WO2019057194A1 - Linked microphone-based live streaming method and system - Google Patents

Linked microphone-based live streaming method and system Download PDF

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Publication number
WO2019057194A1
WO2019057194A1 PCT/CN2018/107278 CN2018107278W WO2019057194A1 WO 2019057194 A1 WO2019057194 A1 WO 2019057194A1 CN 2018107278 W CN2018107278 W CN 2018107278W WO 2019057194 A1 WO2019057194 A1 WO 2019057194A1
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WO
WIPO (PCT)
Prior art keywords
local
anchor
guest
virtual object
real
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PCT/CN2018/107278
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French (fr)
Chinese (zh)
Inventor
伏英娜
金宇林
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迈吉客科技(北京)有限公司
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Publication of WO2019057194A1 publication Critical patent/WO2019057194A1/en

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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • H04N21/4312Generation of visual interfaces for content selection or interaction; Content or additional data rendering involving specific graphical features, e.g. screen layout, special fonts or colors, blinking icons, highlights or animations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/442Monitoring of processes or resources, e.g. detecting the failure of a recording device, monitoring the downstream bandwidth, the number of times a movie has been viewed, the storage space available from the internal hard disk
    • H04N21/44213Monitoring of end-user related data
    • H04N21/44218Detecting physical presence or behaviour of the user, e.g. using sensors to detect if the user is leaving the room or changes his face expression during a TV program
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/81Monomedia components thereof
    • H04N21/816Monomedia components thereof involving special video data, e.g 3D video

Definitions

  • the present invention relates to the field of software communication technologies, and in particular, to a live wheat live broadcast method and system.
  • FIG. 1 is a schematic diagram of a data transmission architecture in a prior art live broadcast technology.
  • the server-side live streaming mode and the client live streaming mode using the real-time network transmission system and the distributed content network are included, and the information distribution for the anchor scene can be adopted by a CDN network (Content Delivery Network).
  • CDN network Content Delivery Network
  • the information is cached synchronously to the CDN network node close to the viewer, ensuring that the information is published in real time for a large audience.
  • the real-time network transmission system For the interaction between the anchor and the guest in the scene of the anchor, the real-time network transmission system, such as the SD-RTN network (Software-Defined RealTime Net work software defines the real-time transmission network), realizes the fast routing and real-time transmission of the interaction data between the anchor end and the guest end, Ensure the real-time quality of the interaction (ie QoS quality of service level).
  • the anchor end initiates an interaction process with the guest end.
  • the interaction information between the anchor end and the guest end is formed by the general audio and video encoder to form an information encapsulation and transmitting party, and the other party forms a message synthesis through the universal audio and video decoder, at the anchor end or guest.
  • the end forms an interactive information presentation scene.
  • the presentation scene of the anchor side forms a standard media stream to be transmitted to the streaming server in real time.
  • the streaming server is set in the CDN network and distributed to the viewer through the streaming server.
  • the main real-time transmission technology scheme adopted by the interaction process between the anchor end and the guest end in the prior art also includes a multi-channel technical solution based on the RTMP protocol (RealTime Message Protocol) and WebRTC (Web Real-Time Communication).
  • RTMP protocol RealTime Message Protocol
  • WebRTC Web Real-Time Communication
  • P2P technology solution for webpage real-time communication the media stream can be transmitted to the viewer based on RTMP or HLS (HTTP Live Streaming), the stream format can be FLV (FLASH VIDEO), etc.
  • the audio and video codec in the interactive scene can be H.26x, etc. Coding technology.
  • the prior art can basically satisfy the real-time transmission control of the audio and video interaction information of all parties in the live broadcast in a simple scene with limited resolution.
  • the data bandwidth consumed by the Lianmai live broadcast platform belongs to a high quality of service level. Because the interactive objects in the live broadcast scenario lack effective technical means to achieve interactive information fusion and optimization, the amount of interactive audio and video data between the anchor end and the guest end may be transmitted in real time. Sexual effects. As the video clarity of the live broadcast between the anchor end and the guest end is developed to a high resolution, the network bandwidth on the planned route is continuously and rapidly consumed, and the data burst traffic at the edge of the backbone network is increased, resulting in anchors, guests and viewers. The real-time bandwidth control method gradually fails, which greatly affects the smoothness of the live broadcast process.
  • the interaction mode is rigid, and there is more redundant information and invalid information.
  • the embodiment of the present invention provides a method and system for continuously broadcasting a live wheat, which is used to solve the technical problem that the interactive object lacks an interactive object in the interaction scenario of the continuous live broadcast platform, and the amount of interactive information cannot be effectively controlled.
  • the Lianmai live broadcast method of the present invention is applied to the interactive process of Lianmai live broadcast, including:
  • the local real object is set on the anchor end and the guest end respectively, and at least one end of the anchor end and the guest end is configured to set a local end that changes synchronously with the real object of the local end.
  • At least one end of the anchor end and the guest end transfers the local virtual object to the local real scene instead of the local real object, and the transmitted the original Receiving, by the end virtual object, the action control data of the corresponding real object of the local end to form a synchronous change;
  • the local real object in the process of establishing the live broadcast of the continuous wheat, is respectively set on the anchor end and the guest end, and at least one end of the anchor end and the guest end is set and
  • the local virtual object whose local real object synchronizes changes includes:
  • the change of the control reference point is collected, and the action control data is formed according to the mapping rule.
  • the local real object in the process of establishing the live broadcast of the continuous wheat, is respectively set on the anchor end and the guest end, and at least one end of the anchor end and the guest end is set and
  • the local virtual object whose local real object synchronizes changes includes:
  • the synchronized change of the action control data of the local virtual object that is transmitted by the local virtual object is:
  • the anchor end uses the local virtual object to replace the local real object in the anchor scene
  • the anchor end initiates a connection request to the guest end, and accepts the guest end response;
  • the anchor end sends the real object of the local end to the guest end
  • the anchor end receives the real object of the guest end
  • the anchor end interacts with the local virtual object in the anchor scene and the real object in the guest end.
  • the synchronized change of the action control data of the local virtual object that is transmitted by the local virtual object is:
  • the anchor end uses the local real object in the anchor scene
  • the anchor end initiates a connection request to the guest end, and accepts the guest end response;
  • the anchor end receives the virtual object of the guest end
  • the anchor end interacts with the local real object in the anchor scene and the virtual object of the guest end.
  • the synchronized change of the action control data of the local virtual object that is transmitted by the local virtual object is:
  • the anchor end uses the local virtual object to replace the local real object in the anchor scene
  • the anchor end initiates a connection request to the guest end, and accepts the guest end response;
  • the anchor end receives the virtual object of the guest end
  • the anchor end interacts with the local virtual object in the anchor scene and the virtual object of the guest end.
  • the synchronized change of the action control data of the local virtual object that is transmitted by the local virtual object is:
  • the anchor end adopts the local real object in the anchor scene
  • the anchor end initiates a connection request to the guest end, and accepts the guest end response;
  • the anchor end receives a real object of each of the guest terminals
  • the anchor end interacts with the real object of the local end and the real object of the guest end in the anchor scene.
  • the synchronized change of the action control data of the local virtual object that is transmitted by the local virtual object is:
  • the anchor end adopts the local virtual object in the anchor scene
  • the anchor end initiates a connection request to the guest end, and accepts the guest end response;
  • the anchor end receives a virtual object of each of the guest ends
  • the anchor end interacts with the local virtual object in the anchor scene and the virtual object of the guest end.
  • the synchronized change of the motion control data of the local real object that is received by the local virtual object is:
  • the audio and video data of the local real object during the interaction is transmitted to the local virtual object in parallel with the motion control data.
  • the synchronized change of the motion control data of the local real object that is received by the local virtual object is:
  • the audio and video data of the local real object during the interaction is transmitted to the local virtual object in synchronization with the motion control data.
  • the Lianmai live broadcast system of the present invention comprises:
  • the object association module is configured to set a local real object on the anchor end and the guest end respectively in the process of establishing the live broadcast of the connected wheat, and at least one end of the anchor end and the guest end is set with the local end The local virtual object whose real object synchronizes changes;
  • An object interaction module configured to transmit, by the at least one end of the anchor end object and the guest end, the local virtual object to the host real scene in the process of the live broadcast
  • the transmitted local virtual object receives the corresponding action control data of the local real object to form a synchronous change
  • the scenario publishing module is configured to convert the interaction change process formed in the anchor scenario into streaming media and broadcast to the viewer.
  • the Lianmai live broadcast system of the present invention comprises: a processor and a memory, wherein:
  • the memory is used to store the step program of the above-mentioned continuous live broadcast method
  • the processor is configured to execute a step program of the dual-number continuous live broadcast method.
  • the Lianmai live broadcast method and system of the present invention separately and virtualize the interaction main body of the anchor end and the guest end, parameterize the action expression of each interaction main body, and configure the real object or the virtual object of each interaction main body in the same scene space.
  • the continuous action formed by the interaction subject in the interaction forms a control parameter to control the virtual object of the interaction subject to make an accurate interaction action, and the coherent interaction between the anchor end and the guest end in a continuous time form a real-time media stream through the same scene space.
  • the continuous live broadcast method of the embodiment of the present invention converts a large data volume video stream of a real object that needs to be transmitted in real time between the anchor end and the guest end into a small data amount motion expression parameter that needs only real-time transmission and a virtual body of the cross-real-time transmission interactive body.
  • the object greatly reduces the bandwidth requirement of real-time data transmission, reduces the high-quality bandwidth pressure on the real-time data transmission system, and enables the real-time service quality of the data transmission system to be further improved, in order to further form real-time multiple guest and host-side real-time
  • the interactive interaction between the live broadcast and the live broadcast between the anchor and the limited audience provides an important technical guarantee.
  • the Lianmai live broadcast method and system of the invention simultaneously enrich the expression form of the interactive subject, so that the visual expression type and the expression image of the single interactive subject can be greatly enriched, so that the scene content of the Lianmai live broadcast is flexible and changeable. Improve the user experience of the audience.
  • FIG. 1 is a schematic diagram of a data transmission architecture in a prior art live broadcast technology.
  • FIG. 2 is a flowchart of a live broadcast method according to an embodiment of the present invention.
  • FIG. 3 is a flowchart of pre-processing of a live broadcast method of a continuous wheat according to an embodiment of the present invention.
  • FIG. 4 is a flow chart (1) of an interactive process of a continuous live broadcast method of a continuous live broadcast of a live wheat system according to an embodiment of the present invention.
  • FIG. 5 is a flowchart (2) of an interaction process of a live broadcast method of a continuous live wheat stream in an embodiment of the present invention.
  • FIG. 6 is a flowchart (3) of an interactive process of a continuous live broadcast method of a continuous live broadcast of a live wheat system according to an embodiment of the present invention.
  • FIG. 7 is a flowchart (4) of an interactive process of a continuous live broadcast method of a continuous live broadcast of wheat in an embodiment of the present invention.
  • FIG. 8 is a flowchart (5) of an interaction process of a continuous live broadcast method and a live broadcast of a live beer according to an embodiment of the present invention.
  • FIG. 9 is a schematic structural diagram of a continuous live broadcast system according to an embodiment of the present invention.
  • FIG. 2 is a flowchart of a method for live broadcast of a continuous wheat according to an embodiment of the present invention. As shown in Figure 2, it includes:
  • Step 100 In the process of establishing the live broadcast of the continuous wheat, the local real object is set on the anchor end and the guest end respectively, and at least one end of the anchor end and the guest end sets the local virtual object that changes synchronously with the real object of the local end.
  • Real objects include real people, real static images formed by objects, and real dynamic images, such as static expressions and fixed limb gestures, dynamic expressions, and continuous limb movements.
  • a virtual object is a three-dimensional model or a two-dimensional model formed by stereo modeling, including a texture map.
  • the virtual object may be a model formed from a model or a creative work formed by a real anchor object.
  • Step 200 In the process of the live broadcast of the live broadcast, at least one end of the anchor end and the guest end transmits the local virtual object to the local real scene instead of the local real object, and the transmitted local virtual object receives the corresponding local real
  • the object's motion control data forms a synchronous change.
  • the anchor scene is effectively controlled by the anchor end, so that the anchor scene can form a complicated scene schedule, so that the anchor scene is used as a connected scene or a connected scene.
  • a panoramic lianmai scene formed by scene scheduling, a lianmai scene in a picture-in-picture, a lianmai scene in a plurality of picture-in-pictures, and the like.
  • Step 300 Convert the interaction change process formed in the anchor scene into streaming media, and broadcast it to the viewer.
