Method for controlling multiple types of dynamic visual effects of embedded LED display screen
Patent Information
- Application Number
- CN202611127501.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-07-28
- Publication Date
- 2026-10-27
AI Technical Summary
[0004]然而,上述现有技术方案仍存在以下技术问题:动态画面缺乏真实物理效果,粒子运动生硬、小球响应不自然、频谱跳动机械,整体视觉真实度不足;各类特效之间耦合紧密、缺乏独立切换能力,无法灵活适配不同应用场景的显示需求;且对嵌入式低算力环境适配不足,存在粒子频繁新建、图形全幅遍历等消耗MCU算力的操作,易导致画面卡顿
本发明通过构建四套独立解耦的标准化物理数学模型,分别采用重力概率位移与三层优先级判定、阻尼惯性运动与非线性灵敏度校正、PD比例-微分回吸控制、弹簧-阻尼物理模型迭代,使流沙特效呈现真实堆积与滑落感、小球操控兼具小幅灵敏与大幅平稳、数字切换产生粒子炸开重组效果、频谱跳动富有弹性节奏,全面提升了动态画面的物理真实度与视觉层次感;同时四类特效完全解耦、可独立启停切换,配合粒子复用、坐标区间截断、分层遍历等轻量化优化手段,大幅降低MCU算力与内存占用,有效保障了嵌入式低算力环境下画面输出的流畅性与稳定性。
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Abstract
Description
Technical Field
[0001] This invention belongs to the field of display control and sensor interaction technology, and particularly relates to a method for controlling multiple types of dynamic visual effects in embedded LED displays. Background Technology
[0002] With the widespread adoption of smart wearable devices and IoT interactive display products, dynamic screen animations driven by accelerometers and audio data streams have become the mainstream form of interaction. Users have increasingly higher demands for the visual effects of small LED display devices, requiring not only smooth visuals but also realistic physical sensations and immersive experiences in dynamic scenes. However, limited by the computing power and storage resources of embedded devices' MCUs, achieving highly realistic dynamic visual effects in low-resource environments remains a core challenge in this field.
[0003] Currently, existing technical solutions mainly use fixed graphic frame switching or simple linear displacement animation to achieve dynamic display effects. In gravity-sensing interaction scenarios, existing solutions typically map the direction of gravity directly to the fixed offset direction of particles, with particles translating linearly as a whole. In tilt-controlled ball motion scenarios, a proportional linear mapping between acceleration and velocity is commonly used, resulting in ball motion without inertial buffering. In audio visualization scenarios, the spectrum height is instantaneously refreshed following the audio amplitude. In digital time switching scenarios, new numbers directly overwrite old numbers, with no intermediate transition animation during the switching process. Various animation logics are usually mixed and written in the same control flow, resulting in high coupling.
[0004] However, the existing technical solutions mentioned above still have the following technical problems: the dynamic images lack realistic physical effects, the particle movements are stiff, the ball responses are unnatural, the spectrum jumps mechanically, and the overall visual realism is insufficient; the various special effects are tightly coupled and lack independent switching capabilities, making it impossible to flexibly adapt to the display needs of different application scenarios; and the adaptation to embedded low computing power environments is insufficient, with frequent particle creation and full-frame graphic traversal operations that consume MCU computing power, which can easily lead to screen stuttering. Summary of the Invention
[0005] The purpose of this invention is to provide a method for controlling multiple types of dynamic visual effects in embedded LED displays, aiming to solve the problems existing in the background art.
[0006] This invention is implemented as follows: a method for controlling multiple types of dynamic visual effects in an embedded LED display screen, including four types of special effects operation processes: flowing sand effect, sliding ball effect, particle digital recombination effect, and audio spectrum jumping effect. The whole process includes four stages: sensor data acquisition, physical parameter mathematical mapping, particle / graphic coordinate iteration, and screen brightness rendering. Each special effect executes its corresponding mathematical model independently.
[0007] Sand flow special effect: collect triaxial raw gravity data from the accelerometer, and calculate plane motion probability parameters and gravity direction sign coefficients; determine the grid traversal order based on the gravity direction sign coefficients to eliminate the repeated displacement conflict of single-frame particles; perform three-layer priority random probability displacement judgment on each sand particle in the grid — prioritize diagonal displacement, if it fails, perform single-axis random displacement, and if it fails again, perform slope accumulation sliding displacement; set the frame count threshold T=3, and generate new sand particles in the opposite direction of gravity every T accumulated frames; complete the rendering by mapping the LED brightness grayscale value according to the grid distribution.
