Light effect synchronization method and device across engines, electronic device, and storage medium

CN122510426BActive Publication Date: 2026-10-16BEIJING YINGZHI TECH CO LTD
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Patent Information

Application Number
CN202610522994.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2026-04-20
Publication Date
2026-10-16
Estimated Expiration
2046-04-20

AI Technical Summary

Technical Problem

[0003]然而,现有技术中存在一个根本性缺陷:各个渲染引擎在渲染管线层面相互隔离,形成“信息孤岛”,彼此之间无法实现动态的光效信息的实时传导与协同联动

Benefits of technology

[0030] This application achieves at least the following beneficial effects: By dynamically configuring the roles of the master and slave rendering engines, this application can flexibly adapt to different scenarios and rendering task switching of the vehicle human-machine interaction system, improving the adaptability and scheduling flexibility of the system architecture; Based on the shared memory mechanism to transmit dynamic light source related parameters, low-latency and high-real-time data interaction can be achieved between multiple engines, breaking the problem of mutual isolation of rendering pipelines and achieving near-frame-synchronous light effect linkage.

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Abstract

The disclosure provides a cross-engine light effect synchronization method and device, electronic equipment and storage medium, relates to vehicle technology and data processing technology fields, and the method comprises the following steps: determining a main rendering engine and at least one slave rendering engine of a vehicle human-computer interaction system, wherein the role relationship of the main rendering engine and the slave rendering engine is dynamically configured; after the main rendering engine renders a first image frame, a target dynamic light source in the first image frame is determined, and dynamic light source related parameters corresponding to the target dynamic light source are obtained; based on a shared memory mechanism, the dynamic light source related parameters are transmitted to the slave rendering engine, and the slave rendering engine renders corresponding light effect rendering content according to the dynamic light source related parameters; a second image frame rendered by the main rendering engine after the first image frame is obtained, and the second image frame and the light effect rendering content are superimposed and displayed on the same screen. The application can break the problem of mutual isolation of rendering pipelines, and realize light effect linkage close to frame synchronization.
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Description

Technical Field

[0001] This application relates to the fields of vehicle technology and data processing technology, and in particular to a method, device, electronic device and storage medium for cross-engine light effect synchronization. Background Technology

[0002] With the rapid development of smart cockpit technology, in-vehicle human-machine interface (HMI) systems have evolved from simple two-dimensional interfaces into complex visual systems with multiple 3D rendering engines running in parallel. Taking the in-vehicle product involved in this application as an example, its system runs multiple independent 3D rendering engines simultaneously, each with a clear division of labor: for example, the Unity engine is responsible for driving the rendering of background rhythmic lighting effects, the Unreal Engine (UE5) is responsible for driving the real-time rendering of high-fidelity digital humans, and in addition to the 3D rendering engines, a native UI framework may also be included to be responsible for the rendering of various interactive controls, together forming the overall visual presentation of the cockpit.

[0003] However, a fundamental flaw exists in existing technologies: the various rendering engines are isolated from each other at the rendering pipeline level, forming "information silos" that prevent real-time transmission and collaborative interaction of dynamic lighting effects. Specifically, when a dynamic lighting effect changes in one rendering engine (for example, in the Unity engine, the background light switches from blue to red in sync with the music, producing a strong pulsed flashing effect on the left), this lighting effect change cannot be naturally transmitted to objects rendered by other rendering engines. It cannot affect the facial lighting of digital humans rendered by the UE5 engine, nor can it affect the material rendering of controls rendered by the native UI framework.

[0004] The aforementioned defects directly result in a severe disconnect in the visual experience of the in-vehicle cockpit: the background lighting effects dynamically change with the scene, but the digital human's face remains in a fixed lighting state, and the UI controls do not have any corresponding lighting effects, making the visual immersion of the entire cockpit extremely poor and failing to meet users' needs for an integrated visual experience in the smart cockpit. Summary of the Invention

[0005] This application aims to at least partially address one of the technical problems in the related art.

[0006] Therefore, one objective of this application is to propose a cross-engine lighting effect synchronization method, comprising: determining a main rendering engine and at least one slave rendering engine of a vehicle human-machine interaction system, wherein the role relationship between the main rendering engine and the slave rendering engine is dynamically configured; after the main rendering engine renders a first image frame, determining a target dynamic light source in the first image frame and obtaining the dynamic light source-related parameters corresponding to the target dynamic light source; based on a shared memory mechanism, transmitting the dynamic light source-related parameters to the slave rendering engine, and having the slave rendering engine render the corresponding lighting effect rendering content according to the dynamic light source-related parameters; obtaining a second image frame rendered by the main rendering engine after the first image frame, and displaying the second image frame and the lighting effect rendering content on the same screen.

[0007] The second objective of this application is to propose a cross-engine light effect synchronization device.

[0008] The third objective of this application is to propose an electronic device.

[0009] The fourth objective of this application is to provide a non-transitory computer-readable storage medium.

[0010] The fifth objective of this application is to provide a computer program product.

[0011] To achieve the above objectives, a first aspect of this application proposes a cross-engine lighting effect synchronization method, comprising: determining a main rendering engine and at least one slave rendering engine of a vehicle human-machine interaction system, wherein the role relationship between the main rendering engine and the slave rendering engine is dynamically configured; after the main rendering engine renders a first image frame, determining a target dynamic light source in the first image frame and obtaining dynamic light source-related parameters corresponding to the target dynamic light source; based on a shared memory mechanism, transmitting the dynamic light source-related parameters to the slave rendering engine, and having the slave rendering engine render the corresponding lighting effect rendering content according to the dynamic light source-related parameters; obtaining a second image frame rendered by the main rendering engine after the first image frame, and displaying the second image frame and the lighting effect rendering content on the same screen.

[0012] According to one embodiment of this application, transmitting dynamic light source-related parameters to the slave rendering engine based on a shared memory mechanism includes: encapsulating the dynamic light source-related parameters into a data packet and storing the data packet in shared memory; broadcasting the data packet to the slave rendering engine via the data bus corresponding to the shared memory, or having the slave rendering engine actively read the data packet from the shared memory.

[0013] According to one embodiment of this application, in response to the rendering engine being an image rendering engine, the rendering engine renders the corresponding light effect rendering content based on the dynamic light source related parameters, including: the rendering engine creating or updating the corresponding virtual light source in its rendering scene based on the dynamic light source related parameters; and the rendering engine incorporating the virtual light source into the rendering calculation process to obtain the light effect rendering image frame.

