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Unity is teaming up with NXP Semiconductors, the world’s largest provider of automotive semiconductors, to demonstrate a human-machine interface (HMI) toolchain that operates on NXP’s popular i.MX 8QuadMax Applications Processor. The collaboration creates opportunities to bring real-time 3D experiences, including games made with Unity, to mass-production vehicles, regardless of their trim level and cost.

Unity正与全球最大的汽车半导体供应商恩智浦半导体合作,展示可在恩智浦广受欢迎的i.MX 8QuadMax应用处理器上运行的人机界面(HMI)工具链。 双方的合作为将实时3D体验(包括使用Unity制作的游戏)带入量产车辆提供了机会,而不论其装饰水平和成本如何。

One of the biggest changes taking place in the automotive industry is the digitalization of the dashboard. From super-sized stretch screens that blend instrument clusters and infotainment systems to augmented reality-powered head-up displays (AR HUDs), human-machine interface (HMI) systems are rapidly becoming a battleground for automotive companies. Gorden Wagener, Chief Design Officer for Daimler AG, the parent company of Mercedes-Benz, made the stakes clear when he said, “Screens are the new horsepower.” 

汽车行业发生的最大变化之一是仪表板的数字化。 从混合 仪表板和信息娱乐系统 的超大拉伸屏幕 到增强现实驱动的 平视显示器 (AR HUD),人机界面(HMI)系统正Swift成为汽车公司的战场。 梅赛德斯-奔驰母公司戴姆勒公司首席设计官戈登·瓦格纳(Gorden Wagener)明确表示,“ 屏幕是新的动力”

It’s not just the screen hardware that’s changing, but what’s shown on them. We’ve already seen games made with Unity, such as Cuphead, become playable in vehicles. Drivers and passengers today increasingly expect automakers to extend the games and other cutting-edge experiences that are available on their smartphones to their vehicles. But turning cars into smartphones on wheels is a difficult proposition, as current development processes are splintered across multiple production tools, which are often not up to the task of creating modern, responsive user experiences. 

改变的不仅是屏幕硬件,还包括显示的内容。 我们已经看到用Unity制作的游戏,例如 Cuphead , 可以在车辆中玩。 如今,驾驶员和乘客越来越期望汽车制造商将智能手机上可用的游戏和其他最先进的体验扩展到他们的车辆上。 但是,将汽车变成带轮子的智能手机是一个艰难的命题,因为当前的开发过程分散在多个生产工具中,而这些工具通常不能满足创建现代,响应式用户体验的任务。  

Unity has already become a platform of choice in prototyping and developing new HMI experiences. In fact, the first production vehicles with HMI systems running on Unity will hit the road this year. 

Unity已成为原型设计和开发新HMI体验的首选平台。 事实上,首批在Unity上运行的具有HMI系统的量产车将在今年上路。

The interactivity that real-time 3D provides is just one reason automakers – and other manufacturers creating products with an HMI component – are turning to Unity. With WYSIWYG (what you see is what you get) development, they can reduce development time throughout the HMI design and review stages and directly deploy to embedded targets (e.g., chipsets), therefore bridging the huge gap between design and engineering. 

实时3D提供的交互性只是汽车制造商和其他使用HMI组件制造产品的制造商转向Unity的原因之一。 通过所见即所得(所见即所得)开发,他们可以减少整个HMI设计和审查阶段的开发时间,并直接部署到嵌入式目标(例如,芯片组),从而弥合设计与工程之间的巨大差距。

Designers and engineers no longer have to struggle with recreating the HMI numerous times to meet different design requirements, as they now can speak the same language and use Unity as an end-to-end HMI graphics toolchain across design, prototyping, development, and mass deployment. Learn more about Unity’s HMI toolkit here.