[0008] Sliding ball special effect: collect raw accelerometer data, and perform smoothing and noise reduction through low-pass filtering; establish the mapping from sensor axes to screen coordinates, and introduce a nonlinear sensitivity correction function, which has high sensitivity at small tilt angles and gentle response at large tilt angles; integrate the mapped acceleration components to obtain the velocity; introduce a damping coefficient to attenuate the velocity; set the minimum velocity threshold and the maximum velocity threshold to perform velocity truncation constraint; update the pixel coordinates of the small ball, detect screen boundary collisions, and reverse the velocity after collision and superimpose the attenuation coefficient kb; update the trailing pixel buffer, and render a 3×3 square small ball and a trailing brightness gradient picture.
[0009] Particle digital reorganization special effect: read the target time parameter, and extract the effective pixel coordinates of the digital font bitmap and the separator bitmap as the particle target coordinate point set; when the time does not change, the particles remain stationary, and when the time is updated, a two-stage animation is entered: in the blasting and splashing stage, all particles are given radial diffusion initial velocity to perform free motion frames; in the backtracking and condensation stage, the particle target coordinate point set is regenerated, particles are assigned to the target points, new particles are supplemented if there is a deficiency, and the PD pull-back control algorithm is adopted for iterative convergence; complete the digital graphic rendering according to the real-time coordinates and brightness of the particles.
[0010] Audio spectrum jumping special effect: built-in three types of audio simulation models: random, sine wave, and pulse, outputting the target height of the spectrum bar in each frame ; adopt a spring-damping physical model for each spectrum vertical bar to iterate the height; set the small-amplitude oscillation convergence threshold Htiny, and directly converge when |Δh|<Htiny; introduce an attenuation coefficient to attenuate the target height every frame; distinguish the high and low frequency bands according to the spectrum bar index, perform brightness mapping, and complete the rendering of vertical spectrum bars.
[0011] In the present invention, the random displacement judgment of the sand flow special effect uses the RAND_PROB() function to output a random value from 0 to 1000 for comparison with the threshold; the trailing buffer of the sliding small ball uses a circular queue to store historical coordinates, and the brightness attenuates linearly with time sequence; particles of the particle digital special effect uniformly store a structure of coordinates, velocity and life cycle, and particle reuse is prioritized over creating new particles.
[0012] This invention achieves four independently switchable dynamic visual effects through four mathematical models: gravitational probability displacement, damped inertial motion, PD particle convergence, and spring damping spectrum iteration, making it compatible with low-computing-power embedded LED display devices.
[0013] The embedded LED display screen multi-type dynamic visual effects control method provided by this invention has the following beneficial effects: This invention constructs four independent and decoupled standardized physical and mathematical models, employing gravity probability displacement and three-layer priority judgment, damped inertial motion and nonlinear sensitivity correction, PD proportional-differential pullback control, and spring-damped physical model iteration, respectively. This results in realistic accumulation and sliding sensations in the flowing sand effect, ball control with both small-amplitude sensitivity and large-amplitude stability, particle explosion and recombination effects from digital switching, and elastic rhythmic spectrum fluctuations, comprehensively enhancing the physical realism and visual hierarchy of dynamic images. Furthermore, the four types of special effects are completely decoupled and can be independently started, stopped, and switched. Combined with lightweight optimization techniques such as particle reuse, coordinate interval truncation, and layered traversal, this significantly reduces MCU computing power and memory usage, effectively ensuring the smoothness and stability of image output in embedded low-computing-power environments. Detailed Implementation
[0014] To make the objectives, technical solutions, and advantages of this invention clearer, the invention will be further described in detail below with reference to embodiments. It should be understood that the specific embodiments described herein are merely illustrative and not intended to limit the invention.
[0015] The specific implementation of the present invention will be described in detail below with reference to specific embodiments.
[0016] This invention provides a method for controlling multiple types of dynamic visual effects in embedded LED displays, including four types of special effects operation processes: flowing sand effect, sliding ball effect, particle digital recombination effect, and audio spectrum jumping effect. The whole process includes four stages: sensor data acquisition, physical parameter mathematical mapping, particle / graphic coordinate iteration, and screen brightness rendering. Each special effect executes its corresponding mathematical model independently.