[0014] According to one embodiment of this application, in response to multiple target dynamic light sources, the rendering engine incorporates virtual light sources into the rendering calculation process to obtain a light effect rendering image frame, including: determining the priority of each target dynamic light source based on the current state of the vehicle, and assigning the priority to the corresponding virtual light source; when rendering the virtual light sources by incorporating them into the rendering calculation process, performing lighting effect fusion processing on each virtual light source based on the priority of each virtual light source.

[0015] According to one embodiment of this application, in response to the rendering engine being a UI control rendering engine, the rendering engine renders the corresponding light effect rendering content based on dynamic light source related parameters, including: the rendering engine writes the dynamic light source related parameters into the Uniform variable of the UI Shader, the UI Shader reads the dynamic light source related parameters from the Uniform variable, and calculates the color parameters corresponding to each UI control based on the position of each UI control, wherein the color parameters include at least one of edge highlight color, material reflectivity, and glass texture; and the light effect rendering UI control is obtained based on the color parameters.

[0016] According to one embodiment of this application, in response to the presence of multiple target dynamic light sources, the rendering engine writes dynamic light source-related parameters into the Uniform variable of the UI Shader, including: determining the priority of each target dynamic light source based on the current state of the vehicle; adjusting the weights of the dynamic light source-related parameters corresponding to each target dynamic light source according to each priority, forming multiple sets of adjusted dynamic light source-related parameters; and writing the adjusted multiple sets of dynamic light source-related parameters into the Uniform variable of the UI Shader.

[0017] According to one embodiment of this application, determining a target dynamic light source in a first image frame includes: acquiring the light source attributes corresponding to each candidate light source in the first image frame, and determining the division method of the light source attributes; if the division method of the light source attributes is to divide them into static light sources and dynamic light sources, then the candidate light sources in the first image frame whose light source type is dynamic light source are determined as target dynamic light sources; if the division method of the light source attributes is to divide them into static light sources, dynamic light sources that need to be synchronized to the rendering engine, and dynamic light sources that do not need to be synchronized to the rendering engine, then the candidate light sources in the first image frame whose light source type is dynamic light sources that need to be synchronized to the rendering engine are determined as target dynamic light sources.

[0018] According to one embodiment of this application, after determining the main rendering engine and at least one slave rendering engine of the vehicle human-machine interaction system, the method further includes: determining the static light source preset by the main rendering engine when rendering an image frame; obtaining the static light source related parameters corresponding to each static light source, and sending the static light source related parameters to the slave rendering engine through a preset configuration method; and having the slave rendering engine render the corresponding light effect rendering content according to the dynamic light source related parameters, including: having the slave rendering engine render the corresponding light effect rendering content according to the dynamic light source related parameters and the static light source related parameters.

[0019] To achieve the above objectives, a second aspect of this application proposes a cross-engine lighting effect synchronization device, comprising: a determination module, configured to determine a main rendering engine and at least one slave rendering engine of a vehicle human-machine interaction system, wherein the role relationship between the main rendering engine and the slave rendering engine is dynamically configured; an acquisition module, configured to determine a target dynamic light source in the first image frame after the main rendering engine renders the first image frame, and acquire the dynamic light source-related parameters corresponding to the target dynamic light source; a transmission module, configured to transmit the dynamic light source-related parameters to the slave rendering engine based on a shared memory mechanism; a rendering module, configured to have the slave rendering engine render the corresponding lighting effect rendering content according to the dynamic light source-related parameters; and a display module, configured to acquire a second image frame rendered by the main rendering engine after the first image frame, and display the second image frame and the lighting effect rendering content on the same screen.

[0020] According to one embodiment of this application, the transmission module is further configured to: encapsulate dynamic light source-related parameters into data packets and store the data packets in shared memory; broadcast the data packets to the rendering engine via the data bus corresponding to the shared memory, or have the rendering engine actively read the data packets from the shared memory.

[0021] According to one embodiment of this application, the rendering module is further configured to: in response to the rendering engine being an image rendering engine, the rendering engine creates or updates a corresponding virtual light source in its rendering scene based on dynamic light source related parameters; and the rendering engine incorporates the virtual light source into the rendering calculation process to obtain a light effect rendering image frame.

[0022] According to one embodiment of this application, the rendering module is further configured to: in response to the presence of multiple target dynamic light sources, determine the priority of each target dynamic light source based on the current state of the vehicle, and assign the priority to the corresponding virtual light source; when rendering virtual light sources in the rendering calculation process, perform lighting effect fusion processing on each virtual light source based on the priority of each virtual light source.

[0023] According to one embodiment of this application, the rendering module is further configured to: respond to the rendering engine for UI controls, have the rendering engine write dynamic light source related parameters into the Uniform variable of the UI Shader, have the UI Shader read the dynamic light source related parameters from the Uniform variable, and calculate the color parameters corresponding to each UI control in combination with the position of each UI control, wherein the color parameters include at least one of edge highlight color, material reflectivity and glass texture; and render the light effect rendering UI control based on the color parameters.

[0024] According to one embodiment of this application, the rendering module is further configured to: in response to the presence of multiple target dynamic light sources, determine the priority of each target dynamic light source based on the current state of the vehicle; adjust the weights of the dynamic light source-related parameters corresponding to each target dynamic light source according to each priority, forming multiple sets of adjusted dynamic light source-related parameters; and write the adjusted multiple sets of dynamic light source-related parameters into the Uniform variable of the UI Shader by the rendering engine.

[0025] According to one embodiment of this application, the acquisition module is further configured to: acquire the light source attributes corresponding to each candidate light source in the first image frame, and determine the division method of the light source attributes; if the division method of the light source attributes is to divide them into static light sources and dynamic light sources, then the candidate light sources in the first image frame whose light source type is dynamic light source are determined as target dynamic light sources; if the division method of the light source attributes is to divide them into static light sources, dynamic light sources that need to be synchronized to the rendering engine, and dynamic light sources that do not need to be synchronized to the rendering engine, then the candidate light sources in the first image frame whose light source type is dynamic light sources that need to be synchronized to the rendering engine are determined as target dynamic light sources.

[0026] According to one embodiment of this application, the acquisition module is further configured to: determine the static light source preset by the main rendering engine when rendering an image frame; acquire the static light source related parameters corresponding to each static light source, and send the static light source related parameters to the slave rendering engine through a preset configuration method; the rendering module is further configured to: have the slave rendering engine render the corresponding light effect rendering content according to the dynamic light source related parameters and the static light source related parameters.

[0027] To achieve the above objectives, a third aspect of this application provides an electronic device, comprising: at least one processor; and a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor to implement the cross-engine light effect synchronization method as described in the first aspect of this application.

[0028] To achieve the above objectives, a fourth aspect of this application provides a non-transitory computer-readable storage medium storing computer instructions, wherein the computer instructions are used to implement the cross-engine light effect synchronization method as described in the first aspect of this application.