  • the Lianmai live broadcast method of the embodiment of the present invention separately objects (real object) and virtualized (virtual object) of the interaction main body (the main object and the guest) of the anchor end and the guest end, and parameterizes the action expression of each interaction main body (using the reference point) And the change record action of the reference point), the real object or the virtual object of each interaction body is configured in the same scene space (an anchor scene), and the control parameters are formed by using the continuous motion expression formed by the interaction body in the interaction to control the virtual body of the interaction body
  • the object makes an accurate interaction, and through the same scene space, the coherent interaction between the anchor end and the guest end in a continuous time forms a real-time media stream for publication and live broadcast.
  • the continuous live broadcast method of the embodiment of the present invention converts a large data volume video stream of a real object that needs to be transmitted in real time between the anchor end and the guest end into a small data amount motion expression parameter that needs only real-time transmission and a virtual body of the cross-real-time transmission interactive body.
  • the object greatly reduces the bandwidth requirement of real-time data transmission, reduces the high-quality bandwidth pressure on the real-time data transmission system, and enables the real-time service quality of the data transmission system to be further improved, in order to further form real-time multiple guest and host-side real-time
  • the interactive interaction between the live broadcast and the live broadcast between the anchor and the limited audience provides an important technical guarantee.
  • FIG. 3 is a flowchart of pre-processing of a live broadcast method of a continuous wheat according to an embodiment of the present invention. As shown in FIG. 3, in an embodiment of the present invention, in the process of establishing a live broadcast in the step 100, the method includes:
  • Step 110 Establish a coordinate space on the anchor end. Correspondingly establish the relevant coordinate space on the guest side.
  • the related coordinate basis makes the real object or the virtual object at one end can be reasonably displayed in the coordinate space of the opposite end. With proper adjustment and setting, the real object or the virtual object at both ends can form the required scene in the coordinate space of one end.
  • the same live space can be provided by the universal live broadcast framework running on the anchor side and the guest side, as well as the proportions, positions and associated controls of the objects in the scene composition.
  • At least one end of the anchor end and the guest end is configured to set a local virtual object that is synchronously changed with the action of the real object of the local end, and includes:
  • Step 120 Establish a local real object in the coordinate space of the anchor end to form a control reference point.
  • a control reference point usually it refers to the image of the anchor itself on the anchor end, and the image of the guest itself is obtained on the guest side.
  • the specific image can be the whole body or part of the body of the anchor itself or the guest itself.
  • Obtaining a real object can be obtained by using a camera for video capture.
  • a control reference point can be formed in the body or the body, and the local motion of the reference point with the body or the body can be controlled, and the position change of the control reference point can reflect the action change of the real object.
  • Step 130 Acquire a virtual object and a corresponding model control point to form a local virtual object.
  • the virtual object may be a stereo or planar modeling model formed according to the anchor itself, or a stereo or planar modeling model formed according to a literary work or other real object.
  • the model includes model vertices and material maps with adjustable shapes. By adjusting the relative positions of the model vertices, the corresponding deformation changes of the model local shape and the material map can be formed.
  • the model vertices can be used as model control points for changing the shape of the model.
  • the obtained virtual objects can be several, corresponding to different avatars.
  • Step 140 Establish a mapping rule between the model control point and the control reference point.
  • the mapping between the model control points of the real object and the control reference points of each virtual object may be one-to-one, one-to-many or many-to-one.
  • Step 150 Collect a change of the control reference point of the real object of the local end, and form action control data of the local virtual object according to the mapping rule.
  • Steps 120 to 150 can also be applied to the guest end.
  • the guest end can also form the action control data between the local virtual objects corresponding to the real object of the local end, just like the anchor end.
  • the action change of the real object of the local end is collected, and the action control data of the local virtual object is formed according to the mapping rule.
  • the change of the action of the real object is obtained by the position change of the control reference point in the coordinate space itself or the guest itself, and the relative position change of the model control point of the local virtual object is changed according to the selected local virtual object and the corresponding mapping rule.
  • the corresponding action is synchronously changed, and the local virtual object changes synchronously with the action of the real object of the local end.
  • a physical link between the route-optimized anchor and the guest end can be established, and the physical link is used for the interaction of audio and video objects between the anchor end and the guest end, as well as real objects, virtual objects, and motion control. Real-time transmission of data.
  • FIG. 4 is a flow chart (1) of an interactive process of a continuous live broadcast method of a continuous live broadcast of a live wheat system according to an embodiment of the present invention.
  • the interaction process formed by the at least one end of the host and the guest end transmitting the local virtual object to the local real scene in the step 200 includes:
  • Step 210 The anchor end uses the local virtual object to replace the local real object in the anchor scene.
  • Step 211 The anchor end initiates a connection request to the guest end, and accepts the guest end response.
  • Step 212 The anchor end sends the real object of the local end to the guest end.
  • Step 213 The anchor end receives the real object of the guest end.
  • Step 214 The anchor end passes the local virtual object in the anchor scene and the real object in the guest end
  • the guest side interacts with the real object on the host side and the real object on the anchor side in the guest scene.
  • the anchor end uses a virtual object on the local end to replace the corresponding real object in the anchor scene, so that the anchor image and style of the anchor end can be combined with the characteristics of the local virtual object to form a richer live broadcast scenario, and the live broadcast to the viewer is increased.
  • the interaction between the anchor end and the guest end interacts with the real objects at both ends, and the service quality of the real-time network transmission system (for example, SD-RTN network) can be used to express rich interactive emotions and physical movement details, and the virtual object is used for the anchor in the live broadcast to the viewer. While ensuring the quality of interaction, the demand for live broadcast bandwidth of the viewer is effectively reduced, and the real-time performance of live broadcast to a small-scale audience is ensured.
  • FIG. 5 is a flowchart (2) of an interaction process of a live broadcast method of a continuous live wheat stream in an embodiment of the present invention.
  • the interaction process formed by the at least one end of the host and the guest end transmitting the local virtual object to the local real scene in the step 200 includes:
  • Step 220 The anchor end uses the local real object in the anchor scene.
  • Step 221 The anchor end initiates a connection request to the guest end, and accepts the guest end response.
  • Step 222 The anchor end sends the real object of the local end to the guest end.
  • Step 223 The anchor end receives the virtual object of the guest end.
  • Step 224 The anchor end interacts with the local real object in the anchor scene and the virtual object on the guest end.
  • the guest side interacts with the real virtual object in the guest scene and the real object on the anchor side.
  • the real object of the local end is used to form an interaction with the real object of the guest end, and the real object of the anchor end is used to induce the guest to generate a richer anchor image and style in the guest scene of the guest end, which can make The guest's characteristics set a richer live broadcast scenario, increasing the attraction of the anchor scene to the viewer's live broadcast.
  • the interaction between the anchor end and the guest end interacts with the virtual object through the real object between the two ends, and can convert part of the video data exchanged between the opposite ends into interactive motion control data, thereby effectively reducing the requirement for the quality of service level of the real-time network transmission system, and satisfying
  • the bandwidth requirement of the uplink and downlink imbalance or the unbalanced data volume during the interaction between the guest and the anchor ensures the real-time of the interaction process.
  • FIG. 6 is a flowchart (3) of an interactive process of a continuous live broadcast method of a continuous live broadcast of a live wheat system according to an embodiment of the present invention.
  • the interaction process formed by the at least one end of the host and the guest end transmitting the local virtual object to the local real scene in the step 200 includes:
  • Step 230 The anchor end uses the local virtual object to replace the local real object in the anchor scene.
  • Step 231 The anchor end initiates a connection request to the guest end, and accepts the guest end response.
  • Step 232 The anchor end sends the local virtual object to the guest end.
  • Step 233 The anchor end receives the virtual object of the guest end.
  • Step 234 The anchor end interacts with the local virtual object in the anchor scene and the virtual object of the guest end.
  • the guest side interacts with the local real object in the guest scene or the virtual object on the local end and the virtual object on the anchor side.
  • the anchor end uses a virtual object of the local end to replace the corresponding real object in the anchor scene, and uses the virtual object of the guest end to replace the real object of the corresponding guest end, so that the image and style of the anchor and the guest can be combined with the local virtual
  • the interaction between the anchor end and the guest end can make full use of the service quality of the real-time network transmission system to express rich interactive emotions and physical movement details through the interaction of the virtual objects at the two ends.
  • the anchor and the guest can use the virtual object as much as possible.
  • the video data exchanged between the real objects is converted into interactive motion control data, which effectively reduces the requirement of the quality of service level of the real-time network transmission system, and can meet the real-time game interaction of high resolution and high frame rate between the anchor and the guest.
  • FIG. 7 is a flowchart (4) of an interactive process of a continuous live broadcast method of a continuous live broadcast of wheat in an embodiment of the present invention.
  • at least one end of the anchor end and the guest end transmits the local virtual object to the anchor real object in the anchor scene to form a combination with the interaction process.
  • the interaction process includes:
  • Step 240 The anchor end uses the local real object in the anchor scene.
  • Step 241 The anchor end initiates a connection request to the guest end, and accepts the guest end response.
  • Step 242 The anchor sends the local virtual object to several guest terminals.
  • Step 243 The anchor end receives the real object of each guest.
  • Step 244 The real end end passes the real object of the local end in the anchor scene and the realities of several guest ends.
  • the guest side interacts with the real object on the local end and the virtual object on the anchor side in the guest scene.
  • the real object of the local end is used to form an interaction with the real object of each guest end
  • the virtual object of the anchor end is used to induce a guest to generate a richer anchor image and style in the guest scene of each guest.
  • the guest's personality can be set to form a richer live broadcast scenario, and the attraction of the anchor scene to the live broadcast of the viewer is increased.
  • the interaction between the anchor end and each guest end interacts with the real object through the virtual object between the two ends, and can convert part of the video data exchanged between the opposite ends into interactive action control data, thereby effectively reducing the service quality of the anchor network to the real-time network transmission system in the group live broadcast.
  • the requirement of the level satisfies the bandwidth requirement of the uplink and downlink imbalance or the unbalanced data volume during the interaction between the guest and the anchor, and ensures the real-time of the interaction process.
  • FIG. 8 is a flowchart (5) of an interaction process of a continuous live broadcast method and a live broadcast of a live beer according to an embodiment of the present invention.
  • step 200 at least one end of the anchor end and the guest end transfers the local virtual object to the local real scene instead of the local real object to form an interaction process, including:
  • Step 250 The anchor end adopts the local virtual object in the anchor scene.
  • Step 251 The anchor end initiates a connection request to the guest end, and accepts the guest end response.
  • Step 252 The anchor sends the local virtual object to several guest terminals.
  • Step 253 The anchor end receives the virtual object of each guest.
  • Step 254 The anchor end interacts with the local virtual object in the anchor scene and the virtual objects of the guest end.
  • the guest side interacts with the local virtual object in the guest scene and the virtual object on the anchor side.
  • the anchor end uses a virtual object of the local end to replace the corresponding real object in the anchor scene, and uses the virtual object of the guest end to replace the real object of the corresponding guest end, so that the image and style of the anchor and the guest can be combined with the local virtual
  • the interaction between the anchor end and the guest end can make full use of the real-time network transmission system service quality to ensure the expression of rich interactive emotions and physical movement details through the real-time network transmission system service quality.
  • the anchor and the guest try to adopt the virtual object as much as possible to the opposite end.
  • the video data exchanged between real objects is converted into interactive action control data, which effectively reduces the requirement of the quality of service level of the real-time network transmission system, and can realize real-time interaction between the anchor and more guests in the existing high-speed data transmission system.
  • Some real objects will further include real sounds, such as native sounds.
  • the virtual object will further include virtual sounds, including emotions expressed in terms of vocabulary, phrases, and sentences.
  • the action change data of the local virtual object that is transmitted in step 200 and received by the local virtual object is synchronously changed.
  • the audio and video data of the local real object in the interaction process is transmitted to the local virtual object in parallel with the motion control data.
  • the parallel transmission to the virtual object means that the audio and video data in the interaction process is encapsulated to form audio and video package data on the real object side, and the action control data formed on the real object side is encapsulated to form control package data, audio and video package data and control.
  • the encapsulated data is transmitted under different transport protocols under different encapsulation protocols.
  • the audio and video package data is encapsulated by the H.264 protocol
  • the control package data is encapsulated by using RTMP or other protocols. This method can be used to adapt to the delay caused by route redirection when the loan service level is low.
  • the action change data of the local virtual object that is transmitted in step 200 and received by the local virtual object is synchronously changed.