[0017] I. Complete Mathematical Calculation Flow of the Sand_effect Acquisition of raw triaxial gravity data from accelerometers Calculate planar motion probability parameters based on triaxial raw gravity data The value range [0, 1000] is constrained by a truncation function; the sign coefficient of the gravity direction is calculated based on the positive and negative signs of the gravity components. .
[0018] based on Determine the mesh traversal order to eliminate conflicts caused by repeated particle displacements in a single frame.
[0019] A three-level priority mathematical judgment logic for particle displacement is set up, and a random probability displacement judgment is performed on each grain of sand in the grid. The random probability displacement judgment includes: 1. Prioritize diagonal displacement determination: coordinate update For the updated coordinates, If the grid is unoccupied, the displacement is completed before updating the coordinates. 2. If diagonal displacement fails, perform single-axis random displacement: update only. Or just update When the grid is empty, the displacement is completed; 3. If single-axis displacement fails, then perform ramp stacking sliding displacement, moving one unit along the direction of gravity tilt; Set the frame count threshold T=3. Every T frames, a new sand grain is generated at the blank grid coordinates in the opposite direction of gravity to continuously replenish particles and maintain the visual density of the image.
[0020] Iterate through the entire grid array effect->grid, and map the LED grayscale brightness values according to the existence state of sand particles in the grid to complete the full-screen rendering output.
[0021] II. Complete Mathematical Calculation Flow for the Sliding Ball Effect (ball_effect) Acquiring raw accelerometer data Low-pass filtering is used to smooth and reduce noise in the raw sensor data.
[0022] A mapping relationship between the sensor axis and the screen pixel coordinates is established, and a nonlinear sensitivity correction function f(θ) is introduced to satisfy the characteristics of high sensitivity at small tilt angles and smooth response at large tilt angles.
[0023] Integrate the screen acceleration components after mapping to solve for the velocity of the ball: In the formula The time step is a single frame. These are the instantaneous motion velocities along the X and Y axes, respectively.
[0024] Introducing a fixed damping coefficient c and a decay rate, we simulate friction and perform damping iterations: Set minimum speed threshold Maximum speed threshold :like ,make ;like ,make ; Use the same constraint rules.
[0025] Update the ball's pixel coordinates: Detect screen boundary collisions; after a collision, the velocity is reversed and an attenuation coefficient kb is added; boundary correction calculation is then performed. A circular queue-style trail buffer is used to store the coordinates of the ball in historical frames. The brightness of the trail pixels decreases linearly with the storage time of the queue. A 3×3 solid square ball is rendered based on the current ball coordinates, and the gradient brightness of the trail is superimposed to complete the image output.
[0026] III. Complete Mathematical Calculation Process of the Particle_digit_effect Special Effect Read the target time parameters hours and minutes, load the digit font bitmap digit_font and separator bitmap colon_font, extract all valid pixel coordinates inside the graphic, and construct the particle target coordinate point set Ptarget.
[0027] The system compares the current displayed time with the target time in real time. If the time remains unchanged, all particle coordinates and velocity parameters remain constant. If the time is updated, a two-stage particle animation model is activated. Phase 0. Explosion Spray Phase: All surviving particles are given an initial radial outward diffusion velocity vinit, and the particles move freely with random offsets. After a fixed number of frames Texplode, the process switches to Phase 1.
[0028] Phase 1. Backtracking Condensation Phase: ① Regenerate a complete and intact set of digital target coordinates Ptarget; ② Assign each existing surviving particle to its corresponding independent target point, generating new particles to fill any missing target points; ③ Use the PD proportional-differential backflow control algorithm to iterate the particle coordinates, driving the particles to smoothly converge towards the target point, using the following steps in sequence: in, This is the proportionality coefficient. The differential coefficients are... Particle's current coordinates The particle's current velocity.
[0029] Iterate through all particle structures, read real-time coordinates and brightness parameters, render particle light points at the corresponding pixel positions on the LED screen, and stitch them together to form a complete digital graphic.
[0030] IV. Complete Mathematical Calculation Flow of the Audio Spectrum Jump Effect (audio_jump_effect) It has three built-in switchable audio simulation generation mathematical models: random amplitude model, sinusoidal periodic model, and pulse collision increase model. Each frame of computation outputs a single vertical spectral bar target height. .