[0029] To achieve the above objectives, a fifth aspect of this application provides a computer program product, including a computer program that, when executed by a processor, implements the cross-engine light effect synchronization method as described in the first aspect of this application.

[0030] This application achieves at least the following beneficial effects: By dynamically configuring the roles of the master and slave rendering engines, this application can flexibly adapt to different scenarios and rendering task switching of the vehicle human-machine interaction system, improving the adaptability and scheduling flexibility of the system architecture; Based on the shared memory mechanism to transmit dynamic light source related parameters, low-latency and high-real-time data interaction can be achieved between multiple engines, breaking the problem of mutual isolation of rendering pipelines and achieving near-frame-synchronous light effect linkage. Attached Figure Description

[0031] The above and / or additional aspects and advantages of this application will become apparent and readily understood from the following description of the embodiments taken in conjunction with the accompanying drawings, wherein:

[0032] Figure 1 This is a schematic diagram illustrating an exemplary implementation of a cross-engine light effect synchronization method according to one embodiment of this application.

[0033] Figure 2 This is a schematic diagram illustrating an embodiment of the present application of transmitting dynamic light source-related parameters to the rendering engine based on a shared memory mechanism.

[0034] Figure 3 This is a schematic diagram illustrating an exemplary implementation of a cross-engine light effect synchronization method according to one embodiment of this application.

[0035] Figure 4 This is a schematic diagram illustrating an exemplary implementation of a cross-engine light effect synchronization method according to one embodiment of this application.

[0036] Figure 5 This is a schematic diagram illustrating an exemplary implementation of a cross-engine light effect synchronization method according to one embodiment of this application.

[0037] Figure 6 This is an exemplary schematic diagram of a cross-engine light effect synchronization device shown in one embodiment of this application.

[0038] Figure 7 This is a schematic diagram of an electronic device according to one embodiment of this application. Detailed Implementation

[0039] The embodiments of this application are described in detail below. Examples of these embodiments are shown in the accompanying drawings, wherein the same or similar reference numerals denote the same or similar elements or elements having the same or similar functions throughout. The embodiments described below with reference to the accompanying drawings are exemplary and intended to explain this application, and should not be construed as limiting this application.

[0040] To address the problem of isolated rendering engines forming "information silos" at the rendering pipeline level, hindering the real-time transmission and collaborative operation of dynamic lighting effect information, this application proposes a cross-engine lighting effect synchronization method. The following section details this proposed cross-engine lighting effect synchronization method.

[0041] The following section will first introduce some of the terms used in this application.

[0042] 1. A static light source refers to a light source whose relevant parameters remain constant, such as its color, intensity, and position.

[0043] 2. A dynamic light source refers to a light source whose relevant parameters change in real time, and whose color, intensity, flicker frequency, or position changes dynamically over time.

[0044] Figure 1 This is a schematic diagram of an exemplary implementation of a cross-engine light effect synchronization method shown in this application, such as... Figure 1 As shown, this cross-engine light effect synchronization method includes the following steps: S101, determine the main rendering engine and at least one slave rendering engine of the vehicle human-machine interaction system, wherein the role relationship between the main rendering engine and the slave rendering engine is dynamically configured.

[0045] In some implementations, vehicle human-machine interaction systems may involve multiple rendering engines working in tandem. In this case, one primary rendering engine is selected from these collaborative rendering engines, and the remaining primary rendering engines are designated as secondary rendering engines.

[0046] The multiple rendering engines may include 3D rendering engines and non-3D rendering engines. This application does not limit the type of rendering engine.

[0047] In this application, the rendering engine that generates the light source, determines the lighting effect, and has the largest area among multiple rendering engines is designated as the main rendering engine.

[0048] In this application, all other rendering engines besides the primary rendering engine are designated as secondary rendering engines. The rendering content of the secondary rendering engines needs to be synchronized with the lighting effects of the primary rendering engines.

[0049] In this application, the role relationship between the primary rendering engine and the secondary rendering engine can be dynamically configured according to the actual situation of the vehicle's human-machine interaction system. For example, a certain rendering engine may be the primary rendering engine for a certain period of time, and when the core rendering task carried by that rendering engine ends or the scene changes, the role of the primary rendering engine can be transferred to another rendering engine, and the original primary rendering engine will switch to the secondary rendering engine accordingly.

[0050] S102: After the main rendering engine renders the first image frame, the target dynamic light source in the first image frame is determined, and the dynamic light source-related parameters corresponding to the target dynamic light source are obtained.

[0051] In this application, the image frame rendered by the main rendering engine to determine the parameters related to the dynamic light source is called the first image frame.

[0052] In some implementations, when rendering image frames, the main rendering engine can use real-time information about the vehicle's external environment that has been collected, and reflect this real-time information in the image frames rendered by the main rendering engine.

[0053] Among them, the target dynamic light source refers to the dynamic light source located in the first image frame that needs to use its relevant light source parameters to keep the lighting effects synchronized from the rendering engine.

[0054] Among them, the dynamic light source-related parameters corresponding to the target dynamic light source can be extracted based on the light effect parameter extractor set in the main rendering engine.

[0055] The dynamic light source related parameters may include, but are not limited to, at least one of the following parameters: light source unique identifier (ID), light source type (point light source / parallel light / spotlight / ambient light / alarm light), color value (RGBA, floating-point precision), light intensity (Intensity, 0.0~infinity), position of the light source in the world coordinate system (Vector3), light attenuation radius (Attenuation Radius), and light direction (Direction, applicable to parallel light / spotlight).

[0056] S103, based on a shared memory mechanism, transmits dynamic light source parameters to the slave rendering engine, which then renders the corresponding lighting effects based on these parameters.

[0057] In this application, a shared memory mechanism can be used to transmit dynamic light source parameters to the slave rendering engines, so that each slave rendering engine can perform subsequent lighting effect rendering based on the dynamic light source parameters.

[0058] In some examples, the main rendering engine can be the Unity engine (which drives the background dynamic lighting effects), while the secondary rendering engines can include the UE5 engine (which drives the real-time rendering of the high-fidelity digital human) and the UI control rendering engine (which renders various interactive controls). The secondary rendering engines render the corresponding lighting effects based on dynamic light source parameters, enabling the background dynamic lighting effects to be realistically projected onto the digital human's face and UI controls. This creates a unified physically lit world for the entire human-computer interaction system and the vehicle cabin's visual experience, significantly enhancing the sense of immersion.

[0059] S104: Obtain the second image frame rendered by the main rendering engine after the first image frame, and overlay the second image frame with the light effect rendering content on the same screen.