  • the audio and video data of the local real object in the interaction process is transmitted to the local virtual object in synchronization with the motion control data.
  • the synchronous transmission to the virtual object means that the audio and video data in the interaction process and the motion control data formed on the real object side are uniformly encapsulated on the real object side to form unified encapsulated data, and the audio and video 20 data and the motion control data adopt a unified encapsulation protocol. Transfer under the control of the same transport protocol.
  • the H.264 protocol is used to encapsulate audio and video data, and the reserved byte encapsulation action control data in the H.264 protocol encapsulation format is utilized, and the unified encapsulation data formed can fully utilize the error correction control mechanism of the H.264 protocol to ensure Data integrity.
  • FIG. 9 is a schematic structural diagram of a continuous live broadcast system according to an embodiment of the present invention.
  • the object association module 400 is configured to set a local real object on the anchor end and the guest end in the process of establishing a live broadcast of the live wheat, and at least one end of the anchor end and the guest end is set to be true with the local end.
  • the local virtual object whose object is synchronized.
  • the object interaction module 500 is configured to transmit, at least one end of the host virtual object and the local real object to the anchor scene in the process of the live broadcast of the live broadcast, and the transmitted local virtual object receives the corresponding
  • the motion control data of the real object of the local end forms a synchronous change.
  • the scenario publishing module 600 is configured to convert the interaction change process formed in the anchor scenario into streaming media and broadcast to the viewer.
  • the object association module 400 includes:
  • the scenario planning sub-unit 410 is configured to establish a coordinate space on the anchor end.
  • the real object obtaining unit 420 is configured to establish a local real object in a coordinate space of the anchor end to form a control reference point.
  • the virtual object obtaining unit 430 is configured to acquire the virtual object and the corresponding model control point to form a local virtual object.
  • Object association unit 440 used to establish a mapping rule between the model control point and the control reference point.
  • the data collection form 450 is used to collect the change of the control reference point of the real object on the local end, and form the action control data of the local virtual object according to the mapping rule.
  • the object interaction module 500 includes:
  • the real object replacement unit 511 is configured to replace the local real object in the anchor scene by using the local virtual object by the anchor end.
  • the real object placement unit 512 is configured to use the local real object in the anchor scene in the anchor scene.
  • the virtual object placement unit 513 is configured to use the local virtual object in the anchor scene in the anchor scene.
  • the real object unit 521 is sent to the anchor end to send the local real object to the guest end.
  • the first sending virtual object unit 522 is configured to send the local virtual object to the guest end by the anchor end.
  • the second sending virtual object unit 523 is configured to send the local virtual object to the guest end by the anchor end.
  • the continuous live broadcast establishing unit 530 is configured to initiate a connection request to the guest end by the anchor end, and accept the guest end response.
  • the first receiving real object unit 541 is configured to receive the real object of the guest end on the anchor end.
  • the first receiving virtual object unit 542 is configured to receive the virtual object of the guest end on the anchor end.
  • the second receiving real object unit 543 is configured to receive the real object of each guest end by the anchor end.
  • the second receiving virtual object unit 544 is configured to receive the virtual object of each guest end by the anchor end.
  • the first scene interaction unit 551 is configured to perform interaction between the local virtual object in the anchor scene and the real object in the guest end.
  • the second scenario interaction unit 552 is configured to perform interaction between the local real object in the anchor scene and the virtual object on the guest end in the anchor scene.
  • the third scene interaction unit 553 is configured to perform interaction between the local virtual object in the anchor scene and the virtual object in the guest end.
  • the fourth scenario interaction unit 554 is configured to perform interaction between the local real object in the anchor scene and the real objects in the guest end in the anchor scene.
  • the fifth scene interaction unit 555 is configured to perform interaction between the local virtual object in the anchor scene and the virtual objects in the guest end in the anchor scene.
  • the first transmission unit 561 is configured to transmit, in the physical link between the anchor end and the guest end, the audio and video data of the local real object in the interaction process and the motion control data are transmitted to the local virtual object in parallel.
  • the second transmission unit 562 is configured to perform, on the physical link between the anchor end and the guest end, the audio and video data of the local real object in the interaction process and the motion control data are synchronously transmitted to the local virtual object.
  • the Lianmai live broadcast system of the embodiment of the present invention includes a processor and a memory, wherein:
  • the memory is used to store the programmed devices and units in the continuous live broadcast system of the embodiment of the present invention, or to store the programmed steps in the continuous live broadcast method of the embodiment of the present invention.

Abstract

Provided are a linked microphone-based live streaming method and system, which solve the problem whereby the amount of interaction information cannot be effectively controlled due to the lack of an optimization means for an interaction object. The method comprises: in the process of establishing linked microphone-based live streaming, respectively setting a local real object at a host end and a guest end, wherein at least one of the host end and the guest end is provided with a local virtual object, which synchronously changes with the local real object; in the process of linked microphone-based live streaming, at least one of the host end and the guest end transporting the local virtual object, instead of the local real object, to a host scene, and the transported local virtual object receiving control data of the corresponding local real object to form a synchronous change; and converting an interactive change process formed in the host scene into streaming media, and broadcasting same live to an audience. By converting a video stream with a large data amount for a real object into action expression parameters, to be transmitted in real time, with a small data amount, and a virtual object, to be transmitted in quasi-real time, of an interaction host, the high-quality bandwidth pressure on a real-time data transmission system is relieved.

Description

一种连麦直播方法和系统Continuous wheat live method and system
本申请要求2017年09月25日提交的申请号为201710879909.2的中国申请的优先权,通过引用将其全部内容并入本文。The present application claims the priority of the Chinese application filed on Sep. 25, 2017, which is hereby incorporated by reference.
技术领域Technical field
本发明涉及软件通信技术领域,具体涉及一种连麦直播方法和系统。The present invention relates to the field of software communication technologies, and in particular, to a live wheat live broadcast method and system.
发明背景Background of the invention
构建在互联网技术上的网络社交平台随着技术发展逐渐形成了一类连麦直播平台,直播平台需要在主播端、嘉宾端和观众端之间建立实时的信息互动。图1为现有连麦直播技术中的数据传输架构示意图。如图1所示包括利用实时网络传输系统和分布式内容网络的服务器端直播流模式和客户端直播流模式,针对主播端场景的信息发布可以采用CDN网络(ContentDelivery Network,即内容分发网络)将信息同步缓存至靠近观众的CDN网络节点,保证信息针对海量观众的实时发布。针对主播端场景中主播与嘉宾的互动,利用实时网络传输系统,例如SD-RTN网络(Software-Defined RealTime Net work软件定义实时传输网络)实现主播端和嘉宾端交互数据的快速路由和实时传输,保证交互的实时性品质(即QoS服务质量等级)。通常主播端发起与嘉宾端的交互过程,交互过程中主播端与嘉宾端间的交互信息通过通用音视频编码器形成信息封装发送对方,对方通过通用音视频解码器形成信息合成,在主播端或嘉宾端形成交互信息展现场景。主播端的展现场景形成标准的媒体流实时传送至流媒体服务器,通常流媒体服务器设置在CDN网络中,通过流媒体服务器向观众发布。现有技术中主播端与嘉宾端间的交互过程采用的主要实时传输技术方案还会包括基于RTMP协议(RealTime Message Protocol实时信息传输协议)的多路技术方案,以及基于WebRTC(Web Real-Time Communication网页实时通信)的P2P技术方案,媒体流向观众传输可以是基于RTMP或HLS(HTTP Live Streaming),流格式可以是FLV(FLASH VIDEO)等,交互场景中的音视频编解码可以采用H.26x等编码技术。现有技术基本可以满足在有限分辨率的简单场景中连麦直播各方的音视频交互信息的实时传输控制。The network social platform built on the Internet technology has gradually formed a kind of continuous live broadcast platform with the development of technology. The live broadcast platform needs to establish real-time information interaction between the anchor end, the guest end and the audience end. FIG. 1 is a schematic diagram of a data transmission architecture in a prior art live broadcast technology. As shown in FIG. 1 , the server-side live streaming mode and the client live streaming mode using the real-time network transmission system and the distributed content network are included, and the information distribution for the anchor scene can be adopted by a CDN network (Content Delivery Network). The information is cached synchronously to the CDN network node close to the viewer, ensuring that the information is published in real time for a large audience. For the interaction between the anchor and the guest in the scene of the anchor, the real-time network transmission system, such as the SD-RTN network (Software-Defined RealTime Net work software defines the real-time transmission network), realizes the fast routing and real-time transmission of the interaction data between the anchor end and the guest end, Ensure the real-time quality of the interaction (ie QoS quality of service level). Generally, the anchor end initiates an interaction process with the guest end. In the interaction process, the interaction information between the anchor end and the guest end is formed by the general audio and video encoder to form an information encapsulation and transmitting party, and the other party forms a message synthesis through the universal audio and video decoder, at the anchor end or guest. The end forms an interactive information presentation scene. The presentation scene of the anchor side forms a standard media stream to be transmitted to the streaming server in real time. Usually, the streaming server is set in the CDN network and distributed to the viewer through the streaming server. The main real-time transmission technology scheme adopted by the interaction process between the anchor end and the guest end in the prior art also includes a multi-channel technical solution based on the RTMP protocol (RealTime Message Protocol) and WebRTC (Web Real-Time Communication). P2P technology solution for webpage real-time communication), the media stream can be transmitted to the viewer based on RTMP or HLS (HTTP Live Streaming), the stream format can be FLV (FLASH VIDEO), etc. The audio and video codec in the interactive scene can be H.26x, etc. Coding technology. The prior art can basically satisfy the real-time transmission control of the audio and video interaction information of all parties in the live broadcast in a simple scene with limited resolution.
连麦直播平台需要消耗的数据带宽属于高服务质量等级,由于直播场景中的交互对象缺乏有效技术手段实现交互信息融合和优化,导致主播端与嘉宾端的交互音视频数据量较大可能对传输实时性造成影响。随着主播端与嘉宾端间连麦直播的视频清晰度向高分辨率发展,就会对规划路由上的网络带宽持续快速消耗,增加骨干网络边缘的数据突发流量,造成主播、嘉宾与观众间的实时带宽控制手段逐渐失效,极大影响直播过程的流畅度。The data bandwidth consumed by the Lianmai live broadcast platform belongs to a high quality of service level. Because the interactive objects in the live broadcast scenario lack effective technical means to achieve interactive information fusion and optimization, the amount of interactive audio and video data between the anchor end and the guest end may be transmitted in real time. Sexual effects. As the video clarity of the live broadcast between the anchor end and the guest end is developed to a high resolution, the network bandwidth on the planned route is continuously and rapidly consumed, and the data burst traffic at the edge of the backbone network is increased, resulting in anchors, guests and viewers. The real-time bandwidth control method gradually fails, which greatly affects the smoothness of the live broadcast process.
受实时带宽质量的限制,连麦直播场景中交互对象的类型、数量和分辨率也 受到影响很难统一调度,只能消耗有限资源采用分层叠加的方式简单合成,造成主播端与嘉宾端间的交互方式死板,冗余信息和无效信息较多。Due to the limitation of real-time bandwidth quality, the type, number and resolution of interactive objects in the live broadcast scene are also affected. It is difficult to uniformly schedule and consume only limited resources in a layered overlay manner, resulting in a between the anchor and the guest. The interaction mode is rigid, and there is more redundant information and invalid information.
发明内容Summary of the invention
有鉴于此,本发明实施例提供了一种连麦直播方法和系统,用于解决连麦直播平台的交互场景中缺乏交互对象的优化手段,交互信息量无法有效控制的技术问题。In view of this, the embodiment of the present invention provides a method and system for continuously broadcasting a live wheat, which is used to solve the technical problem that the interactive object lacks an interactive object in the interaction scenario of the continuous live broadcast platform, and the amount of interactive information cannot be effectively controlled.
本发明的连麦直播方法,应用于连麦直播的互动过程,包括:The Lianmai live broadcast method of the present invention is applied to the interactive process of Lianmai live broadcast, including:
在建立所述连麦直播的过程中,在主播端和嘉宾端分别设置本端真实对象,所述主播端和所述嘉宾端中至少有一端设置与所述本端真实对象同步变化的本端虚拟对象;In the process of establishing the live broadcast of the connected wheat, the local real object is set on the anchor end and the guest end respectively, and at least one end of the anchor end and the guest end is configured to set a local end that changes synchronously with the real object of the local end. Virtual object
在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化;In the process of the live broadcast, at least one end of the anchor end and the guest end transfers the local virtual object to the local real scene instead of the local real object, and the transmitted the original Receiving, by the end virtual object, the action control data of the corresponding real object of the local end to form a synchronous change;
将所述主播场景中形成的交互变化过程转换为流媒体,向观众直播。Converting the interaction change process formed in the anchor scene into streaming media and broadcasting to the viewer.