[0031] For each spectral vertical bar, the dynamic height is iterated using a spring-damped physical model, and the spring stiffness coefficient is defined. Motion damping coefficient Use in sequence: Set a small oscillation convergence threshold Htiny, and directly assign a value when the height difference satisfies |Δh|<Htiny , so as to eliminate tiny high-frequency jitter of the frequency spectrum.
[0032] Introduce a global attenuation coefficient AUDIO_DECAY_RATE, which automatically attenuates the target height for each frame to simulate the natural drop of audio volume, and the corresponding attenuation formula is: Distinguish the low frequency band, middle frequency band and high frequency band based on the spectrum bar index, and the brightness calculation formula is: Where α is the band brightness difference correction coefficient; render vertical spectrum bars according to the calculated height and brightness parameters, the low-frequency bars have lower brightness and the high-frequency bars have higher brightness, so as to form a hierarchical dynamic audio picture.
[0033] Further optimization schemes of the present invention: the quicksand special effect and the particle digital special effect uniformly adopt a memory-reused particle structure, and new particles are created only when particles are missing, so as to reduce the overhead of frequent memory allocation and deallocation of embedded devices; all parameters of the four types of special effects can be configured externally, and thresholds, coefficients and frame count thresholds can be modified as required, to adapt to LED display screens of different sizes and MCU devices with different computing powers.
[0034] The method of the present invention will be described in detail below with reference to a complete parameter embodiment.
[0035] Embodiment 1. Quicksand special effect implementation parameter configuration The acceleration sampling frequency is 30 frames per second, The calculation output interval is [0, 1000], and the displacement judgment threshold is 600; the generated sand grain frame threshold T=3; the three layers of displacement priority are diagonals, single axis, and ramp sliding in sequence; the grid size is 16×16; during rendering, the pixel brightness of existing sand grains is 255, and the brightness of blank grids is 0.
[0036] Operation effect: when the device is tilted, the sand grains flow naturally along the direction of gravity, forming accumulated ramps at low positions, new sand grains are supplemented at the top of the screen every 3 frames, and there is no particle teleportation or stuttering during the flow process.
[0037] Embodiment 2. Sliding ball special effect implementation parameter configuration The damping coefficient c=0.92, the minimum velocity threshold Vmin=0.1, and the maximum velocity threshold Vmax=4.0; the boundary attenuation coefficient kb=0.7; the nonlinear sensitivity function f(θ) has a gain of 1.8 when the tilt is 0~15°, and the gain decreases linearly to 1.0 when the tilt is 15°~45°; the length of the trailing buffer is 8 frames, and the brightness attenuates by 12% frame by frame; the rendering size of the ball is a 3×3 pixel solid square.
[0038] Operation effect: the ball responds quickly when the screen is slightly tilted, moves gently when the tilt angle is large, the rebound force is natural when colliding with the edge of the screen, and the trailing gradient is soft without broken ghosting.
[0039] Example 3. Parameter Configuration for Implementing Particle Digital Recombination Special Effects PD control coefficients Kp=0.08, Kd=0.12; explosion spread frame count Texplode=20; fixed number of individual digital target points 120; particle lifecycle is infinite, new particles are only added when target points are missing; particle brightness is uniformly 180.
[0040] Performance: The particles explode outwards the instant the time changes, and automatically regroup into new numbers after a delay. The particle movement is smooth and without jumps, and the dynamic visual impact is strong.
[0041] Example 4. Parameter Configuration for Implementing Audio Spectrum Fluctuation Effect Spring stiffness k=0.15, damping coefficient c=0.22; small oscillation threshold Htiny=0.8; attenuation coefficient AUDIO_DECAY_RATE=0.94; frequency band brightness correction coefficient α=0.02; total number of spectrum bars 16, low frequency to high frequency index 0~15.
[0042] Performance: The spectrum bars rise and fall elastically when the audio amplitude changes, without violent jitter. The volume decays smoothly when it drops, and the brightness of the high and low frequency bands is distinct, with a strong sense of rhythm.
[0043] The above four types of special effects can be enabled individually or switched on a time-sharing basis. All mathematical operations only include basic arithmetic operations, truncation constraints, and simple condition judgments, without the need for complex matrix operations. It is compatible with 8-bit and 32-bit low-computing-power embedded MCUs. All parameters are configurable empirical thresholds and can be flexibly adjusted according to the LED screen size, refresh rate, and device computing power.
[0044] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of the present invention should be included within the protection scope of the present invention.