[0060] It is easy to understand that while the rendering engine is rendering based on the dynamic light source parameters corresponding to the target dynamic light source in the first image frame, the main rendering engine is also generating the next image frame in real time. In this application, the image frame rendered by the main rendering engine after the first image frame is defined as the second image frame.

[0061] After the main rendering engine renders the second image frame, each slave rendering engine has also rendered the corresponding light effect rendering content based on the dynamic light source parameters corresponding to the target dynamic light source in the first image frame. When displaying, the second image frame and the light effect rendering content rendered by each slave rendering engine are overlaid on the same screen.

[0062] In other words, the cross-engine light effect synchronization delay achieved in this application does not exceed one frame. In a scenario with a frame rate of 60 frames per second, the corresponding light effect synchronization delay does not exceed 16ms, which can achieve near-frame-synchronized light effect linkage and meet the requirements of vehicle cockpit for real-time light effect and visual consistency.

[0063] This application proposes a cross-engine lighting effect synchronization method, comprising: determining a main rendering engine and at least one slave rendering engine of a vehicle human-machine interaction system, wherein the role relationship between the main rendering engine and the slave rendering engine is dynamically configured; after the main rendering engine renders a first image frame, determining a target dynamic light source in the first image frame and obtaining the dynamic light source-related parameters corresponding to the target dynamic light source; based on a shared memory mechanism, transmitting the dynamic light source-related parameters to the slave rendering engine, and having the slave rendering engine render the corresponding lighting effect rendering content according to the dynamic light source-related parameters; obtaining a second image frame rendered by the main rendering engine after the first image frame, and displaying the second image frame and the lighting effect rendering content on the same screen. This application, through the dynamic configuration of the roles of the main and slave rendering engines, can flexibly adapt to different scenarios and rendering task switching of the vehicle human-machine interaction system, improving the adaptability and scheduling flexibility of the system architecture; based on the shared memory mechanism for transmitting dynamic light source-related parameters, it can achieve low-latency, high-real-time data interaction between multiple engines, breaking the problem of mutual isolation between rendering pipelines and achieving near-frame-synchronous lighting effect linkage.

[0064] Figure 2 This application illustrates a shared memory mechanism for transmitting dynamic light source parameters to the rendering engine. The following will combine... Figure 2 Let me introduce it.

[0065] like Figure 2 As shown, in Method 1, the shared memory mechanism described in S103 above, which transmits dynamic light source parameters to the slave rendering engine, can be implemented based on the following steps: encapsulating the dynamic light source parameters into data packets, serializing the data packets, and storing them in pre-allocated shared memory; the slave rendering engine actively reads the data packets from the shared memory (the slave rendering engine actively reads the latest data packets from the shared memory in its respective rendering thread using polling or semaphore methods to ensure that the cross-engine lighting effect synchronization delay does not exceed one frame). This establishes an efficient data path between multiple parallel-running rendering engines, solving the problem of traditional rendering engine pipelines being isolated and unable to coordinate, allowing dynamic lighting effect information to be transmitted in real time between objects rendered by different engines.

[0066] like Figure 2As shown, in Method 2, the shared memory mechanism described in S103 above, which transmits dynamic light source parameters to the slave rendering engine, can be implemented based on the following steps: encapsulate the dynamic light source parameters into a data packet, serialize the data packet, and store it in pre-allocated shared memory; broadcast the data packet to the slave rendering engine through the data bus corresponding to the shared memory, ensuring that the cross-engine lighting effect synchronization delay does not exceed one frame. This allows multiple parallel-running rendering engines to simultaneously obtain consistent light source information, enabling real-time transmission of dynamic lighting effects between the rendered content of different rendering engines. This solves the problem of traditional rendering engine pipelines being isolated and unable to coordinate, allowing dynamic lighting effect information to be transmitted in real-time between objects rendered by different engines.

[0067] In this application, to ensure frame synchronization, a double buffering mechanism can be used to store data packets in shared memory to avoid read-write conflicts.

[0068] In this application, the data interaction mechanism based on shared memory has high scalability: for newly added slave rendering engines, only the corresponding subscription interface needs to be implemented to actively read or passively receive dynamic light source related data packets from shared memory, without modifying the logic of the main rendering engine and the existing slave rendering engines.

[0069] It's easy to understand that in some scenarios, the image frames rendered by the main rendering engine only contain dynamic light sources and not static light sources. In this scenario, based on the above... Figure 1 The embodiments described herein can solve the problem that various rendering engines cannot achieve real-time transmission and collaborative linkage of dynamic lighting effect information.

[0070] It's easy to understand that in some scenarios, the image frames rendered by the main rendering engine may contain not only dynamic light sources but also static light sources. These static light sources may also emit relatively strong light, thus playing a significant role in the lighting effects. In such scenarios, based on the above... Figure 1 The embodiments described herein address the problem of the inability of rendering engines to achieve real-time transmission and collaborative operation of dynamic lighting effect information. For static light sources, since their light source parameters are fixed, there is no need to transmit these parameters in real-time through the aforementioned shared memory mechanism. Instead, after determining the light source parameters of the static light sources in the image frames to be rendered by the main rendering engine, these parameters are directly configured to each slave rendering engine via code. Furthermore, when rendering, the slave rendering engines, based on the pre-obtained light source parameters of the static light sources in the image frames to be rendered by the main rendering engine and the real-time light source parameters of the dynamic light sources in the image frames to be rendered by the main rendering engine, render the corresponding lighting effect content. To illustrate this solution... Figure 3 This is a schematic diagram of an exemplary implementation of a cross-engine light effect synchronization method shown in this application, such as... Figure 3 As shown, this cross-engine light effect synchronization method includes the following steps: S301, determine the main rendering engine and at least one slave rendering engine of the vehicle human-machine interaction system, wherein the role relationship between the main rendering engine and the slave rendering engine is dynamically configured.

[0071] For details on the specific implementation of step S301, please refer to the relevant parts of the above embodiments, which will not be repeated here.

[0072] S302, determine the static light source that the main rendering engine presets when rendering image frames.

[0073] Among them, static light sources are light sources whose light intensity, color, position and other related parameters remain fixed. Their parameters are configured before the main rendering engine starts rendering or during scene initialization and do not change dynamically with the real-time rendering of image frames.

[0074] S303 obtains the static light source-related parameters corresponding to each static light source and sends the static light source-related parameters to the rendering engine through a preset configuration method.

[0075] Specifically, static light source parameters can be sent to each slave rendering engine at once through initialization configuration, script loading, or parameter preset, so that the slave rendering engine can directly call the above fixed parameters in the subsequent rendering process without real-time transmission through shared memory.