本发明一实施例中,所述在建立所述连麦直播的过程中,在主播端和嘉宾端分别设置本端真实对象,所述主播端和所述嘉宾端中至少有一端设置与所述本端真实对象同步变化的本端虚拟对象包括:In an embodiment of the present invention, in the process of establishing the live broadcast of the continuous wheat, the local real object is respectively set on the anchor end and the guest end, and at least one end of the anchor end and the guest end is set and The local virtual object whose local real object synchronizes changes includes:
在所述主播端建立坐标空间;Establishing a coordinate space on the anchor end;
在所述坐标空间中建立所述本端真实对象,形成控制参考点;Establishing the local real object in the coordinate space to form a control reference point;
获取虚拟对象和对应的模型控制点,形成所述本端虚拟对象;Obtaining a virtual object and a corresponding model control point to form the local virtual object;
建立所述模型控制点与所述控制参考点间的映射规则;Establishing a mapping rule between the model control point and the control reference point;
采集所述控制参考点的变化,根据所述映射规则形成所述动作控制数据。The change of the control reference point is collected, and the action control data is formed according to the mapping rule.
本发明一实施例中,所述在建立所述连麦直播的过程中,在主播端和嘉宾端分别设置本端真实对象,所述主播端和所述嘉宾端中至少有一端设置与所述本端真实对象同步变化的本端虚拟对象包括:In an embodiment of the present invention, in the process of establishing the live broadcast of the continuous wheat, the local real object is respectively set on the anchor end and the guest end, and at least one end of the anchor end and the guest end is set and The local virtual object whose local real object synchronizes changes includes:
在所述嘉宾端建立与所述主播端相关的坐标空间;Establishing a coordinate space associated with the anchor end at the guest end;
在所述坐标空间中建立所述本端真实对象,形成控制参考点;Establishing the local real object in the coordinate space to form a control reference point;
获取虚拟对象和对应的模型控制点,形成所述本端虚拟对象;Obtaining a virtual object and a corresponding model control point to form the local virtual object;
建立所述模型控制点与所述控制参考点间的映射规则;Establishing a mapping rule between the model control point and the control reference point;
采集所述控制参考点的变化,根据映射规则形成所述本端虚拟对象的动作控制数据。Collecting changes of the control reference point, and forming action control data of the local virtual object according to a mapping rule.
本发明一实施例中,所述在所述连麦直播的过程中,在所述主播端和所述宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:In an embodiment of the present invention, in the process of the live broadcast, at least one end of the anchor end and the guest end transfers the local virtual object to the host real object instead of the local real object. In the scenario, the synchronized change of the action control data of the local virtual object that is transmitted by the local virtual object is:
所述主播端利用所述本端虚拟对象替代所述主播场景中的所述本端真实对象;The anchor end uses the local virtual object to replace the local real object in the anchor scene;
所述主播端向所述嘉宾端发起连麦请求,接受所述嘉宾端响应;The anchor end initiates a connection request to the guest end, and accepts the guest end response;
所述主播端发送本端真实对象给嘉宾端;The anchor end sends the real object of the local end to the guest end;
所述主播端接收所述嘉宾端的真实对象;The anchor end receives the real object of the guest end;
所述主播端通过所述主播场景中的所述本端虚拟对象和所述嘉宾端的真是对象进行交互。The anchor end interacts with the local virtual object in the anchor scene and the real object in the guest end.
本发明一实施例中,所述在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:In an embodiment of the present invention, in the process of the live broadcast, at least one end of the anchor end and the guest end transfers the local virtual object to the host real object instead of the local real object. In the scenario, the synchronized change of the action control data of the local virtual object that is transmitted by the local virtual object is:
所述主播端在所述主播场景中采用本端真实对象;The anchor end uses the local real object in the anchor scene;
所述主播端向所述嘉宾端发起连麦请求,接受所述嘉宾端响应;The anchor end initiates a connection request to the guest end, and accepts the guest end response;
所述主播端发送所述本端真实对象给所述嘉宾端;Sending, by the anchor end, the real object of the local end to the guest end;
所述主播端接收所述嘉宾端的虚拟对象;The anchor end receives the virtual object of the guest end;
所述主播端通过所述主播场景中的所述本端真实对象和所述嘉宾端的虚拟对象进行交互。The anchor end interacts with the local real object in the anchor scene and the virtual object of the guest end.
本发明一实施例中,所述在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:In an embodiment of the present invention, in the process of the live broadcast, at least one end of the anchor end and the guest end transfers the local virtual object to the host real object instead of the local real object. In the scenario, the synchronized change of the action control data of the local virtual object that is transmitted by the local virtual object is:
所述主播端利用所述本端虚拟对象替代所述主播场景中的所述本端真实对象;The anchor end uses the local virtual object to replace the local real object in the anchor scene;
所述主播端向所述嘉宾端发起连麦请求,接受所述嘉宾端响应;The anchor end initiates a connection request to the guest end, and accepts the guest end response;
所述主播端发送所述本端虚拟对象给所述嘉宾端;Sending, by the anchor end, the local virtual object to the guest end;
所述主播端接收所述嘉宾端的虚拟对象;The anchor end receives the virtual object of the guest end;
所述主播端通过所述主播场景中的所述本端虚拟对象和所述嘉宾端的虚拟对象进行交互。The anchor end interacts with the local virtual object in the anchor scene and the virtual object of the guest end.
本发明一实施例中,所述在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:In an embodiment of the present invention, in the process of the live broadcast, at least one end of the anchor end and the guest end transfers the local virtual object to the host real object instead of the local real object. In the scenario, the synchronized change of the action control data of the local virtual object that is transmitted by the local virtual object is:
所述主播端在所述主播场景中采用所述本端真实对象;The anchor end adopts the local real object in the anchor scene;
所述主播端向所述嘉宾端发起连麦请求,接受所述嘉宾端响应;The anchor end initiates a connection request to the guest end, and accepts the guest end response;
所述主播端发送所述本端虚拟对象给若干个所述嘉宾端;Sending, by the anchor end, the local virtual object to a plurality of the guest terminals;
所述主播端接收每个所述嘉宾端的真实对象;The anchor end receives a real object of each of the guest terminals;
所述主播端通过所述主播场景中的所述本端真实对象和所述嘉宾端的真实对象进行交互。The anchor end interacts with the real object of the local end and the real object of the guest end in the anchor scene.
本发明一实施例中,所述在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形 成同步变化包括:In an embodiment of the present invention, in the process of the live broadcast, at least one end of the anchor end and the guest end transfers the local virtual object to the host real object instead of the local real object. In the scenario, the synchronized change of the action control data of the local virtual object that is transmitted by the local virtual object is:
所述主播端在所述主播场景中采用所述本端虚拟对象;The anchor end adopts the local virtual object in the anchor scene;
所述主播端向所述嘉宾端发起连麦请求,接受所述嘉宾端响应;The anchor end initiates a connection request to the guest end, and accepts the guest end response;
所述主播端发送所述本端虚拟对象给若干个所述嘉宾端;Sending, by the anchor end, the local virtual object to a plurality of the guest terminals;
所述主播端接收每个所述嘉宾端的虚拟对象;The anchor end receives a virtual object of each of the guest ends;
所述主播端通过所述主播场景中的所述本端虚拟对象和所述嘉宾端的虚拟对象进行交互。The anchor end interacts with the local virtual object in the anchor scene and the virtual object of the guest end.
本发明一实施例中,所述被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:In an embodiment of the present invention, the synchronized change of the motion control data of the local real object that is received by the local virtual object is:
在所述主播端和所述嘉宾端间的物理链路上,所述本端真实对象在交互过程中的音视频数据与所述动作控制数据平行向所述本端虚拟对象传输。On the physical link between the anchor end and the guest end, the audio and video data of the local real object during the interaction is transmitted to the local virtual object in parallel with the motion control data.
本发明一实施例中,所述被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:In an embodiment of the present invention, the synchronized change of the motion control data of the local real object that is received by the local virtual object is:
在主播端和嘉宾端间的物理链路上,所述本端真实对象在交互过程中的音视频数据与所述动作控制数据同步向所述本端虚拟对象传输。On the physical link between the anchor end and the guest end, the audio and video data of the local real object during the interaction is transmitted to the local virtual object in synchronization with the motion control data.
本发明的连麦直播系统,包括:The Lianmai live broadcast system of the present invention comprises:
对象关联模块,用于在建立所述连麦直播的过程中,在主播端和嘉宾端端分别设置本端真实对象,所述主播端和所述嘉宾端中至少有一端设置与所述本端真实对象同步变化的本端虚拟对象;The object association module is configured to set a local real object on the anchor end and the guest end respectively in the process of establishing the live broadcast of the connected wheat, and at least one end of the anchor end and the guest end is set with the local end The local virtual object whose real object synchronizes changes;
对象交互模块,用于在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化;An object interaction module, configured to transmit, by the at least one end of the anchor end object and the guest end, the local virtual object to the host real scene in the process of the live broadcast The transmitted local virtual object receives the corresponding action control data of the local real object to form a synchronous change;
场景发布模块,用于将所述主播场景中形成的交互变化过程转换为流媒体,向观众直播。The scenario publishing module is configured to convert the interaction change process formed in the anchor scenario into streaming media and broadcast to the viewer.
本发明的连麦直播系统,包括:处理器和存储器,其中:The Lianmai live broadcast system of the present invention comprises: a processor and a memory, wherein:
所述存储器,用于存储上述连麦直播方法的步骤程序;The memory is used to store the step program of the above-mentioned continuous live broadcast method;
所述处理器,用于执行双数连麦直播方法的步骤程序。The processor is configured to execute a step program of the dual-number continuous live broadcast method.
本发明的连麦直播方法和系统将主播端和嘉宾端的交互主体分别对象化和虚拟化,将各交互主体的动作表达参数化,将各交互主体的真实对象或虚拟对象配置在同一场景空间中,利用交互主体在交互中形成的连续动作表达形成控制参数以控制交互主体的虚拟对象做出准确交互动作,通过同一场景空间将连续时间内主播端和嘉宾端间的连贯交互表现形成实时媒体流进行发布直播。本发明实施例的连麦直播方法将主播端和嘉宾端间需要实时传输的真实对象的大数据量视频流转换为仅需要实时传输的小数据量动作表达参数和准实时传输的交互主体的虚拟对象,大大减小了实时数据传输的带宽需求,减轻了对实时数据传输系统的高质量带宽压力,使得数据传输系统的实时性服务质量可以进一步提高,为进一步形成多个嘉宾端与主播端的实时连麦直播互动、形成主播端与有限观众间的直播互动提供了重要的技术保证。本发明的连麦直播方法和系统同时丰富了交互主体的 表现形式,使得单一交互主体的视觉表达类型和表达形象可以获得极大的丰富,使得连麦直播的场景内容灵活多变,较好地提升了观众的用户体验。The Lianmai live broadcast method and system of the present invention separately and virtualize the interaction main body of the anchor end and the guest end, parameterize the action expression of each interaction main body, and configure the real object or the virtual object of each interaction main body in the same scene space. The continuous action formed by the interaction subject in the interaction forms a control parameter to control the virtual object of the interaction subject to make an accurate interaction action, and the coherent interaction between the anchor end and the guest end in a continuous time form a real-time media stream through the same scene space. Publish live broadcasts. The continuous live broadcast method of the embodiment of the present invention converts a large data volume video stream of a real object that needs to be transmitted in real time between the anchor end and the guest end into a small data amount motion expression parameter that needs only real-time transmission and a virtual body of the cross-real-time transmission interactive body. The object greatly reduces the bandwidth requirement of real-time data transmission, reduces the high-quality bandwidth pressure on the real-time data transmission system, and enables the real-time service quality of the data transmission system to be further improved, in order to further form real-time multiple guest and host-side real-time The interactive interaction between the live broadcast and the live broadcast between the anchor and the limited audience provides an important technical guarantee. The Lianmai live broadcast method and system of the invention simultaneously enrich the expression form of the interactive subject, so that the visual expression type and the expression image of the single interactive subject can be greatly enriched, so that the scene content of the Lianmai live broadcast is flexible and changeable. Improve the user experience of the audience.
附图简要说明BRIEF DESCRIPTION OF THE DRAWINGS
图1为现有连麦直播技术中的数据传输架构示意图。FIG. 1 is a schematic diagram of a data transmission architecture in a prior art live broadcast technology.