Claims
1. A method for controlling multiple types of dynamic visual effects in an embedded LED display screen, characterized in that, The method for controlling multiple types of dynamic visual effects on the embedded LED display screen includes: Step 1. Sand effect calculation: Collect raw three-axis gravity data from the accelerometer and calculate the planar motion probability parameters and gravity direction sign coefficient. Based on the gravity direction sign coefficient, perform random probability displacement judgment on each grain of sand in the grid, and map the LED brightness grayscale value according to the distribution of sand grains in the grid to complete the full screen rendering. Step 2. Sliding ball effect calculation: Collect raw accelerometer data and establish the mapping relationship between sensor axis and screen pixel coordinates. Integrate the screen acceleration components after mapping to solve for the motion velocity. Update the ball pixel coordinates and detect screen boundary collisions to correct the velocity. Render the ball and trailing scene based on the current ball coordinates. Step 3. Particle digital recombination effect calculation: Read the target time parameter and extract the effective pixel coordinate set of the digital font bitmap and separator bitmap as the particle target coordinate point set. Compare the current display time with the target time in real time. If the target time changes, enter the two-stage particle animation model including the explosion and splashing stage and the retrospective condensation stage, and complete the digital graphics rendering based on the real-time coordinates of all particles. Step 4. Audio spectrum jitter effect calculation: The target height of the spectrum bar for each frame is output through the audio simulation generation model. The dynamic height of each vertical spectrum bar is iterated using a spring-damped physical model, and the LED brightness is mapped according to the current height of the spectrum bar to complete the rendering of the vertical spectrum bar.
2. The method for controlling multiple types of dynamic visual effects in an embedded LED display screen according to claim 1, characterized in that, Step 1 specifically includes: Step 1.1: Collect data separately Raw triaxial gravity data from accelerometers in three directions and calculate Planar motion probability parameters in the direction Simultaneously calculate Gravity direction sign coefficient ; Step 1.2: Based on the sign coefficient of gravity direction Determine the mesh traversal order and eliminate conflicts caused by repeated particle displacements in a single frame; Step 1.3: Set up a three-level priority mathematical judgment logic for particle displacement, and perform random probability displacement judgment for each grain of sand in the grid. The random probability displacement judgment includes: Prioritize diagonal displacement determination: coordinate update For the updated coordinates, If the grid is unoccupied, the displacement is completed before updating the coordinates. If diagonal displacement fails, perform single-axis random displacement: update only. Or just update When the grid is empty, the displacement is completed; If single-axis displacement fails, then ramp stacking sliding displacement is executed, moving one unit along the direction of gravity tilt; Step 1.4: Set the frame counting threshold T=3, and generate new sand grains in the grid coordinates opposite to gravity every T accumulated frames; Step 1.5: Based on the grid sand grain distribution coordinates, map the LED brightness grayscale values using effect->grid to complete the full-screen rendering.
3. The method for controlling multiple types of dynamic visual effects in an embedded LED display screen according to claim 2, characterized in that, The random displacement determination uses a unified random probability function RAND_PROB() to output a random value from 0 to 1000, which is then compared with the displacement threshold to determine whether the particle has moved.
4. The method for controlling multiple types of dynamic visual effects in an embedded LED display screen according to claim 1, characterized in that, Step 2 specifically includes: Step 2.1: Acquire raw accelerometer data Low-pass filtering is used to smooth and reduce noise in the raw sensor data. Step 2.2: Establish the mapping relationship between the sensor axis and the screen pixel coordinates, and introduce a nonlinear sensitivity correction function f(θ) to satisfy the characteristics of high sensitivity at small tilt angles and smooth response at large tilt angles; Step 2.3: Integrate the acceleration components on the mapped screen to solve for the motion velocity: in: This is the raw sampled data for the X / Y axes of the accelerometer; This is a nonlinear sensitivity correction function; the input is the tilt angle, and the output is the acceleration gain coefficient. The single-frame computation time step is fixed by the screen refresh rate; The instantaneous X and Y axial velocities of the ball in the previous frame; These are the instantaneous velocities of the ball along the X and Y axes after the current frame is updated; Step 2.4: Introduce the damping coefficient c and the attenuation rate, and perform damping iterative calculations. in: The global damping coefficient is dimensionless and ranges from 0 to 1. It simulates the frictional force during motion, and the larger the value, the slower the deceleration. Step 2.5: Set the minimum speed threshold Maximum speed threshold : like ,make ; like ,make ; Use the same constraint rules; in: The minimum static velocity threshold is used to determine that the ball is stationary if the velocity is below this threshold, thus eliminating slight vibrations. This is the maximum speed threshold, used to limit the ball's maximum speed and prevent screen overflow. Step 2.6: Update the pixel coordinates of the ball: in: These are the pixel coordinates of the ball's center in the previous frame; The coordinates of the center pixel of the ball in the current frame; Detect collisions at screen boundaries; after a collision, the velocity is reversed and a decay coefficient is added. Perform boundary correction calculations: in: is the boundary collision attenuation coefficient, which is dimensionless and takes values in the range (0,1), and is used to control the energy loss from collision bounce. Step 2.7: Update the trailing pixel buffer and render a 3×3 square sphere and a trailing brightness gradient image based on the current sphere coordinates.