[0076] S304: After the main rendering engine renders the first image frame, determine the target dynamic light source in the first image frame and obtain the dynamic light source-related parameters corresponding to the target dynamic light source.

[0077] For details on the specific implementation of step S304, please refer to the relevant parts of the above embodiments, which will not be repeated here.

[0078] S305, based on a shared memory mechanism, transmits dynamic light source parameters to the slave rendering engine, which then renders the corresponding lighting effects based on the dynamic and static light source parameters.

[0079] For details on the specific implementation of "transmitting dynamic light source parameters to the rendering engine based on a shared memory mechanism", please refer to the relevant parts of the above embodiments for further details, which will not be repeated here.

[0080] The rendering engine uses the latest dynamic light source parameters obtained in real time through shared memory, combined with the pre-configured fixed static light source parameters, to comprehensively render light effects that are consistent with the lighting environment of the main rendering engine, thereby ensuring that the lighting effects of the multi-engine rendering are visually unified and coordinated.

[0081] S306: Obtain the second image frame rendered by the main rendering engine after the first image frame, and overlay the second image frame with the light effect rendering content on the same screen.

[0082] For details on the specific implementation of step S306, please refer to the relevant parts of the above embodiments, which will not be repeated here.

[0083] This application embodiment uses a differentiated approach to parameter transfer between static and dynamic light sources. Static light source parameters are configured all at once during initialization, while dynamic light source parameters are transmitted in real-time only via shared memory. This effectively reduces runtime data transfer volume, lowering system overhead and rendering latency while ensuring consistency in multi-engine lighting effect rendering. Simultaneously, by combining dynamic configuration of master and slave rendering engine roles with an inter-frame overlay display mechanism, efficient synchronization of cross-engine lighting effects is achieved, resulting in clear and visually unified cockpit lighting effects, further enhancing the operational stability and interactive experience of the in-vehicle human-machine interaction system.

[0084] It should be noted that the following embodiments of this application ( Figures 4-5 The embodiments described herein are mainly based on the collaborative rendering of dynamic light sources, focusing on solving the technical problem that dynamic lighting information between multiple rendering engines cannot be linked in real time.

[0085] In practical applications, even if the image frames rendered by the main rendering engine contain not only dynamic light sources but also static light sources with fixed light source parameters, these parameters can be distributed to each slave rendering engine through conventional configuration. During rendering, each slave rendering engine uses the pre-obtained light source parameters of the static light sources in the image frames to be rendered by the main rendering engine, as well as the real-time light source parameters of the dynamic light sources in the image frames to be rendered by the main rendering engine, to render the corresponding lighting effects. This rendering logic is compatible with and does not conflict with the collaborative rendering logic of the dynamic light sources in this application. For ease of description and to highlight the core of the invention, the processing of static light sources will not be elaborated upon in subsequent embodiments.

[0086] Figure 4 This is a schematic diagram of an exemplary implementation of a cross-engine light effect synchronization method shown in this application, such as... Figure 4 As shown, this cross-engine light effect synchronization method includes the following steps: S401, determine the main rendering engine and at least one slave rendering engine of the vehicle human-machine interaction system, wherein the role relationship between the main rendering engine and the slave rendering engine is dynamically configured.

[0087] S402: After the main rendering engine renders the first image frame, the target dynamic light source in the first image frame is determined, and the dynamic light source-related parameters corresponding to the target dynamic light source are obtained.

[0088] S403, based on a shared memory mechanism, transmits dynamic light source parameters to the rendering engine.

[0089] For details on the specific implementation of steps S401 to S403, please refer to the relevant parts of the above embodiments, which will not be repeated here.

[0090] S404, responding to the image rendering engine from the rendering engine, the rendering engine creates or updates the corresponding virtual light source in its rendering scene based on the dynamic light source related parameters, and the rendering engine incorporates the virtual light source into the rendering calculation process to obtain the light effect rendering image frame, which serves as the light effect rendering content of the rendering engine.

[0091] Taking UE5 as an example, a virtual light source rebuilder can be set up in UE5. After receiving a data packet, the virtual light source rebuilder creates or updates the corresponding virtual light source in its rendering scene based on the dynamic light source parameters in the data packet. For example, if it is determined from the unique identifier of a light source that a virtual light source has already been created, then the corresponding virtual light source parameters are updated based on the latest dynamic light source parameters of that light source; if it is determined from the unique identifier of a light source that a virtual light source has not yet been created, then a new virtual light source corresponding to that light source is created, and the corresponding dynamic light source parameters are configured to that virtual light source. UE5's Lumen global illumination system can incorporate this virtual light source into the physically based rendering calculation process, so that the skin, hair, eyes, and other materials of the digital human model can present realistic physical reflection and shadow effects according to the parameters of the virtual light source.

[0092] Furthermore, to optimize the parallel rendering effect of virtual light sources corresponding to multiple target dynamic light sources, and to ensure that the lighting effects of each virtual light source can be differentiated according to the needs of the vehicle scene, guaranteeing the priority presentation of core lighting effects, this application, if there are multiple target dynamic light sources, incorporates the virtual light sources into the rendering calculation process by the rendering engine to obtain lighting effect rendering image frames. This includes: determining the priority of each target dynamic light source based on the current state of the vehicle, assigning the priority to the corresponding virtual light source, and performing lighting effect fusion processing on each virtual light source based on its priority during the rendering calculation process.

[0093] The priority of each dynamic light source is related to the vehicle's current state. For example, when the vehicle is in a driving safety-related state such as driving warning, fault indication, or emergency braking, the corresponding warning dynamic light source can be given a higher priority, while the ambient dynamic light source can be set to a lower priority. When the vehicle is in a welcome mode, music rhythm, or atmosphere adjustment scenario, the corresponding ambient dynamic light source can be set to a higher priority according to the current scenario requirements, while the warning dynamic light source can be given a lower priority. By setting differentiated priorities for different dynamic light sources based on the vehicle's current state, it is possible to ensure that key lighting effects are transmitted and rendered first, avoid lighting effect conflicts when multiple light sources are running in parallel, match the overall lighting effect of the vehicle's human-machine interaction system with the vehicle's operating state, and improve the rationality of lighting effect rendering.

[0094] In this process, priorities are assigned to the corresponding virtual light sources. When rendering virtual light sources, the lighting effects of each virtual light source are blended based on their priorities. Specifically, the parameters such as the light intensity and light attenuation coefficient of the corresponding virtual light sources can be adjusted according to their priorities. This allows high-priority virtual light sources to play a dominant role in the final lighting result, while low-priority virtual light sources are used to provide support or are appropriately weakened. This achieves a clear and distinct lighting blending effect in scenarios where multiple light sources coexist.