图2为本发明实施例连麦直播方法的流程图。FIG. 2 is a flowchart of a live broadcast method according to an embodiment of the present invention.
图3为本发明实施例的连麦直播方法的前置处理流程图。FIG. 3 is a flowchart of pre-processing of a live broadcast method of a continuous wheat according to an embodiment of the present invention.
图4为本发明实施例的连麦直播方法连麦直播的互动过程流程图(一)。FIG. 4 is a flow chart (1) of an interactive process of a continuous live broadcast method of a continuous live broadcast of a live wheat system according to an embodiment of the present invention.
图5为本发明实施例的连麦直播方法连麦直播的互动过程流程图(二)。FIG. 5 is a flowchart (2) of an interaction process of a live broadcast method of a continuous live wheat stream in an embodiment of the present invention.
图6为本发明实施例的连麦直播方法连麦直播的互动过程流程图(三)。FIG. 6 is a flowchart (3) of an interactive process of a continuous live broadcast method of a continuous live broadcast of a live wheat system according to an embodiment of the present invention.
图7为本发明实施例的连麦直播方法连麦直播的互动过程流程图(四)。FIG. 7 is a flowchart (4) of an interactive process of a continuous live broadcast method of a continuous live broadcast of wheat in an embodiment of the present invention.
图8为本发明实施例的连麦直播方法连麦直播的互动过程流程图(五)。FIG. 8 is a flowchart (5) of an interaction process of a continuous live broadcast method and a live broadcast of a live beer according to an embodiment of the present invention.
图9为本发明实施例的连麦直播系统的结构示意图。FIG. 9 is a schematic structural diagram of a continuous live broadcast system according to an embodiment of the present invention.
实施本发明的方式Mode for carrying out the invention
下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。The technical solutions in the embodiments of the present invention are clearly and completely described in the following with reference to the accompanying drawings in the embodiments of the present invention. It is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative efforts are within the scope of the present invention.
附图中的步骤编号仅用于作为该步骤的附图标记,不表示执行顺序。The step numbers in the drawings are only used as reference numerals for the steps, and do not indicate the order of execution.
图2为本发明实施例的连麦直播方法的流程图。如图2所示包括:FIG. 2 is a flowchart of a method for live broadcast of a continuous wheat according to an embodiment of the present invention. As shown in Figure 2, it includes:
步骤100:在建立连麦直播的过程中,在主播端和嘉宾端分别设置本端真实对象,主播端和嘉宾端中至少有一端设置与本端真实对象同步变化的本端虚拟对象。真实对象包括真实人、物形成的真实静态形象和真实动态形象等,例如静态表情和固定肢体姿态、动态表情和连续肢体动作等。虚拟对象为经立体建模形成的三维模型或二维模型,包括素材贴图。虚拟对象可以是根据真实主播对象形成的模型或创作作品形成的模型。Step 100: In the process of establishing the live broadcast of the continuous wheat, the local real object is set on the anchor end and the guest end respectively, and at least one end of the anchor end and the guest end sets the local virtual object that changes synchronously with the real object of the local end. Real objects include real people, real static images formed by objects, and real dynamic images, such as static expressions and fixed limb gestures, dynamic expressions, and continuous limb movements. A virtual object is a three-dimensional model or a two-dimensional model formed by stereo modeling, including a texture map. The virtual object may be a model formed from a model or a creative work formed by a real anchor object.
步骤200:在连麦直播的过程中,在主播端和嘉宾端中至少有一端将本端虚拟对象替代本端真实对象传送至主播场景中,被传送的本端虚拟对象接收对应的本端真实对象的动作控制数据形成同步变化。主播场景处于主播端的有效控制,使得主播场景可以形成复杂的场景调度,使得主播场景作为连麦场景或者包括连麦场景。例如场景调度形成的全景化的连麦场景,画中画的连麦场景,多个画中画的连麦场景等。Step 200: In the process of the live broadcast of the live broadcast, at least one end of the anchor end and the guest end transmits the local virtual object to the local real scene instead of the local real object, and the transmitted local virtual object receives the corresponding local real The object's motion control data forms a synchronous change. The anchor scene is effectively controlled by the anchor end, so that the anchor scene can form a complicated scene schedule, so that the anchor scene is used as a connected scene or a connected scene. For example, a panoramic lianmai scene formed by scene scheduling, a lianmai scene in a picture-in-picture, a lianmai scene in a plurality of picture-in-pictures, and the like.
步骤300:将主播场景中形成的交互变化过程转换为流媒体,向观众直播。Step 300: Convert the interaction change process formed in the anchor scene into streaming media, and broadcast it to the viewer.
本发明实施例的连麦直播方法将主播端和嘉宾端的交互主体(主播和嘉宾)分别对象化(真实对象)和虚拟化(虚拟对象),将各交互主体的动作表达参数化(利用参考点和参考点的变化记录动作),将各交互主体的真实对象或虚拟对象配 置在同一场景空间(主播场景)中,利用交互主体在交互中形成的连续动作表达形成控制参数以控制交互主体的虚拟对象做出准确交互动作,通过同一场景空间将连续时间内主播端和嘉宾端间的连贯交互表现形成实时媒体流进行发布直播。本发明实施例的连麦直播方法将主播端和嘉宾端间需要实时传输的真实对象的大数据量视频流转换为仅需要实时传输的小数据量动作表达参数和准实时传输的交互主体的虚拟对象,大大减小了实时数据传输的带宽需求,减轻了对实时数据传输系统的高质量带宽压力,使得数据传输系统的实时性服务质量可以进一步提高,为进一步形成多个嘉宾端与主播端的实时连麦直播互动、形成主播端与有限观众间的直播互动提供了重要的技术保证。The Lianmai live broadcast method of the embodiment of the present invention separately objects (real object) and virtualized (virtual object) of the interaction main body (the main object and the guest) of the anchor end and the guest end, and parameterizes the action expression of each interaction main body (using the reference point) And the change record action of the reference point), the real object or the virtual object of each interaction body is configured in the same scene space (an anchor scene), and the control parameters are formed by using the continuous motion expression formed by the interaction body in the interaction to control the virtual body of the interaction body The object makes an accurate interaction, and through the same scene space, the coherent interaction between the anchor end and the guest end in a continuous time forms a real-time media stream for publication and live broadcast. The continuous live broadcast method of the embodiment of the present invention converts a large data volume video stream of a real object that needs to be transmitted in real time between the anchor end and the guest end into a small data amount motion expression parameter that needs only real-time transmission and a virtual body of the cross-real-time transmission interactive body. The object greatly reduces the bandwidth requirement of real-time data transmission, reduces the high-quality bandwidth pressure on the real-time data transmission system, and enables the real-time service quality of the data transmission system to be further improved, in order to further form real-time multiple guest and host-side real-time The interactive interaction between the live broadcast and the live broadcast between the anchor and the limited audience provides an important technical guarantee.
图3为本发明实施例的连麦直播方法的前置处理流程图。如图3所示,在本发明一实施例中,步骤100中在建立连麦直播的过程中,包括:FIG. 3 is a flowchart of pre-processing of a live broadcast method of a continuous wheat according to an embodiment of the present invention. As shown in FIG. 3, in an embodiment of the present invention, in the process of establishing a live broadcast in the step 100, the method includes:
步骤110:在主播端建立坐标空间。相应的在嘉宾端建立相关的坐标空间。相关的坐标基础使得一端的真实对象或虚拟对象可以在对端的坐标空间中合理展现,通过适当的调整和设置可以使两端的真实对象或虚拟对象在一端的坐标空间中形成需要的场景。Step 110: Establish a coordinate space on the anchor end. Correspondingly establish the relevant coordinate space on the guest side. The related coordinate basis makes the real object or the virtual object at one end can be reasonably displayed in the coordinate space of the opposite end. With proper adjustment and setting, the real object or the virtual object at both ends can form the required scene in the coordinate space of one end.
通过运行在主播端和嘉宾端的通用直播框架可以提供相同的坐标空间,以及对象们在场景合成中的比例、位置和相互关联的控制手段。The same live space can be provided by the universal live broadcast framework running on the anchor side and the guest side, as well as the proportions, positions and associated controls of the objects in the scene composition.
在本发明一实施例中,步骤100中在主播端和嘉宾端中至少有一端设置与本端真实对象的动作同步变化的本端虚拟对象包括:In an embodiment of the present invention, in the step 100, at least one end of the anchor end and the guest end is configured to set a local virtual object that is synchronously changed with the action of the real object of the local end, and includes:
步骤120:在主播端的坐标空间中建立本端真实对象,形成控制参考点。通常是指在主播端获得主播本身的形象,在嘉宾端获得嘉宾本身的形象,具体形象可以是主播本身或嘉宾本身的整个躯体或躯体的局部。获取真实对象可以采用摄像头进行视频采集的方式获得。通过形象识别可以在躯体或躯体的局部形成控制参考点,控制参考点随躯体或躯体的局部运动,控制参考点的位置变化可以反映真实对象的动作变化。Step 120: Establish a local real object in the coordinate space of the anchor end to form a control reference point. Usually it refers to the image of the anchor itself on the anchor end, and the image of the guest itself is obtained on the guest side. The specific image can be the whole body or part of the body of the anchor itself or the guest itself. Obtaining a real object can be obtained by using a camera for video capture. Through the image recognition, a control reference point can be formed in the body or the body, and the local motion of the reference point with the body or the body can be controlled, and the position change of the control reference point can reflect the action change of the real object.
步骤130:获取虚拟对象和对应的模型控制点,形成本端虚拟对象。虚拟对象可以是根据主播本身形成的立体或平面建模模型,也可以是根据文学作品或其他真实对象形成的立体或平面建模模型。模型包括可调整形状的模型顶点和素材贴图,通过调整模型顶点的相对位置可以形成模型局部形状和素材贴图的相应变形变化,模型顶点可以作为改变模型形状的模型控制点。获取的虚拟对象可以是几个,分别对应不同虚拟形象。Step 130: Acquire a virtual object and a corresponding model control point to form a local virtual object. The virtual object may be a stereo or planar modeling model formed according to the anchor itself, or a stereo or planar modeling model formed according to a literary work or other real object. The model includes model vertices and material maps with adjustable shapes. By adjusting the relative positions of the model vertices, the corresponding deformation changes of the model local shape and the material map can be formed. The model vertices can be used as model control points for changing the shape of the model. The obtained virtual objects can be several, corresponding to different avatars.
步骤140:建立模型控制点与控制参考点间的映射规则。真实对象的模型控制点与每个虚拟对象的控制参考点间的映射可以是一对一、一对多或多对一。Step 140: Establish a mapping rule between the model control point and the control reference point. The mapping between the model control points of the real object and the control reference points of each virtual object may be one-to-one, one-to-many or many-to-one.
步骤150:采集本端真实对象的控制参考点的变化,根据映射规则形成本端虚拟对象的动作控制数据。Step 150: Collect a change of the control reference point of the real object of the local end, and form action control data of the local virtual object according to the mapping rule.
步骤120至步骤150同样也可以应用在嘉宾端,嘉宾端也可以与主播端一样,形成与本端真实对象相应的本端虚拟对象之间的动作控制数据。 Steps 120 to 150 can also be applied to the guest end. The guest end can also form the action control data between the local virtual objects corresponding to the real object of the local end, just like the anchor end.
采集本端真实对象的动作变化,根据映射规则形成本端虚拟对象的动作控制数据。真实对象的动作变化由坐标空间中的主播本身或嘉宾本身的控制参考点的 位置变化获得,根据选定的本端虚拟对象与对应的映射规则改变本端虚拟对象的模型控制点相对位置变化,形成对应的动作同步变化,本端虚拟对象随本端真实对象的动作同步变化。The action change of the real object of the local end is collected, and the action control data of the local virtual object is formed according to the mapping rule. The change of the action of the real object is obtained by the position change of the control reference point in the coordinate space itself or the guest itself, and the relative position change of the model control point of the local virtual object is changed according to the selected local virtual object and the corresponding mapping rule. The corresponding action is synchronously changed, and the local virtual object changes synchronously with the action of the real object of the local end.
通过现有的高速数据传输系统可以建立经过路由优化的主播端和嘉宾端间的物理链路,物理链路用于主播端和嘉宾端间的交互音视频对象以及真实对象、虚拟对象和动作控制数据的实时传输。Through the existing high-speed data transmission system, a physical link between the route-optimized anchor and the guest end can be established, and the physical link is used for the interaction of audio and video objects between the anchor end and the guest end, as well as real objects, virtual objects, and motion control. Real-time transmission of data.