5. The method for controlling multiple types of dynamic visual effects in an embedded LED display screen according to claim 1, characterized in that, Step 3 specifically includes: Step 3.1: Read the target time parameters hours and minutes, extract the digit font bitmap digit_font and separator bitmap colon_font, and extract the set of valid pixel coordinates of the graphic as the particle target coordinate point set Ptarget; Step 3.2: Real-time comparison of the current displayed time with the target time: If the time remains unchanged, the particle coordinates are kept constant; if the time is updated, a two-stage particle animation model is entered, including an explosion and splashing stage and a retrospective condensation stage. Specifically: The explosive spraying stage includes: all particles are given an initial outward diffusion velocity vinit, the particles randomly deflect radially, and move freely for a fixed number of frames Texplode. The backtracking and condensation phase includes: regenerating the complete target coordinate point set. The existing surviving particles are assigned one by one to the corresponding target points. Missing particles at a target point are replaced with new particles. The PD backflow control algorithm iterates the particle coordinates, causing the particles to converge towards the target point. The iteration formula is as follows: in: Correct the offset of the particle's current frame coordinates; The PD control proportional coefficient is used to control the response intensity of particles moving towards the target point; The target pixel coordinates that the particle needs to reach; The real-time pixel coordinates of the particle in the previous frame; The differential coefficients for PD control are used to suppress particle reciprocating oscillations and smooth motion. The particle's velocity in the previous frame; The particle's current frame velocity; The corrected pixel coordinates of the particles in the current frame; Step 3.3: Complete the digital graphics rendering based on the real-time coordinates and brightness parameters of all particles.
6. The method for controlling multiple types of dynamic visual effects in an embedded LED display screen according to claim 1, characterized in that, Step 4 specifically includes: Step 4.1: Output the target height of the spectrum bars for each frame using the built-in audio simulation generation model; Step 4.2: Iterate the height of each spectral vertical bar using a spring-damped physical model and define the spring stiffness coefficient. Damping coefficient The iterative formula is: in: This represents the difference between the target altitude and the current actual altitude. The ideal height of the spectrum for this frame output by the audio model; This is the actual displayed height of the spectrum bar in the previous frame; To simulate the restoring force of a spring; is the spring stiffness coefficient, which is dimensionless. The larger the value, the faster the spectral rebound. For motion damping resistance, the negative sign indicates that the resistance is opposite to the direction of motion; The instantaneous rate of change of the spectrum height; The updated spectrum ramp rate; This is the final rendered height of the spectrum bar for this frame; Step 4.3: Set a small oscillation convergence rule: when |Δh|<Htiny, directly set to eliminate tiny jitters; Step 4.4: Introduce the attenuation coefficient AUDIO_DECAY_RATE, which reduces the target height each frame. The attenuation formula is as follows: in: is the natural decay coefficient of audio, in the range (0,1), simulating the gradual decay of sound; The new target height of the spectrum after attenuation Step 4.5: Distinguish between high and low frequency bands based on the spectrum bar index, and map the LED brightness according to the current height. The brightness mapping formula is as follows: in: Output grayscale brightness for a single spectrum bar LED; The frequency band number is 0 for low frequencies and increases sequentially for high frequencies; This is a frequency band brightness correction coefficient, used to amplify the brightness of high-frequency spectra to create a sense of depth.
7. The method for controlling multiple types of dynamic visual effects in an embedded LED display screen according to claim 6, characterized in that, The audio simulation generation model includes a random amplitude model, a sinusoidal periodic model, and a pulse collision increase model.