[0095] S405: Obtain the second image frame rendered by the main rendering engine after the first image frame, and overlay the second image frame with the light effect rendering content on the same screen.

[0096] For details on the specific implementation of step S405, please refer to the relevant descriptions in the above embodiments, which will not be repeated here.

[0097] This application embodiment achieves efficient transmission of dynamic light source parameters through dynamic configuration of master and slave rendering engine roles and a shared memory mechanism. This ensures real-time synchronization of lighting effects across engines while improving the flexibility of the system architecture. If the slave rendering engine is an image rendering engine, it can create or update corresponding virtual light sources in the rendering scene based on the relevant parameters of the dynamic light sources, and incorporate the virtual light sources into the rendering calculation process to obtain lighting effect rendering image frames. This enables the rendering content of the slave rendering engine to achieve lighting effect synchronization with the master engine. For example, relying on the virtual light source reconstruction and Lumen global illumination system of the UE5 engine, the digital human model can present realistic physical reflection and shadow effects. By setting differentiated priorities for different dynamic light sources based on the current state of the vehicle and performing lighting fusion processing, high-priority lighting effects can dominate in rendering, effectively avoiding lighting effect conflicts when multiple light sources are in parallel. This ensures that the cabin lighting effects are clear, distinct, and highly matched with the vehicle's operating state, improving the safety and rationality of driving interaction. Furthermore, by displaying the same image on the same screen, a smooth visual effect close to frame synchronization is achieved.

[0098] Figure 5 This is a schematic diagram of an exemplary implementation of a cross-engine light effect synchronization method shown in this application, such as... Figure 5 As shown, this cross-engine light effect synchronization method includes the following steps: S501, determine the main rendering engine and at least one slave rendering engine of the vehicle human-machine interaction system, wherein the role relationship between the main rendering engine and the slave rendering engine is dynamically configured.

[0099] S502: After the main rendering engine renders the first image frame, it determines the target dynamic light source in the first image frame and obtains the dynamic light source-related parameters corresponding to the target dynamic light source.

[0100] S503, based on a shared memory mechanism, transmits dynamic light source parameters to the rendering engine.

[0101] For details on the specific implementation of steps S501 to S503, please refer to the relevant parts of the above embodiments, which will not be repeated here.

[0102] S504, in response to the UI control rendering engine being rendered from the rendering engine, writes dynamic light source-related parameters into the UI Shader's Uniform variable from the rendering engine.

[0103] As one possible approach, if the rendering engine is the UI control rendering engine, regardless of whether there is one or more target dynamic light sources, the dynamic light source-related parameters can be directly written into the UI Shader's Uniform variable by the rendering engine.

[0104] As another feasible approach, if the rendering engine is a UI control rendering engine and there are multiple target dynamic light sources, in order to differentiate the primary and secondary color effects of each UI control according to the needs of the vehicle scene and ensure that the core lighting effects are presented first, in this application, the rendering engine determines the priority of each target dynamic light source based on the current state of the vehicle; according to each priority, the dynamic light source-related parameters corresponding to each target dynamic light source are weighted and adjusted to form multiple sets of adjusted dynamic light source-related parameters; the rendering engine then writes the adjusted multiple sets of dynamic light source-related parameters into the UIShader's Uniform variable.

[0105] S505 uses the UI Shader to read dynamic light source parameters from the Uniform variable, calculates the color parameters of each UI control based on their position, and renders the UI controls with light effects based on these color parameters. This results in the light effect rendering content from the rendering engine.

[0106] Among them, the color parameters include at least one of edge highlight color, material reflectivity, and glass texture.

[0107] In this application, the UI Shader reads dynamic light source-related parameters from the Uniform variable and calculates the corresponding color parameters for each UI control based on the position of each UI control. These color parameters include at least one of edge highlight color, material reflectivity, and glass texture. Specifically, the UI Shader can determine the control color parameters in real time to match the dynamic light source changes based on the read dynamic light source color, light intensity, light source position, and other dynamic light source-related parameters, combined with the coordinate position of the currently rendered UI control on the screen. This is based on a preset mapping relationship between the dynamic light source-related parameters, the UI control position, and the control color parameters. This ensures that each UI control can present corresponding edge highlight, material reflection, and glass texture effects according to the changes in the dynamic light source, guaranteeing that the UI display lighting effect remains synchronized with the overall vehicle lighting environment.

[0108] S506: Obtain the second image frame rendered by the main rendering engine after the first image frame, and overlay the second image frame with the light effect rendering content on the same screen.

[0109] For details on the specific implementation of step S506, please refer to the relevant descriptions in the above embodiments, which will not be repeated here.

[0110] This embodiment achieves efficient synchronization of dynamic light source parameters through dynamic configuration of master and slave rendering engine roles and a shared memory transfer mechanism. This improves the flexibility of the system architecture while ensuring the real-time synchronization of lighting effects. For UI control rendering engine scenarios, by writing dynamic light source-related parameters into the UI Shader's Uniform variable and supporting priority and weight adjustments based on vehicle status under multiple light sources, it is possible to reasonably distinguish the primary and secondary lighting effects and avoid rendering conflicts between multiple light sources. Combined with the UI Shader calculating color parameters including edge highlight color, material reflectivity, and glass texture according to preset mapping relationships, the UI controls can present realistic lighting effects that are highly synchronized with the changes in the main engine's light source. Finally, by overlaying the second image frame and the lighting effect rendering content on the same screen, a smooth visual effect close to frame synchronization is achieved.

[0111] The above embodiments of this application can be implemented individually or in combination. When multiple different types of slave rendering engines, such as image rendering engines and UI control rendering engines, exist simultaneously in a vehicle human-machine interaction system, the main rendering engine can synchronously distribute dynamic light source-related parameters to each slave rendering engine through a shared memory mechanism. Each slave rendering engine can adopt a light effect rendering method adapted to its own engine type to generate corresponding light effect rendering content. Finally, all of them are superimposed on the image frames of the main rendering engine for display on the same screen, thereby achieving unified light effect coordination and overall visual consistency of multi-engine and multi-type rendering content.

[0112] Furthermore, the "determining the target dynamic light source in the first image frame" described in the above embodiments can be based on the following method: obtaining the light source attributes corresponding to each candidate light source in the first image frame, and determining the division method of the light source attributes; if the light source attributes are divided into static light sources and dynamic light sources, then the candidate light sources in the first image frame whose light source type is dynamic light source are determined as target dynamic light sources. In this way, by dividing the candidate light sources into static light sources and dynamic light sources, and only determining the dynamic light sources as target dynamic light sources, it is possible to clearly distinguish between light sources that need to be synchronized to the slave rendering engine in real time and static light sources that do not need to be synchronized, avoiding repeated transmission and redundant calculation of static light sources, and ensuring that only necessary dynamic light source data is synchronized between the main rendering engine and the slave rendering engine.