图4为本发明实施例的连麦直播方法连麦直播的互动过程流程图(一)。如图4所示在本发明一实施例中,步骤200中在主播端和嘉宾端中至少有一端将本端虚拟对象替代本端真实对象传送至主播场景中形成的交互过程包括:FIG. 4 is a flow chart (1) of an interactive process of a continuous live broadcast method of a continuous live broadcast of a live wheat system according to an embodiment of the present invention. As shown in FIG. 4, in an embodiment of the present invention, the interaction process formed by the at least one end of the host and the guest end transmitting the local virtual object to the local real scene in the step 200 includes:
步骤210:主播端利用本端虚拟对象替代主播场景中的本端真实对象。Step 210: The anchor end uses the local virtual object to replace the local real object in the anchor scene.
步骤211:主播端向嘉宾端发起连麦请求,接受嘉宾端响应。Step 211: The anchor end initiates a connection request to the guest end, and accepts the guest end response.
步骤212:主播端发送本端真实对象给嘉宾端。Step 212: The anchor end sends the real object of the local end to the guest end.
步骤213:主播端接收嘉宾端的真实对象。Step 213: The anchor end receives the real object of the guest end.
步骤214:主播端通过主播场景中的本端虚拟对象和嘉宾端的真实对象Step 214: The anchor end passes the local virtual object in the anchor scene and the real object in the guest end
进行交互。Interact.
相应的在嘉宾端,嘉宾端通过嘉宾场景中的本端真实对象和主播端的真实对象进行交互。Correspondingly, on the guest side, the guest side interacts with the real object on the host side and the real object on the anchor side in the guest scene.
在本实施例中,主播端利用本端的一个虚拟对象替代主播场景中对应的真实对象,使得主播端的主播形象和风格可以结合本端虚拟对象的人设特性形成更丰富直播情景,增加向观众直播的吸引力。主播端与嘉宾端的交互通过两端的真实对象交互,可以利用实时网络传输系统(例如SD-RTN网络)的服务质量保证表达丰富的交互情感和肢体动作细节,而在向观众直播中主播采用虚拟对象在保证交互品质的同时,有效降低了对观众直播带宽的需求,保证了向小范围高密度观众直播的实时性。In this embodiment, the anchor end uses a virtual object on the local end to replace the corresponding real object in the anchor scene, so that the anchor image and style of the anchor end can be combined with the characteristics of the local virtual object to form a richer live broadcast scenario, and the live broadcast to the viewer is increased. Appeal. The interaction between the anchor end and the guest end interacts with the real objects at both ends, and the service quality of the real-time network transmission system (for example, SD-RTN network) can be used to express rich interactive emotions and physical movement details, and the virtual object is used for the anchor in the live broadcast to the viewer. While ensuring the quality of interaction, the demand for live broadcast bandwidth of the viewer is effectively reduced, and the real-time performance of live broadcast to a small-scale audience is ensured.
图5为本发明实施例的连麦直播方法连麦直播的互动过程流程图(二)。FIG. 5 is a flowchart (2) of an interaction process of a live broadcast method of a continuous live wheat stream in an embodiment of the present invention.
如图5所示在本发明一实施例中,步骤200中在主播端和嘉宾端中至少有一端将本端虚拟对象替代本端真实对象传送至主播场景中形成的交互过程包括:As shown in FIG. 5, in an embodiment of the present invention, the interaction process formed by the at least one end of the host and the guest end transmitting the local virtual object to the local real scene in the step 200 includes:
步骤220:主播端在主播场景中采用本端真实对象。Step 220: The anchor end uses the local real object in the anchor scene.
步骤221:主播端向嘉宾端发起连麦请求,接受嘉宾端响应。Step 221: The anchor end initiates a connection request to the guest end, and accepts the guest end response.
步骤222:主播端发送本端真实对象给嘉宾端。Step 222: The anchor end sends the real object of the local end to the guest end.
5步骤223:主播端接收嘉宾端的虚拟对象。Step 223: The anchor end receives the virtual object of the guest end.
步骤224:主播端通过主播场景中的本端真实对象和嘉宾端的虚拟对象进行交互。Step 224: The anchor end interacts with the local real object in the anchor scene and the virtual object on the guest end.
相应的在嘉宾端,嘉宾端通过嘉宾场景中的本端虚拟对象和主播端的真实对象进行交互。Correspondingly, on the guest side, the guest side interacts with the real virtual object in the guest scene and the real object on the anchor side.
在本实施例中,在主播端的主播场景中利用本端真实对象和嘉宾端的真实对象形成互动,而利用主播端的真实对象在嘉宾端的嘉宾场景中诱导嘉宾产生更丰富的主播形象和风格,可以使得嘉宾的人设特性形成更丰富直播情景,增加主播场景面向观众直播的吸引力。主播端与嘉宾端的交互通过两端间真实对象与虚拟 对象交互,可以将对端间交互的部分视频数据转换为交互的动作控制数据,有效降低了对实时网络传输系统服务质量等级的需求,满足了嘉宾与主播交互过程中上下行链路不平衡或交互数据量不平衡的带宽需求,保证了交互过程的实时性。In this embodiment, in the anchor scene of the anchor end, the real object of the local end is used to form an interaction with the real object of the guest end, and the real object of the anchor end is used to induce the guest to generate a richer anchor image and style in the guest scene of the guest end, which can make The guest's characteristics set a richer live broadcast scenario, increasing the attraction of the anchor scene to the viewer's live broadcast. The interaction between the anchor end and the guest end interacts with the virtual object through the real object between the two ends, and can convert part of the video data exchanged between the opposite ends into interactive motion control data, thereby effectively reducing the requirement for the quality of service level of the real-time network transmission system, and satisfying The bandwidth requirement of the uplink and downlink imbalance or the unbalanced data volume during the interaction between the guest and the anchor ensures the real-time of the interaction process.
图6为本发明实施例的连麦直播方法连麦直播的互动过程流程图(三)。如图6所示在本发明一实施例中,步骤200中在主播端和嘉宾端中至少有一端将本端虚拟对象替代本端真实对象传送至主播场景中形成的交互过程包括:FIG. 6 is a flowchart (3) of an interactive process of a continuous live broadcast method of a continuous live broadcast of a live wheat system according to an embodiment of the present invention. As shown in FIG. 6 , in an embodiment of the present invention, the interaction process formed by the at least one end of the host and the guest end transmitting the local virtual object to the local real scene in the step 200 includes:
步骤230:主播端利用本端虚拟对象替代主播场景中的本端真实对象。Step 230: The anchor end uses the local virtual object to replace the local real object in the anchor scene.
步骤231:主播端向嘉宾端发起连麦请求,接受嘉宾端响应。Step 231: The anchor end initiates a connection request to the guest end, and accepts the guest end response.
步骤232:主播端发送本端虚拟对象给嘉宾端。Step 232: The anchor end sends the local virtual object to the guest end.
步骤233:主播端接收嘉宾端的虚拟对象。Step 233: The anchor end receives the virtual object of the guest end.
步骤234:主播端通过主播场景中的本端虚拟对象和嘉宾端的虚拟对象进行交互。Step 234: The anchor end interacts with the local virtual object in the anchor scene and the virtual object of the guest end.
相应的在嘉宾端,嘉宾端通过嘉宾场景中的本端真实对象或本端虚拟对象和主播端的虚拟对象进行交互。Correspondingly, on the guest side, the guest side interacts with the local real object in the guest scene or the virtual object on the local end and the virtual object on the anchor side.
在本实施例中,主播端利用本端的一个虚拟对象替代主播场景中对应的真实对象,同时利用嘉宾端的虚拟对象代替相应的嘉宾端的真实对象,使得主播和嘉宾的形象与风格可以结合本端虚拟对象的人设特性形成更丰富直播情景,增加向观众直播吸引力。主播端与嘉宾端的交互通过两端的虚拟对象交互,可以充分利用实时网络传输系统的服务质量保证表达丰富的交互情感和肢体动作细节,而在向观众直播中主播和嘉宾尽量采用虚拟对象可以将对端真实对象间交互的视频数据转换为交互的动作控制数据,有效降低了对实时网络传输系统服务质量等级的需求,可以满足主播与嘉宾间的高分辨率高帧率的实时游戏互动。In this embodiment, the anchor end uses a virtual object of the local end to replace the corresponding real object in the anchor scene, and uses the virtual object of the guest end to replace the real object of the corresponding guest end, so that the image and style of the anchor and the guest can be combined with the local virtual The object's people set features to create a richer live broadcast scenario, increasing the appeal to viewers. The interaction between the anchor end and the guest end can make full use of the service quality of the real-time network transmission system to express rich interactive emotions and physical movement details through the interaction of the virtual objects at the two ends. In the live broadcast to the audience, the anchor and the guest can use the virtual object as much as possible. The video data exchanged between the real objects is converted into interactive motion control data, which effectively reduces the requirement of the quality of service level of the real-time network transmission system, and can meet the real-time game interaction of high resolution and high frame rate between the anchor and the guest.
图7为本发明实施例的连麦直播方法连麦直播的互动过程流程图(四)。如图7所示在本发明一实施例中,步骤200中在主播端和嘉宾端中至少有一端将本端虚拟对象替代本端真实对象传送至主播场景中形成与上述交互过程结合的一种交互过程包括:FIG. 7 is a flowchart (4) of an interactive process of a continuous live broadcast method of a continuous live broadcast of wheat in an embodiment of the present invention. As shown in FIG. 7 , in an embodiment of the present invention, at least one end of the anchor end and the guest end transmits the local virtual object to the anchor real object in the anchor scene to form a combination with the interaction process. The interaction process includes:
步骤240:主播端在主播场景中采用本端真实对象。Step 240: The anchor end uses the local real object in the anchor scene.
步骤241:主播端向嘉宾端发起连麦请求,接受嘉宾端响应。Step 241: The anchor end initiates a connection request to the guest end, and accepts the guest end response.
步骤242:主播端发送本端虚拟对象给若干个嘉宾端。Step 242: The anchor sends the local virtual object to several guest terminals.
步骤243:主播端接收每个嘉宾端的真实对象。Step 243: The anchor end receives the real object of each guest.
步骤244:主播端通过主播场景中的本端真实对象和若干嘉宾端的真实Step 244: The real end end passes the real object of the local end in the anchor scene and the realities of several guest ends.
对象进行交互。Objects interact.
相应的在各嘉宾端,嘉宾端通过嘉宾场景中的本端真实对象和主播端的虚拟对象进行交互。Correspondingly, on each guest side, the guest side interacts with the real object on the local end and the virtual object on the anchor side in the guest scene.
在本实施例中,在主播端的主播场景中利用本端真实对象和各嘉宾端的真实对象形成互动,而利用主播端的虚拟对象在各嘉宾端的嘉宾场景中诱导嘉宾产生更丰富的主播形象和风格,可以使得嘉宾的人设特性形成更丰富直播情景,增加主播场景面向观众直播的吸引力。主播端与各嘉宾端的交互通过两端间虚拟对象与真实对象交互,可以将对端间交互的部分视频数据转换为交互的动作控制数据, 有效降低了群直播中主播对实时网络传输系统服务质量等级的需求,满足了多嘉宾与主播交互过程中上下行链路不平衡或交互数据量不平衡的带宽需求,保证了交互过程的实时性。In this embodiment, in the anchor scene of the anchor end, the real object of the local end is used to form an interaction with the real object of each guest end, and the virtual object of the anchor end is used to induce a guest to generate a richer anchor image and style in the guest scene of each guest. The guest's personality can be set to form a richer live broadcast scenario, and the attraction of the anchor scene to the live broadcast of the viewer is increased. The interaction between the anchor end and each guest end interacts with the real object through the virtual object between the two ends, and can convert part of the video data exchanged between the opposite ends into interactive action control data, thereby effectively reducing the service quality of the anchor network to the real-time network transmission system in the group live broadcast. The requirement of the level satisfies the bandwidth requirement of the uplink and downlink imbalance or the unbalanced data volume during the interaction between the guest and the anchor, and ensures the real-time of the interaction process.
图8为本发明实施例的连麦直播方法连麦直播的互动过程流程图(五)。如图8所示在本发明一实施例中,步骤200中在主播端和嘉宾端中至少有一端将本端虚拟对象替代本端真实对象传送至主播场景中形成一种交互过程包括:FIG. 8 is a flowchart (5) of an interaction process of a continuous live broadcast method and a live broadcast of a live beer according to an embodiment of the present invention. As shown in FIG. 8 , in an embodiment of the present invention, in step 200, at least one end of the anchor end and the guest end transfers the local virtual object to the local real scene instead of the local real object to form an interaction process, including:
步骤250:主播端在主播场景中采用本端虚拟对象。Step 250: The anchor end adopts the local virtual object in the anchor scene.