设计师和工程师不再需要为 重新创建HMI 而 努力,以满足不同的设计要求,因为他们现在可以说相同的语言,并且可以将Unity用作 跨设计,原型设计,开发和批量生产的端到端HMI图形工具链。部署。 在此处 了解有关 Unity HMI工具包的 更多信息 。

与恩智浦合作以较低的成本实施高级HMI体验 (Teaming up with NXP to implement advanced HMI experiences at a lower cost)

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Historically, advanced HMI experiences were limited to consumers who could afford a higher-priced trim level or a luxury vehicle. That’s changing with Unity’s collaboration with NXP, whose i.MX applications processors have been deployed in more than 200 million vehicles. 

从历史上看,高级HMI体验仅限于能够负担得起更高价格的装饰水平或豪华车的消费者。 Unity与NXP的合作 正在改变这种情况 ,后者的i.MX应用处理器已部署在超过2亿辆汽车中。

By bringing a Unity HMI toolchain to NXP’s popular i.MX 8QuadMax applications processor, Unity is demonstrating the potential for value-minded automotive original equipment manufacturers (OEMs) to place immersive HMI systems in all their vehicles. Consumers can enjoy a high-fidelity and immersive interface that enables them to play games, connect with their smartphone and interact with their car – just like they would in a high-end vehicle.

通过将Unity HMI工具链引入恩智浦广受欢迎的i.MX 8QuadMax应用处理器,Unity展示了注重价值的汽车原始设备制造商(OEM)将沉浸式HMI系统安装在其所有车辆中的潜力。 消费者可以享受高保真的身临其境的界面,使他们能够玩游戏,与智能手机连接以及与汽车互动,就像在高端汽车中一样。

“Unity brings an optimized content rendering engine, content creation and toolchains which can be utilized to work with stretch screens and ‘normal’ resolution screens alike. The output of this powerful engine is stunning display experiences that have to be seen. Coupled with i.MX 8QuadMax’s performance and fail-functional display safety capabilities provide the consumer with a seamless, beautiful and safe experience,” said Kyle Fox, Director for the i.MX 8 series applications processor at NXP.

“ Unity带来了优化的内容渲染引擎,内容创建和工具链,可用于拉伸屏幕和'普通'分辨率屏幕。 这个强大引擎的输出是令人惊叹的显示体验。 结合i.MX 8QuadMax的性能和故障功能显示安全功能,为消费者提供了无缝,美观和安全的体验,” 恩智浦 i.MX 8系列应用处理器 总监Kyle Fox说 。

To demonstrate the possibilities of this collaboration at CES 2020, Unity worked with icon incar, the leading design consultancy for automotive user experience (UX), to build an HMI experience that runs on NXP’s i.MX 8QuadMax applications processor. Check out the project below. 

为了在2020年CES上展示这种合作的可能性,Unity与 icon incar (汽车用户体验(UX)的领先设计咨询公司)合作,构建了可在NXP的i.MX 8QuadMax应用处理器上运行的HMI体验。 查看下面的项目。

演示地址

制作Unity-NXP HMI应用程序演示 (Making the Unity-NXP HMI application demo)

The demo is designed to support immersive, high-impact experiences on an ultrawide 49-inch screen (1.24 meters) with a 32:9 aspect ratio. It consists of three key components: 1) the HMI system, comprising the digital instrument cluster, navigation with 3D mapping, car status, and media player; 2) a game which is purposefully situated on the passenger side; and 3) a visual effects (VFX) experience. 

该演示旨在在宽高比为32:9的49英寸超宽屏幕(1.24米)上支持沉浸式高冲击力体验。 它由三个关键组件组成:1)HMI系统,包括数字仪表板,3D映射导航,汽车状态和媒体播放器; 2)有目的地位于乘客侧的游戏; 3)视觉效果(VFX)体验。

While icon incar designed the user interface (UI) and UX of the HMI system and programmed the interactions, Unity ported the 3D engine and integrated the game and VFX experience into the HMI. All interactions are done remotely via a tablet used as a touchpad and a regular game controller, but can be easily configured for voice controls or gestures. Both icon incar and Unity optimized the project to ensure the various HMI experiences were performant on the NXP chipset.