[0113] Furthermore, the "determining the target dynamic light source in the first image frame" described in the above embodiments can be determined based on the following method: obtaining the light source attributes corresponding to each candidate light source in the first image frame, and determining the division method of the light source attributes; if the light source attributes are divided into static light sources, dynamic light sources that need to be synchronized to the rendering engine (referring to dynamic light sources that have a significant impact on the lighting effect), and dynamic light sources that do not need to be synchronized to the rendering engine (referring to dynamic light sources with very low light intensity or very small light influence range and little impact on the lighting effect), then the candidate light sources in the first image frame whose light source type is dynamic light source that needs to be synchronized to the rendering engine are determined as target dynamic light sources. In this way, by further classifying light source attributes into static light sources, dynamic light sources that require synchronization, and dynamic light sources that do not require synchronization, more refined screening and control of dynamic light sources can be achieved. Only dynamic light sources that have a significant impact on lighting effects and need to be synchronized to the rendering engine can be identified as target dynamic light sources. Dynamic light sources that contribute little to the overall lighting effects or do not require cross-engine synchronization can be further eliminated, greatly reducing invalid data transmission and rendering computation. While ensuring that the lighting effect synchronization is not affected, the system's computational load is significantly reduced, and rendering smoothness and system stability are improved.

[0114] Figure 6This is an exemplary schematic diagram of a cross-engine light effect synchronization device shown in this application, such as... Figure 6 As shown, the cross-engine lighting effect synchronization device 600 includes a determination module 601, an acquisition module 602, a transmission module 603, a rendering module 604, and a display module 605, wherein: The determination module 601 is used to determine the main rendering engine and at least one slave rendering engine of the vehicle human-machine interaction system, wherein the role relationship between the main rendering engine and the slave rendering engine is dynamically configured.

[0115] The acquisition module 602 is used to determine the target dynamic light source in the first image frame after the main rendering engine renders the first image frame, and to acquire the dynamic light source related parameters corresponding to the target dynamic light source.

[0116] The transmission module 603 is used to transmit dynamic light source-related parameters to the rendering engine based on a shared memory mechanism.

[0117] Rendering module 604 is used to render corresponding lighting effects content from the rendering engine based on dynamic light source parameters.

[0118] The display module 605 is used to obtain the second image frame rendered by the main rendering engine after the first image frame, and to overlay the second image frame with the light effect rendering content on the same screen.

[0119] This device can flexibly adapt to different scenarios and rendering task switching of the vehicle human-machine interaction system by dynamically configuring the roles of master and slave rendering engines, thereby improving the adaptability and scheduling flexibility of the system architecture. Based on the shared memory mechanism to transmit dynamic light source related parameters, it can achieve low-latency and high-real-time data interaction between multiple engines, breaking the problem of mutual isolation between rendering pipelines and achieving near-frame-synchronous light effect linkage.

[0120] Furthermore, the transmission module 603 is also used to: encapsulate dynamic light source-related parameters into data packets and store the data packets in shared memory; broadcast the data packets to the rendering engine via the data bus corresponding to the shared memory, or have the rendering engine actively read the data packets from the shared memory.

[0121] Furthermore, the rendering module 604 is also used to: respond to the rendering engine as an image rendering engine, have the rendering engine create or update the corresponding virtual light source in its rendering scene based on the dynamic light source related parameters; and have the rendering engine incorporate the virtual light source into the rendering calculation process to obtain a light effect rendering image frame.

[0122] Furthermore, the rendering module 604 is also used to: respond to the fact that there are multiple target dynamic light sources, determine the priority of each target dynamic light source based on the current state of the vehicle, and assign the priority to the corresponding virtual light source; when rendering virtual light sources in the rendering calculation process, perform lighting effect fusion processing on each virtual light source based on the priority of each virtual light source.

[0123] Furthermore, the rendering module 604 is also used to: respond to the rendering engine for UI controls, have the rendering engine write dynamic light source related parameters into the UI Shader's Uniform variable, have the UI Shader read the dynamic light source related parameters from the Uniform variable, and calculate the color parameters corresponding to each UI control based on the position of each UI control, wherein the color parameters include at least one of edge highlight color, material reflectivity, and glass texture; and render the light effect rendering UI control based on the color parameters.

[0124] Furthermore, the rendering module 604 is also used to: respond to the presence of multiple target dynamic light sources, determine the priority of each target dynamic light source based on the current state of the vehicle; adjust the weights of the dynamic light source-related parameters corresponding to each target dynamic light source according to each priority, forming multiple sets of adjusted dynamic light source-related parameters; and write the adjusted multiple sets of dynamic light source-related parameters into the Uniform variable of the UI Shader by the rendering engine.

[0125] Furthermore, the acquisition module 602 is also used to: acquire the light source attributes corresponding to each candidate light source in the first image frame, and determine the division method of the light source attributes; if the division method of the light source attributes is to divide them into static light sources and dynamic light sources, then the candidate light sources in the first image frame whose light source type is dynamic light source are determined as target dynamic light sources; if the division method of the light source attributes is to divide them into static light sources, dynamic light sources that need to be synchronized to the rendering engine, and dynamic light sources that do not need to be synchronized to the rendering engine, then the candidate light sources in the first image frame whose light source type is dynamic light sources that need to be synchronized to the rendering engine are determined as target dynamic light sources.

[0126] Furthermore, the acquisition module 602 is also used to: determine the static light source preset by the main rendering engine when rendering the image frame; acquire the static light source related parameters corresponding to each static light source, and send the static light source related parameters to the slave rendering engine through a preset configuration method; the rendering module 604 is also used to: render the corresponding light effect rendering content by the slave rendering engine according to the dynamic light source related parameters and the static light source related parameters.

[0127] To implement the above embodiments, this application also proposes an electronic device 700, such as... Figure 7As shown, the electronic device 700 includes a processor 701 and a memory 702 communicatively connected to the processor. The memory 702 stores instructions that can be executed by at least one processor. The instructions are executed by at least one processor 701 to implement the cross-engine light effect synchronization method as shown in the above embodiment.

[0128] To implement the above embodiments, this application also proposes a non-transitory computer-readable storage medium storing computer instructions, wherein the computer instructions are used to enable a computer to implement the cross-engine light effect synchronization method as shown in the above embodiments.

[0129] To implement the above embodiments, this application also proposes a computer program product, including a computer program that, when executed by a processor, implements the cross-engine light effect synchronization method as shown in the above embodiments.