步骤251:主播端向嘉宾端发起连麦请求,接受嘉宾端响应。Step 251: The anchor end initiates a connection request to the guest end, and accepts the guest end response.
步骤252:主播端发送本端虚拟对象给若干个嘉宾端。Step 252: The anchor sends the local virtual object to several guest terminals.
步骤253:主播端接收每个嘉宾端的虚拟对象。Step 253: The anchor end receives the virtual object of each guest.
步骤254:主播端通过主播场景中的本端虚拟对象和若干嘉宾端的虚拟对象进行交互。Step 254: The anchor end interacts with the local virtual object in the anchor scene and the virtual objects of the guest end.
相应的在各嘉宾端,嘉宾端通过嘉宾场景中的本端虚拟对象和主播端的虚拟对象进行交互。Correspondingly, on each guest side, the guest side interacts with the local virtual object in the guest scene and the virtual object on the anchor side.
在本实施例中,主播端利用本端的一个虚拟对象替代主播场景中对应的真实对象,同时利用嘉宾端的虚拟对象代替相应的嘉宾端的真实对象,使得主播和嘉宾的形象与风格可以结合本端虚拟对象的人设特性形成更丰富直播情景,增加向观众直播吸引力。主播端与嘉宾端的交互通过对端的虚拟对象交互,可以充分利用实时网络传输系统服务质量保证表达丰富的交互情感和肢体动作细节,而在向观众直播中主播和嘉宾尽量采用虚拟对象可以将对端真实对象间交互的视频数据转换为交互的动作控制数据,有效降低了对实时网络传输系统服务质量等级的需求,可以在现有高速数据传输系统中实现主播与较多嘉宾间的实时互动。In this embodiment, the anchor end uses a virtual object of the local end to replace the corresponding real object in the anchor scene, and uses the virtual object of the guest end to replace the real object of the corresponding guest end, so that the image and style of the anchor and the guest can be combined with the local virtual The object's people set features to create a richer live broadcast scenario, increasing the appeal to viewers. The interaction between the anchor end and the guest end can make full use of the real-time network transmission system service quality to ensure the expression of rich interactive emotions and physical movement details through the real-time network transmission system service quality. In the live broadcast to the audience, the anchor and the guest try to adopt the virtual object as much as possible to the opposite end. The video data exchanged between real objects is converted into interactive action control data, which effectively reduces the requirement of the quality of service level of the real-time network transmission system, and can realize real-time interaction between the anchor and more guests in the existing high-speed data transmission system.
有些真实对象会进一步包括真实声音等,例如原生声音等。虚拟对象会进一步包括虚拟声音,包括根据词汇、短语、语句形成的情绪表达声音。在本发明一实施例中,步骤200中被传送的本端虚拟对象接收对应的本端真实对象的动作控制数据形成同步变化包括:Some real objects will further include real sounds, such as native sounds. The virtual object will further include virtual sounds, including emotions expressed in terms of vocabulary, phrases, and sentences. In an embodiment of the present invention, the action change data of the local virtual object that is transmitted in step 200 and received by the local virtual object is synchronously changed.
在主播端和嘉宾端间的物理链路上,本端真实对象在交互过程中的音视频数据与动作控制数据平行向本端虚拟对象传输。On the physical link between the anchor end and the guest end, the audio and video data of the local real object in the interaction process is transmitted to the local virtual object in parallel with the motion control data.
平行向虚拟对象传输是指在真实对象侧对交互过程中的音视频数据进行封装形成音视频封装数据,同时将真实对象侧形成的动作控制数据进行封装形成控制封装数据,音视频封装数据与控制封装数据采用不同的封装协议在不同的传输协议控制下进行传输。例如利用音视频封装数据采用H.264协议进行封装,控制封装数据采用RTMP或其他协议进行封装。采用本方法可以适应贷款服务等级较低时的路由重定向带来的延时。The parallel transmission to the virtual object means that the audio and video data in the interaction process is encapsulated to form audio and video package data on the real object side, and the action control data formed on the real object side is encapsulated to form control package data, audio and video package data and control. The encapsulated data is transmitted under different transport protocols under different encapsulation protocols. For example, the audio and video package data is encapsulated by the H.264 protocol, and the control package data is encapsulated by using RTMP or other protocols. This method can be used to adapt to the delay caused by route redirection when the loan service level is low.
在本发明一实施例中,步骤200中被传送的本端虚拟对象接收对应的本端真实对象的动作控制数据形成同步变化包括:In an embodiment of the present invention, the action change data of the local virtual object that is transmitted in step 200 and received by the local virtual object is synchronously changed.
在主播端和嘉宾端间的物理链路上,本端真实对象在交互过程中的音视频数据与动作控制数据同步向本端虚拟对象传输。On the physical link between the anchor end and the guest end, the audio and video data of the local real object in the interaction process is transmitted to the local virtual object in synchronization with the motion control data.
同步向虚拟对象传输是指在真实对象侧对交互过程中的音视频数据和在真实 对象侧形成的动作控制数据进行统一封装形成统一封装数据,音视频20数据与动作控制数据采用统一的封装协议在相同的传输协议控制下进行传输。例如采用H.264协议进行对音视频数据封装,同时利用H.264协议封装格式中的保留字节封装动作控制数据,形成的统一封装数据可以充分利用H.264协议的纠错控制机制,保证数据的完整性。The synchronous transmission to the virtual object means that the audio and video data in the interaction process and the motion control data formed on the real object side are uniformly encapsulated on the real object side to form unified encapsulated data, and the audio and video 20 data and the motion control data adopt a unified encapsulation protocol. Transfer under the control of the same transport protocol. For example, the H.264 protocol is used to encapsulate audio and video data, and the reserved byte encapsulation action control data in the H.264 protocol encapsulation format is utilized, and the unified encapsulation data formed can fully utilize the error correction control mechanism of the H.264 protocol to ensure Data integrity.
图9为本发明实施例的连麦直播系统的结构示意图。如图9所示包括:对象关联模块400:用于在建立连麦直播的过程中,在主播端和嘉宾端分别设置本端真实对象,主播端和嘉宾端中至少有一端设置与本端真实对象同步变化的本端虚拟对象。FIG. 9 is a schematic structural diagram of a continuous live broadcast system according to an embodiment of the present invention. As shown in FIG. 9, the object association module 400 is configured to set a local real object on the anchor end and the guest end in the process of establishing a live broadcast of the live wheat, and at least one end of the anchor end and the guest end is set to be true with the local end. The local virtual object whose object is synchronized.
对象交互模块500:用于在连麦直播的过程中,在主播端和嘉宾端中至少有一端将本端虚拟对象替代本端真实对象传送至主播场景中,被传送的本端虚拟对象接收对应的本端真实对象的动作控制数据形成同步变化。The object interaction module 500 is configured to transmit, at least one end of the host virtual object and the local real object to the anchor scene in the process of the live broadcast of the live broadcast, and the transmitted local virtual object receives the corresponding The motion control data of the real object of the local end forms a synchronous change.
场景发布模块600:用于将主播场景中形成的交互变化过程转换为流媒体,向观众直播。The scenario publishing module 600 is configured to convert the interaction change process formed in the anchor scenario into streaming media and broadcast to the viewer.
对象关联模块400中包括:The object association module 400 includes:
场景规划子单元410:用于在主播端建立坐标空间。The scenario planning sub-unit 410 is configured to establish a coordinate space on the anchor end.
真实对象获取单元420:用于在主播端的坐标空间中建立本端真实对象,形成控制参考点。The real object obtaining unit 420 is configured to establish a local real object in a coordinate space of the anchor end to form a control reference point.
虚拟对象获取单元430:用于获取虚拟对象和对应的模型控制点,形成本端虚拟对象。The virtual object obtaining unit 430 is configured to acquire the virtual object and the corresponding model control point to form a local virtual object.
对象关联单元440:用于建立模型控制点与控制参考点间的映射规则。Object association unit 440: used to establish a mapping rule between the model control point and the control reference point.
数据采集单450:用于采集本端真实对象的控制参考点的变化,根据映射规则形成本端虚拟对象的动作控制数据。The data collection form 450 is used to collect the change of the control reference point of the real object on the local end, and form the action control data of the local virtual object according to the mapping rule.
对象交互模块500包括:The object interaction module 500 includes:
真实对象替换单元511,用于主播端利用本端虚拟对象替代主播场景中的本端真实对象。The real object replacement unit 511 is configured to replace the local real object in the anchor scene by using the local virtual object by the anchor end.
真实对象布置单元512,用于主播端在主播场景中采用本端真实对象。The real object placement unit 512 is configured to use the local real object in the anchor scene in the anchor scene.
虚拟对象布置单元513,用于主播端在主播场景中采用本端虚拟对象。The virtual object placement unit 513 is configured to use the local virtual object in the anchor scene in the anchor scene.
还包括:Also includes:
发送真实对象单元521,用于主播端发送本端真实对象给嘉宾端。The real object unit 521 is sent to the anchor end to send the local real object to the guest end.
第一发送虚拟对象单元522,用于主播端发送本端虚拟对象给嘉宾端。The first sending virtual object unit 522 is configured to send the local virtual object to the guest end by the anchor end.
第二发送虚拟对象单元523,用于主播端发送本端虚拟对象给若干个嘉宾端。The second sending virtual object unit 523 is configured to send the local virtual object to the guest end by the anchor end.
还包括:Also includes:
连麦直播建立单元530,用于主播端向嘉宾端发起连麦请求,接受嘉宾端响应。The continuous live broadcast establishing unit 530 is configured to initiate a connection request to the guest end by the anchor end, and accept the guest end response.
还包括:Also includes:
第一接收真实对象单元541,用于主播端接收嘉宾端的真实对象。The first receiving real object unit 541 is configured to receive the real object of the guest end on the anchor end.
第一接收虚拟对象单元542,用于主播端接收嘉宾端的虚拟对象。The first receiving virtual object unit 542 is configured to receive the virtual object of the guest end on the anchor end.
第二接收真实对象单元543,用于主播端接收每个嘉宾端的真实对象。The second receiving real object unit 543 is configured to receive the real object of each guest end by the anchor end.
第二接收虚拟对象单元544,用于主播端接收每个嘉宾端的虚拟对象。The second receiving virtual object unit 544 is configured to receive the virtual object of each guest end by the anchor end.
还包括:Also includes:
第一场景交互单元551,用于主播端通过主播场景中的本端虚拟对象和嘉宾端的真实对象进行交互。The first scene interaction unit 551 is configured to perform interaction between the local virtual object in the anchor scene and the real object in the guest end.
第二场景交互单元552,用于主播端通过主播场景中的本端真实对象和嘉宾端的虚拟对象进行交互。The second scenario interaction unit 552 is configured to perform interaction between the local real object in the anchor scene and the virtual object on the guest end in the anchor scene.
第三场景交互单元553,用于主播端通过主播场景中的本端虚拟对象和嘉宾端的虚拟对象进行交互。The third scene interaction unit 553 is configured to perform interaction between the local virtual object in the anchor scene and the virtual object in the guest end.
第四场景交互单元554,用于主播端通过主播场景中的本端真实对象和若干嘉宾端的真实对象进行交互。The fourth scenario interaction unit 554 is configured to perform interaction between the local real object in the anchor scene and the real objects in the guest end in the anchor scene.
第五场景交互单元555,用于主播端通过主播场景中的本端虚拟对象和若干嘉宾端的虚拟对象进行交互。The fifth scene interaction unit 555 is configured to perform interaction between the local virtual object in the anchor scene and the virtual objects in the guest end in the anchor scene.
还包括:Also includes:
第一传输单元561,用于在主播端和嘉宾端间的物理链路上,本端真实对象在交互过程中的音视频数据与动作控制数据平行向本端虚拟对象传输。The first transmission unit 561 is configured to transmit, in the physical link between the anchor end and the guest end, the audio and video data of the local real object in the interaction process and the motion control data are transmitted to the local virtual object in parallel.
第二传输单元562,用于在主播端和嘉宾端间的物理链路上,本端真实对象在交互过程中的音视频数据与动作控制数据同步向本端虚拟对象传输。The second transmission unit 562 is configured to perform, on the physical link between the anchor end and the guest end, the audio and video data of the local real object in the interaction process and the motion control data are synchronously transmitted to the local virtual object.