虽然icon incar设计了HMI系统的用户界面(UI)和UX并进行了交互编程,但Unity移植了3D引擎并将游戏和VFX体验集成到HMI中。 所有交互都通过用作触摸板的平板电脑和常规游戏控制器远程完成,但可以轻松配置语音控制或手势。 icon incar和Unity都对项目进行了优化,以确保各种HMI体验在NXP芯片组上都能发挥作用。

HMI设计 (HMI design )

The demo is built using Unity’s Universal Render Pipeline, which is optimized towards delivering best in quality graphics, performance, and scalability to reach many devices and wider audiences.

该演示是使用Unity的 Universal Render Pipeline 构建的 ,该 流水线 已进行了优化,以提供最佳的质量图形,性能和可伸缩性,以覆盖许多设备和更广泛的受众。

The HMI UX is organized across multiple tiles, which dynamically update to offer adaptive, personalized experiences based on user preferences or the content being displayed. For instance, when the game or the VFX experience is onscreen, the HMI changes from three to two tiles to deliver a wider-screen experience.

HMI UX跨多个图块进行组织,这些图块可动态更新以根据用户的喜好或所显示的内容提供自适应的个性化体验。 例如,当 屏幕上 显示游戏或 VFX体验时 ,HMI从三块变为两块,以提供更宽的屏幕体验。

Users can select from multiple drive modes (Comfort or Sport). In Sport mode, the speed and power is more prominent in the instrument cluster, and the car visualization shifts from an aerial view to a sportier, close-up perspective. The HMI also adjusts dynamically based on time of day, offering light and dark modes for day and night driving. 

用户可以从多种驾驶模式(舒适或运动)中进行选择。 在“运动”模式下,速度和功率在组合仪表中更为突出,并且汽车可视化从鸟瞰图转换为更具运动感的特写镜头。 HMI还根据一天中的时间进行动态调整,为白天和黑夜的驾驶提供明暗模式。  

Day mode with an aerial navigation view in the center tile

白天模式,中间区块具有空中导航视图

Night mode with car status in the center tile

夜间模式,中间位置显示汽车状态

“Unity offers an incredible advantage to designers by allowing them to develop an interactive HMI for a target system, and then experience the near-final output and actual performance long before deployment,” said Florian Gulden, Founder of icon incar.

“ integration通过允许设计人员为目标系统开发交互式HMI,然后在部署前很长时间便体验到最终的输出和实际性能,为设计人员提供了不可思议的优势,” icon incar创始人Florian Gulden说。

The navigation also surpasses what’s currently available to drivers on their smartphones. In real-time, drivers can change their point of view, altering their perspective just like in reality. They can use a bird’s eye view to get a sense of scale or zoom in to get an intimate view from the front, back, or side of the car. To make the experience more immersive, the shadows of the buildings also adjust automatically in the navigation mode.

导航还超过了驾驶员在智能手机上当前可用的导航。 实时地,驾驶员可以像现实中一样改变他们的观点,改变他们的观点。 他们可以使用鸟瞰图来获得比例感,或者可以放大以从汽车的前部,后部或侧面获得亲密的视野。 为了使体验更加身临其境, 建筑物的阴影也会在导航模式下自动调整。

Real-time 3D maps bring greater context and interactivity than what’s available to drivers on their smartphones.

实时3D地图所带来的上下文和交互性比驱动程序在智能手机上所提供的更大。

用于游戏的HMI设计:船攻击 (HMI design for gaming: Boat Attack)

Reimagine in-vehicle entertainment by extending games made with Unity to the digital dash.

通过将Unity制作的游戏扩展到数字仪表板,重新构想车载娱乐。

Building HMIs with Unity paves the way to extend games beyond familiar platforms into the new environment of cars. Tesla CEO Elon Musk is already making this a reality in their electric vehicles (EVs). 