[0130] In the description of this application, it should be understood that the terms "center", "longitudinal", "lateral", "length", "width", "thickness", "upper", "lower", "front", "rear", "left", "right", "vertical", "horizontal", "top", "bottom", "inner", "outer", "clockwise", "counterclockwise", "axial", "radial", "circumferential", etc., indicating the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, are only for the convenience of describing this application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this application.

[0131] Furthermore, 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 application, "multiple" means two or more, unless otherwise explicitly specified.

[0132] In the description of this specification, the references to terms such as "one embodiment," "some embodiments," "example," "specific example," or "some examples," etc., refer to specific features, structures, materials, or characteristics described in connection with that embodiment or example, which are included in at least one embodiment or example of this application. In this specification, the illustrative expressions of the above terms do not necessarily refer to the same embodiment or example. Furthermore, the specific features, structures, materials, or characteristics described may be combined in any suitable manner in one or more embodiments or examples. Moreover, without contradiction, those skilled in the art can combine and integrate the different embodiments or examples described in this specification, as well as the features of different embodiments or examples.

[0133] Although embodiments of this application have been shown and described above, it is understood that the above embodiments are exemplary and should not be construed as limiting this application. Those skilled in the art can make changes, modifications, substitutions and variations to the above embodiments within the scope of this application.

Claims

1. A method for synchronizing light effects across engines, characterized in that, include: The main rendering engine and at least one slave rendering engine of the vehicle human-machine interaction system are determined, wherein the role relationship between the main rendering engine and the slave rendering engine is dynamically configured; After the main rendering engine renders the first image frame, the target dynamic light source in the first image frame is determined, and the dynamic light source related parameters corresponding to the target dynamic light source are obtained. Based on the shared memory mechanism, the dynamic light source related parameters are transmitted to the slave rendering engine, and the slave rendering engine renders the corresponding light effect rendering content according to the dynamic light source related parameters; Obtain the second image frame rendered by the main rendering engine after the first image frame, and display the second image frame and the light effect rendering content on the same screen.

2. The method according to claim 1, characterized in that, The method of transmitting the dynamic light source-related parameters to the rendering engine based on the shared memory mechanism includes: The dynamic light source-related parameters are encapsulated into a data packet, and the data packet is stored in shared memory; The data packet can be broadcast to the slave rendering engine via the data bus corresponding to the shared memory, or the slave rendering engine can actively read the data packet from the shared memory.

3. The method according to claim 2, characterized in that, In response to the rendering engine being an image rendering engine, the rendering of the corresponding lighting effect content by the rendering engine based on the dynamic light source related parameters includes: The rendering engine creates or updates corresponding virtual light sources in its rendering scene based on the dynamic light source-related parameters; The virtual light source is incorporated into the rendering calculation process by the rendering engine to obtain a light effect rendering image frame.

4. The method according to claim 3, characterized in that, In response to the presence of multiple target dynamic light sources, the step of incorporating the virtual light sources into the rendering calculation process by the rendering engine to obtain a light effect rendering image frame includes: Based on the current state of the vehicle, the priority of each target dynamic light source is determined, and the priority is assigned to the corresponding virtual light source. When rendering the virtual light source, the lighting effects of each virtual light source are blended based on their priority.

5. The method according to claim 2, characterized in that, In response to the rendering engine being a UI control rendering engine, the rendering of the corresponding lighting effect content by the rendering engine based on the dynamic light source parameters includes: The dynamic light source parameters are written from the rendering engine into the UI Shader's Uniform variable. The UI Shader reads the dynamic light source-related parameters from the Uniform variable and calculates the color parameters corresponding to each UI control based on the position of each UI control. The color parameters include at least one of edge highlight color, material reflectivity, and glass texture. The UI control for rendering light effects is obtained based on the color parameters.

6. The method according to claim 5, characterized in that, In response to the presence of multiple target dynamic light sources, the step of writing the relevant parameters of the dynamic light sources from the rendering engine into the Uniform variable of the UI Shader includes: Based on the current state of the vehicle, determine the priority of each of the target dynamic light sources; According to the priorities described above, the dynamic light source related parameters corresponding to each target dynamic light source are weighted and adjusted to form multiple sets of adjusted dynamic light source related parameters. The rendering engine writes the adjusted sets of dynamic light source-related parameters into the UI Shader's Uniform variable.

7. The method according to any one of claims 1-6, characterized in that, Determining the target dynamic light source in the first image frame includes: Obtain the light source attributes corresponding to each candidate light source in the first image frame, and determine the division method of the light source attributes; If the light source attributes are divided into static light sources and dynamic light sources, then the candidate light source with the light source type of dynamic light source in the first image frame is determined as the target dynamic light source. If the light source attributes are divided into static light sources, dynamic light sources that need to be synchronized to the rendering engine, and dynamic light sources that do not need to be synchronized to the rendering engine, then the candidate light sources in the first image frame whose light source type is dynamic light source that needs to be synchronized to the rendering engine are determined as the target dynamic light source.

8. The method according to any one of claims 1-6, characterized in that, After determining the main rendering engine and at least one slave rendering engine of the vehicle human-machine interaction system, the method further includes: Determine the static light source that the main rendering engine pre-sets when rendering image frames; Obtain the static light source related parameters corresponding to each static light source, and send the static light source related parameters to the rendering engine through a preset configuration method; The rendering of corresponding lighting effects obtained by the rendering engine based on the dynamic light source parameters includes: The rendering engine renders the corresponding light effect content based on the dynamic light source parameters and the static light source parameters.

9. A cross-engine light effect synchronization device, characterized in that, include: A determination module is used to determine the main rendering engine and at least one slave rendering engine of the vehicle human-machine interaction system, wherein the role relationship between the main rendering engine and the slave rendering engine is dynamically configured. The acquisition module is used to determine the target dynamic light source in the first image frame after the main rendering engine renders the first image frame, and to acquire the dynamic light source related parameters corresponding to the target dynamic light source. The transmission module is used to transmit the dynamic light source-related parameters to the rendering engine based on a shared memory mechanism. The rendering module is used to render the corresponding light effect content by the rendering engine based on the dynamic light source related parameters; The display module is used to obtain the second image frame rendered by the main rendering engine after the first image frame, and to overlay the second image frame with the light effect rendering content on the same screen.

10. An electronic device, comprising: At least one processor; as well as, A memory communicatively connected to the at least one processor; wherein, The memory stores instructions that can be executed by the at least one processor to enable the at least one processor to perform the method of any one of claims 1-8.

11. A non-transitory computer-readable storage medium storing computer instructions, wherein, The computer instructions are used to cause the computer to perform the method according to any one of claims 1-8.

12. A computer program product comprising a computer program that, when executed by a processor, implements the steps of the method according to any one of claims 1-8.

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