本发明实施例的连麦直播系统包括处理器和存储器,其中:The Lianmai live broadcast system of the embodiment of the present invention includes a processor and a memory, wherein:
存储器用于存储上述本发明实施例的连麦直播系统中的程序化的各装置和单元,或者存储上述本发明实施例的连麦直播方法中的程序化的步骤。The memory is used to store the programmed devices and units in the continuous live broadcast system of the embodiment of the present invention, or to store the programmed steps in the continuous live broadcast method of the embodiment of the present invention.
处理器用于执行存储器中的各装置和单元的程序,或者步骤的程序。A program for executing a program of each device and unit in a memory, or a step.
以上所述仅为本发明的较佳实施例而已,并不用以限制本发明,凡在本发明的精神和原则之内,所作的任何修改、等同替换等,均应包含在本发明的保护范围之内。The above is only the preferred embodiment of the present invention, and is not intended to limit the present invention. Any modifications, equivalent substitutions, etc., which are within the spirit and principles of the present invention, should be included in the scope of the present invention. within.

Claims (12)

  1. 一种连麦直播方法,应用于连麦直播的互动过程,其特征在于,包括:A method for direct live broadcast of wheat, which is applied to the interactive process of continuous live wheat, characterized in that it comprises:
    在建立所述连麦直播的过程中,在主播端和嘉宾端分别设置本端真实对象,所述主播端和所述嘉宾端中至少有一端设置与所述本端真实对象同步变化的本端虚拟对象;In the process of establishing the live broadcast of the connected wheat, the local real object is set on the anchor end and the guest end respectively, and at least one end of the anchor end and the guest end is configured to set a local end that changes synchronously with the real object of the local end. Virtual object
    在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化;In the process of the live broadcast, at least one end of the anchor end and the guest end transfers the local virtual object to the local real scene instead of the local real object, and the transmitted the original Receiving, by the end virtual object, the action control data of the corresponding real object of the local end to form a synchronous change;
    将所述主播场景中形成的交互变化过程转换为流媒体,向观众直播。Converting the interaction change process formed in the anchor scene into streaming media and broadcasting to the viewer.
  2. 如权利要求1所述的连麦直播方法,其特征在于,所述在建立所述连麦直播的过程中,在主播端和嘉宾端分别设置本端真实对象,所述主播端和所述嘉宾端中至少有一端设置与所述本端真实对象同步变化的本端虚拟对象包括:The live broadcast method according to claim 1, wherein in the process of establishing the live broadcast of the continuous wheat, the local real object is set on the anchor end and the guest end, respectively, the anchor end and the guest The local virtual object whose at least one end of the terminal is set to be synchronized with the real object of the local end includes:
    在所述主播端建立坐标空间;Establishing a coordinate space on the anchor end;
    在所述坐标空间中建立所述本端真实对象,形成控制参考点;Establishing the local real object in the coordinate space to form a control reference point;
    获取虚拟对象和对应的模型控制点,形成所述本端虚拟对象;Obtaining a virtual object and a corresponding model control point to form the local virtual object;
    建立所述模型控制点与所述控制参考点间的映射规则;Establishing a mapping rule between the model control point and the control reference point;
    采集所述控制参考点的变化,根据所述映射规则形成所述动作控制数据。The change of the control reference point is collected, and the action control data is formed according to the mapping rule.
  3. 如权利要求1所述的连麦直播方法,其特征在于,所述在建立所述连麦直播的过程中,在主播端和嘉宾端分别设置本端真实对象,所述主播端和所述嘉宾端中至少有一端设置与所述本端真实对象同步变化的本端虚拟对象括:The live broadcast method according to claim 1, wherein in the process of establishing the live broadcast of the continuous wheat, the local real object is set on the anchor end and the guest end, respectively, the anchor end and the guest At least one end of the end is configured to set a local virtual object that changes synchronously with the real object of the local end:
    在所述嘉宾端建立与所述主播端相关的坐标空间;Establishing a coordinate space associated with the anchor end at the guest end;
    在所述坐标空间中建立所述本端真实对象,形成控制参考点;Establishing the local real object in the coordinate space to form a control reference point;
    获取虚拟对象和对应的模型控制点,形成所述本端虚拟对象;Obtaining a virtual object and a corresponding model control point to form the local virtual object;
    建立所述模型控制点与所述控制参考点间的映射规则;Establishing a mapping rule between the model control point and the control reference point;
    采集所述控制参考点的变化,根据映射规则形成所述本端虚拟对象的动作控制数据。Collecting changes of the control reference point, and forming action control data of the local virtual object according to a mapping rule.
  4. 如权利要求1所述的连麦直播方法,其特征在于,所述在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:The method of claim 1 , wherein in the process of the live broadcast, at least one end of the anchor end and the guest end replaces the local virtual object The local real object is transmitted to the anchor scene, and the synchronized change of the motion control data of the local real object that is received by the local virtual object is:
    所述主播端利用所述本端虚拟对象替代所述主播场景中的所述本端真实对象;The anchor end uses the local virtual object to replace the local real object in the anchor scene;
    所述主播端向所述嘉宾端发起连麦请求,接受所述嘉宾端响应;The anchor end initiates a connection request to the guest end, and accepts the guest end response;
    所述主播端发送本端真实对象给嘉宾端;The anchor end sends the real object of the local end to the guest end;
    所述主播端接收所述嘉宾端的真实对象;The anchor end receives the real object of the guest end;
    所述主播端通过所述主播场景中的所述本端虚拟对象和所述嘉宾端的真 实对象进行交互。The anchor end interacts with the local virtual object in the anchor scene and the real object of the guest end.
  5. 如权利要求1所述的连麦直播方法,其特征在于,所述在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:The method of claim 1 , wherein in the process of the live broadcast, at least one end of the anchor end and the guest end replaces the local virtual object The local real object is transmitted to the anchor scene, and the synchronized change of the motion control data of the local real object that is received by the local virtual object is:
    所述主播端在所述主播场景中采用本端真实对象;The anchor end uses the local real object in the anchor scene;
    所述主播端向所述嘉宾端发起连麦请求,接受所述嘉宾端响应;The anchor end initiates a connection request to the guest end, and accepts the guest end response;
    所述主播端发送所述本端真实对象给所述嘉宾端;Sending, by the anchor end, the real object of the local end to the guest end;
    所述主播端接收所述嘉宾端的虚拟对象;The anchor end receives the virtual object of the guest end;
    所述主播端通过所述主播场景中的所述本端真实对象和所述嘉宾端的虚拟对象进行交互。The anchor end interacts with the local real object in the anchor scene and the virtual object of the guest end.
  6. 如权利要求1所述的连麦直播方法,其特征在于,所述在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:The method of claim 1 , wherein in the process of the live broadcast, at least one end of the anchor end and the guest end replaces the local virtual object The local real object is transmitted to the anchor scene, and the synchronized change of the motion control data of the local real object that is received by the local virtual object is:
    所述主播端利用所述本端虚拟对象替代所述主播场景中的所述本端真实对象;The anchor end uses the local virtual object to replace the local real object in the anchor scene;
    所述主播端向所述嘉宾端发起连麦请求,接受所述嘉宾端响应;The anchor end initiates a connection request to the guest end, and accepts the guest end response;
    所述主播端发送所述本端虚拟对象给所述嘉宾端;Sending, by the anchor end, the local virtual object to the guest end;
    所述主播端接收所述嘉宾端的虚拟对象;The anchor end receives the virtual object of the guest end;
    所述主播端通过所述主播场景中的所述本端虚拟对象和所述嘉宾端的虚拟对象进行交互。The anchor end interacts with the local virtual object in the anchor scene and the virtual object of the guest end.
  7. 如权利要求1所述的连麦直播方法,其特征在于,所述在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:The method of claim 1 , wherein in the process of the live broadcast, at least one end of the anchor end and the guest end replaces the local virtual object The local real object is transmitted to the anchor scene, and the synchronized change of the motion control data of the local real object that is received by the local virtual object is:
    所述主播端在所述主播场景中采用所述本端真实对象;The anchor end adopts the local real object in the anchor scene;
    所述主播端向所述嘉宾端发起连麦请求,接受所述嘉宾端响应;The anchor end initiates a connection request to the guest end, and accepts the guest end response;
    所述主播端发送所述本端虚拟对象给若干个所述嘉宾端;Sending, by the anchor end, the local virtual object to a plurality of the guest terminals;
    所述主播端接收每个所述嘉宾端的真实对象;The anchor end receives a real object of each of the guest terminals;
    所述主播端通过所述主播场景中的所述本端真实对象和所述嘉宾端的真实对象进行交互。The anchor end interacts with the real object of the local end and the real object of the guest end in the anchor scene.
  8. 如权利要求1所述的连麦直播方法,其特征在于,所述在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:The method of claim 1 , wherein in the process of the live broadcast, at least one end of the anchor end and the guest end replaces the local virtual object The local real object is transmitted to the anchor scene, and the synchronized change of the motion control data of the local real object that is received by the local virtual object is:
    所述主播端在所述主播场景中采用所述本端虚拟对象;The anchor end adopts the local virtual object in the anchor scene;
    所述主播端向所述嘉宾端发起连麦请求,接受所述嘉宾端响应;The anchor end initiates a connection request to the guest end, and accepts the guest end response;
    所述主播端发送所述本端虚拟对象给若干个所述嘉宾端;Sending, by the anchor end, the local virtual object to a plurality of the guest terminals;
    所述主播端接收每个所述嘉宾端的虚拟对象;The anchor end receives a virtual object of each of the guest ends;
    所述主播端通过所述主播场景中的所述本端虚拟对象和所述嘉宾端的虚拟对象进行交互。The anchor end interacts with the local virtual object in the anchor scene and the virtual object of the guest end.
  9. 如权利要求1所述的连麦直播方法,其特征在于,所述被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:The continuous live broadcast method according to claim 1, wherein the received action control data of the local virtual object that is received by the local virtual object forms a synchronous change comprising:
    在所述主播端和所述嘉宾端间的物理链路上,所述本端真实对象在交互过程中的音视频数据与所述动作控制数据平行向所述本端虚拟对象传输。On the physical link between the anchor end and the guest end, the audio and video data of the local real object during the interaction is transmitted to the local virtual object in parallel with the motion control data.
  10. 如权利要求1所述的连麦直播方法,其特征在于,所述被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化包括:The continuous live broadcast method according to claim 1, wherein the received action control data of the local virtual object that is received by the local virtual object forms a synchronous change comprising:
    在主播端和嘉宾端间的物理链路上,所述本端真实对象在交互过程中的音视频数据与所述动作控制数据同步向所述本端虚拟对象传输。On the physical link between the anchor end and the guest end, the audio and video data of the local real object during the interaction is transmitted to the local virtual object in synchronization with the motion control data.
  11. 一种连麦直播系统,包括:A continuous live wheat system, including:
    对象关联模块,用于在建立所述连麦直播的过程中,在主播端和嘉宾端分别设置本端真实对象,所述主播端和所述嘉宾端中至少有一端设置与所述本端真实对象同步变化的本端虚拟对象;An object association module, configured to set a local real object on the anchor end and the guest end respectively in the process of establishing the live broadcast of the connected wheat, wherein at least one end of the anchor end and the guest end is set to be true with the local end The local virtual object whose object is synchronously changed;
    对象交互模块,用于在所述连麦直播的过程中,在所述主播端和所述嘉宾端中至少有一端将所述本端虚拟对象替代所述本端真实对象传送至主播场景中,被传送的所述本端虚拟对象接收对应的所述本端真实对象的动作控制数据形成同步变化;An object interaction module, configured to transmit, by the at least one end of the anchor end object and the guest end, the local virtual object to the host real scene in the process of the live broadcast The transmitted local virtual object receives the corresponding action control data of the local real object to form a synchronous change;
    场景发布模块,用于将所述主播场景中形成的交互变化过程转换为流媒体,向观众直播。The scenario publishing module is configured to convert the interaction change process formed in the anchor scenario into streaming media and broadcast to the viewer.
  12. 一种连麦直播系统,包括,处理器和存储器,其中:A continuous live wheat system, including a processor and a memory, wherein:
    所述存储器,用于存储如权利要求1至10任一连麦直播方法的步骤程序;The memory is configured to store a step program of the continuous live broadcast method according to any one of claims 1 to 10;
    所述处理器,用于执行如权利要求1至10任一连麦直播方法的步骤程序。The processor is configured to execute the step program of the continuous live broadcast method according to any one of claims 1 to 10.
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