velocity image; Based on the flow offset, the dynamic flow offset corresponding to each flow velocity pixel in the target flow velocity image is calculated.

5. The method according to claim 3, characterized in that, The step of calculating the final color value corresponding to each fragment based on the basic texture coordinates includes: Obtain the flow velocity map tiling density corresponding to the target flow velocity image; Based on the dynamic offset of the flow velocity and the tiling density of the flow velocity map, the flow direction corresponding to each flow velocity pixel is calculated. Obtain the preset flow velocity parameters corresponding to the target flow velocity image; Based on the preset flow velocity parameters, a first phase and a second phase are constructed; the phase difference between the first phase and the second phase is fixed. Based on the relationship between the first phase, the second phase and the base texture coordinates, calculate the first offset and the second offset corresponding to each base texture coordinate; Based on the first offset and the second offset, the first final texture coordinates and the second final texture coordinates of each fragment corresponding to the target texture image are calculated; Based on the first final texture coordinates and the second final texture coordinates, the final color value corresponding to each fragment is calculated.

6. The method according to claim 5, characterized in that, The step of calculating the final color value corresponding to each fragment based on the first final texture coordinates and the second final texture coordinates includes: Based on the first final texture coordinates and the second final texture coordinates, determine the first color and the second color corresponding to each fragment in the target texture image; The first color and the second color are blended to generate the final color value corresponding to each fragment.

7. The method according to claim 2, characterized in that, Determining the target transparency corresponding to each fragment based on the transparency gradient range includes: Obtain the preset direction coordinates corresponding to the gradient of each fragment; Based on the preset direction coordinates and transparency gradient range corresponding to each fragment, the edge transparency of each fragment in the preset direction is determined; Detect whether the edge transparency is applied to each of the fragments in the preset direction; Based on the detection results, the target transparency corresponding to each fragment is determined.

8. A scene rendering device, characterized in that, The device includes: A construction module is used to build a target scene model corresponding to the target vehicle; the target scene model includes a disc-shaped ground and a circular background wall. The construction module is used to construct a target texture image corresponding to the target scene model and a target flow velocity image corresponding to the target texture image based on the vehicle screen corresponding to the target vehicle. A rendering module is used to render the color and transparency of each fragment in the target scene model based on the target texture image and the target flow image to obtain a rendering background model. The rendering of the color and transparency of each fragment in the target scene model based on the target texture image and the target flow image to obtain the rendering background model includes: acquiring each vertex of the target scene model and vertex attribute information corresponding to each vertex; performing vertex processing on the vertices based on the vertex attribute information to generate target mesh data corresponding to the target scene model; generating multiple fragments corresponding to the target scene model based on the target mesh data; and rendering the color and transparency of each fragment in the target scene model based on the target texture image and the target flow image to obtain the rendering background model.

9. An electronic device, characterized in that, include: A memory and a processor are communicatively connected, the memory stores computer instructions, and the processor executes the scene rendering method of any one of claims 1 to 7 by executing the computer instructions.

10. A target vehicle, characterized in that, include: The vehicle body, electronic devices, and in-vehicle screen; the electronic devices are used to execute the scene rendering method according to any one of claims 1 to 7, and to display the rendered background model through the in-vehicle screen.

11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer instructions for causing a computer to execute the scene rendering method according to any one of claims 1 to 7.

12. A computer program product, characterized in that, Includes computer instructions for causing a computer to execute the scene rendering method according to any one of claims 1 to 7.