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A large-screen distributed playback scene picture splicing method

A technology for playing scenes and picture splicing, applied in selective content distribution, image communication, electrical components, etc., can solve problems such as performance bottlenecks, and achieve the effect of overcoming performance bottleneck defects

Active Publication Date: 2017-07-11
SICHUAN ZHONGDIAN AOSTAR INFORMATION TECHNOLOGIES CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0003] The purpose of the present invention is to overcome the performance bottleneck defect of a single player under high-resolution scene pictures, and provide a large-screen distributed playback scene picture splicing method

Method used

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  • A large-screen distributed playback scene picture splicing method
  • A large-screen distributed playback scene picture splicing method

Examples

Experimental program
Comparison scheme
Effect test

Embodiment 1

[0035] see figure 1 , a large-screen distributed playback scene image splicing method, comprising the following steps:

[0036] Step A: Binding of scene picture data:

[0037] The visual designer designs the scene screen. After the design is completed, the scene screen data is saved to the background server to realize the association between the visual designer and the background server;

[0038] Step B: Build the model corresponding to the player and the small screen:

[0039] When the player starts, register the current player with the background server;

[0040] Establish a corresponding model between the player and the small screen in the background server, and split the large-screen scene display into multiple small-screen scene display. The parameters of the small screen include the width, height and offset of the small screen. Corresponding to the corresponding small screen, each player is responsible for the scene display of the corresponding small screen;

[0041]...

Embodiment 2

[0046] On the basis of Embodiment 1, this embodiment also includes step E: timing refresh of the large-screen scene picture:

[0047] The background server regularly executes the scene picture data collection task, and pushes the collected scene picture data to each player regularly, so as to realize the regular update of the player scene picture data, and each player analyzes the recently received scene picture data, and updates the current The player renders the scene images that need to be displayed on the small screen, intercepts and hides other redundant scene images, and the scene images rendered by each player are synchronously displayed on the large screen, so as to realize the regular refresh of the scene images on the large screen. Other parts of this embodiment are the same as those of Embodiment 1, and will not be repeated here.

Embodiment 3

[0049] In this embodiment, on the basis of Embodiment 2, in step E, the background server regularly executes the scene picture data collection task, and pushes the collected scene picture data to each player at the same time. By pushing the collected scene picture data to each player at the same time, the scene picture data received by each player can be updated synchronously, and then the scene picture of the large screen can be refreshed synchronously. Other parts of this embodiment are the same as Embodiment 2 and will not be repeated here.

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Abstract

The invention overcomes the disadvantage that a single player has performance bottleneck for a high-resolution scene picture and discloses a distributed playing scene picture splicing method for a large screen. The distributed playing scene picture splicing method for the large screen comprises steps that A, binding scene picture data; B, building corresponding models between players and small screens; C, acquiring small screen parameters corresponding to the players; D, displaying a large-screen scene picture. The distributed playing scene picture splicing method uses a plurality of players to render the same scene picture in different screens, each player is responsible for the special scene region, and the disadvantage that the single player has performance bottleneck for the high-resolution scene picture is overcame; through using an Active MQ server to serve as a background server and using an Active MQ technology between the background server and each player, all the player scene pictures can be switched simultaneously; through using WPF players, the distributed playing scene picture splicing method can support any high-resolution scene picture playing if system hardware conditions allow.

Description

technical field [0001] The invention relates to the field of large-screen playback, in particular to a large-screen distributed playback scene image splicing method. Background technique [0002] For a long time, the scene picture playback system in the large-screen industry has adopted a single-screen playback mode, that is, a single player renders the scene picture. However, for high-resolution scene images, there is a performance bottleneck problem in using a single player for large-screen playback control. With the continuous improvement of the resolution of large-screen scene images, it is necessary to continuously improve hardware performance to support the display of large-screen scene images. Contents of the invention [0003] The object of the present invention is to overcome the performance bottleneck defect of a single player under high-resolution scene pictures, and provide a large-screen distributed play scene picture splicing method. [0004] The present in...

Claims

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Application Information

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IPC IPC(8): H04N21/43H04N21/431H04N21/266
Inventor 丁西江小根倪平波罗刚陈胜国刘荣刚闫卓杨永宁
Owner SICHUAN ZHONGDIAN AOSTAR INFORMATION TECHNOLOGIES CO LTD
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