使用Unity构建人机界面为将游戏从熟悉的平台扩展到新的汽车环境中铺平了道路。 特斯拉首席执行官伊隆·马斯克已经 使之成为现实 在他们的电动汽车(EV)。

To ensure safety on the road today, games are designed for downtime, such as arriving early to pick up the kids from school or waiting for an EV to charge. As the era of autonomous vehicles approaches and drivers relinquish control of the wheel, experiences like these will come to the forefront. Cars will evolve into the next hub of media and entertainment, and the onus will be on automakers to provide engaging content from point A to B.

为了确保当今道路上的安全,游戏设计用于停工,例如提早到达以接送孩子上学或等待电动汽车充电。 随着自动驾驶汽车时代的临近和驾驶员放弃对方向盘的控制,类似的体验将成为最前沿。 汽车将发展成为下一个媒体和娱乐中心,汽车制造商有责任提供从A点到B点的引人入胜的内容。

To port Boat Attack, a Unity boat racing game, to this chipset, we made a number of optimizations to make the game playable and performant on the NXP System-on-Chip (SoC). 

为了 将Unity赛艇游戏 Boat Attack 移植 到该芯片组,我们进行了一些优化,以使游戏在NXP片上系统(SoC)上可玩且性能卓越。

These included:

这些包括:

  • Using static light for all objects in the scene, with the exception of the racing boats, as well as a simplified version of the lighting for the shaders 

    为场景中的所有对象使用静态光,除了赛艇,以及着色器照明的简化版本

  • For assets in the island environment like the rocks and moss, baking lighting into textures instead of relying on shaders to do the job

    对于岩石和苔藓等岛屿环境中的资产,将照明烘焙为纹理,而不是依靠着色器来完成工作

  • Reducing vertices and polygon count in some complex objects in the island environment (e.g., trees, terrain, rocks), including using Terrain To Mesh from the Asset Store

    减少岛屿环境中某些复杂对象(例如树木,地形,岩石)中的顶点和多边形数量,包括使用 资产商店中的“ 地形到网格

  • Using Level of Detail (LOD) for some objects

    对某些对象使用细节水平(LOD)

  • Swapping out the game’s water shader with a lighter weight version (uWater – Fast Water Shader asset) and modifying it to support depth-based transparency

    用重量更轻的版本( uWater – Fast Water Shader 资源) 替换 游戏的水着色器, 并对其进行修改以支持基于深度的透明度

用于VFX的HMI设计 (HMI design for VFX)

Create compelling visual effects by generating and animating large quantities of images.

通过生成和动画化大量图像来创建引人注目的视觉效果。

Preeminent user experiences must be powered by graphics capabilities that surpass user expectations. We used the Visual Effect Graph and the 3D Visualizer Spectrum Vu Meter asset to create a variety of entertaining experiences synced with music.

卓越的用户体验必须由超越用户期望的图形功能提供支持。 我们使用了 视觉效果图3D可视化器Spectrum Vu Meter 资产来创建与音乐同步的各种娱乐体验。

Another advantage of Unity for HMI is access to thousands of free and affordable assets through the Asset Store. For prototyping or production, quality art and tools contributed by our developer community save valuable time and resources on HMI development. The following assets were used in this project:

Unity for HMI的另一个优势是可以通过 资产商店 访问成千上万的免费和负担得起的 资产 。 对于原型或生产,由我们的开发人员社区提供的优质艺术品和工具可节省HMI开发的宝贵时间和资源。 该项目使用了以下资产:

-

Stay tuned for more Unity HMI projects this year. Learn more about Unity’s HMI Toolkit and other HMI experiences made with Unity Learn more about the transformation of HMI systems in our whitepaper: Top 5 ways real-time 3D is revolutionizing the automotive product lifecycle.

请继续关注今年的更多Unity HMI项目。 在我们的白皮书中 了解有关 Unity的HMI Toolkit以及使用Unity进行的其他HMI体验的 更多信息。 在我们的白皮书中 了解有关HMI系统转换的更多信息 : 实时3D改变汽车产品生命周期的5种主要方式。

翻译自: https://blogs.unity3d.com/2020/01/14/reimagining-in-vehicle-experiences-with-real-time-3d/

数据重塑

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