Interface display method and electronic device
By dynamically adjusting the interface resolution based on application scenarios and device status information, the problem of high resource consumption when rendering high-resolution interfaces is solved, achieving a balance between power consumption and image quality, and improving the user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- HONOR DEVICE CO LTD
- Filing Date
- 2023-12-12
- Publication Date
- 2026-06-23
AI Technical Summary
Rendering high-resolution interfaces consumes a lot of electronic device resources, leading to increased power consumption and heat generation. Existing technologies struggle to effectively balance interface quality and device power consumption.
By acquiring information about the current application scene and device status, the interface resolution is dynamically adjusted using a super-resolution rendering algorithm. Based on the predicted probability, it is determined whether to enable the super-resolution rendering function to ensure a balance between resource utilization efficiency and image quality requirements.
It reduces the power consumption of electronic devices, avoids overheating issues, and improves the interface quality and enhances the user experience in appropriate scenarios.
Smart Images

Figure CN120179134B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of terminal technology, and in particular to an interface display method and an electronic device. Background Technology
[0002] After an application (APP) is launched on an electronic device, the device needs to render the application's interface (or image). Specifically, the electronic device can determine the resolution based on its needs and then use that resolution to render the application's interface. For example, after a game application is launched, the user can select a resolution, and the electronic device can render the game interface according to the user's selected resolution.
[0003] However, rendering interfaces at different resolutions requires varying amounts of electronic device resources. For instance, rendering high-resolution interfaces consumes more resources, leading to higher power consumption. Therefore, improving application interface rendering has become a pressing issue. Summary of the Invention
[0004] This application provides an interface display method and an electronic device for rendering an application interface, thereby reducing the power consumption of the electronic device and ensuring the quality of the rendered interface.
[0005] To achieve the above objectives, the embodiments of this application adopt the following technical solutions:
[0006] In a first aspect, this application provides an interface display method applied to an electronic device, wherein the electronic device receives a first operation (i.e., a startup operation) input by a user on a first application of the electronic device. In response to the first operation, the electronic device launches the first application.
[0007] Then, the electronic device can obtain the current scene information of the first application and the current device status information of the electronic device. The current scene information of the first application indicates the current scene in which the first application is located. The current device status indicates the current operating state of the electronic device.
[0008] Then, the electronic device can render the interface to be rendered (or the image to be rendered) of the first application based on the current scene information and the current device status information, and obtain the target interface.
[0009] Specifically, when the predicted probability corresponding to the current scene information and current device status information is greater than a preset probability threshold, the target interface is rendered by the electronic device based on the set resolution corresponding to the first application, combined with a super-resolution rendering algorithm. Furthermore, the resolution of the target interface is not equal to the set resolution. The predicted probability represents the probability of enabling the super-resolution rendering function. A higher predicted probability indicates that the electronic device is currently more suitable for enabling the super-resolution rendering function.
[0010] In this application, after the first application is launched, the electronic device can determine the probability of enabling the super-resolution rendering function using the current scene information and current device status information of the first application. When the probability is high, it indicates that the electronic device is suitable for enabling the super-resolution rendering function. The electronic device can then use the super-resolution rendering algorithm to render the interface to be rendered in the first application, obtaining the target interface and automatically enabling the super-resolution rendering function. When the resolution of the rendered target interface is less than the set resolution corresponding to the first application, it indicates that the electronic device consumes fewer resources during the rendering process, avoiding unnecessary resource consumption and thus reducing the power consumption of the electronic device, thereby preventing overheating issues. When the resolution of the rendered target interface is greater than the set resolution corresponding to the first application, it indicates that the image quality of the target interface is high, improving the user's immersive experience and better rendering the application interface. Furthermore, since the predicted probability is determined by the electronic device using the current scene information and current device status information, it is determined from the overall situation of the electronic device, ensuring the accuracy of the predicted probability determination and avoiding deviations in the predicted probability determination due to a single factor, thereby achieving an accurate judgment on whether the super-resolution rendering function should be enabled.
[0011] In one possible design approach, when the predicted probability is less than or equal to a preset probability threshold, the target interface is rendered based on the set resolution, and the resolution of the target interface is equal to the set resolution.
[0012] In this application, when the predicted probability is less than or equal to a preset probability threshold, it indicates that the current performance of the electronic device supports normal rendering. The electronic device can turn off the super-resolution rendering function and continue to render the interface to be rendered of the first application based on the set resolution, thereby obtaining the target interface with the set resolution and avoiding unnecessary loss of image quality.
[0013] The resolution setting mentioned above can be the resolution automatically set by the electronic device for the first application, or it can be a resolution set by the user.
[0014] In one possible design approach, the aforementioned current device status information includes at least one of the following: device form factor, device window state, temperature, jitter rate, remaining battery power, charging status, network latency, screen refresh rate, screen resolution, frame rate, and load.
[0015] In this context, device form refers to folded, unfolded, and non-folded device forms. When an electronic device is foldable, its form can be either folded or unfolded. When an electronic device is not foldable, its form can be non-folded (or a candybar form).
[0016] The device window state refers to either a multi-window state or a single-window state. Optionally, the multi-window state may include a split-screen state and a floating display state. The floating display state includes the first application being in a floating state (i.e., the window of the first application is floating above the windows of other applications), or the first application being in a non-floating state (i.e., the windows of other applications are floating above the window of the first application). This window is used to display the application's interface.
[0017] The charging status indicates whether an electronic device is charging. The charging status can include a charging state and a not charging state.
[0018] The load can include CPU load and / or GPU load.
[0019] In one possible design approach, the electronic device can use a target model to determine the aforementioned predicted probabilities. The electronic device can use current scene information and current device state information as input parameters to the target model, run the target model, and obtain the predicted probabilities corresponding to the current scene information and current device state information.
[0020] The target model described above is obtained by training an initial model based on multiple training samples. Each training sample includes scene sample information, device state sample information, and the expected result corresponding to the scene sample information and device state sample information. The expected result indicates whether the super-resolution rendering function is enabled.
[0021] In this application, the electronic device can directly input the current scene information and current device status information of the first application into the target model to obtain the prediction probability that matches the current scene and current device status, thereby realizing the rapid and accurate determination of the prediction probability, and thus enabling the rapid and accurate determination of the start and stop of the super-resolution rendering function.
[0022] The desired outcome may include enabling super-resolution rendering. Optionally, the desired outcome may also include disabling super-resolution rendering.
[0023] Optionally, the predicted probability may include a first predicted probability, the preset probability threshold may include a first preset probability threshold, and the target model may include a first target model. The first predicted probability represents the probability of predicting the activation of the first rendering function (or high-resolution rendering function) in the super-resolution rendering function. The first target model is capable of predicting the probability of activating the first rendering function.
[0024] The aforementioned first rendering function refers to the function of rendering an interface with a resolution higher than the set resolution. The expected results in the aforementioned training samples may include the expected results of enabling the first rendering function.
[0025] Correspondingly, the electronic device can use the current scene information and the current device state information as input parameters of the first target model, run the first target model, and obtain the first predicted probability corresponding to the current scene information and the current device state information.
[0026] Then, the electronic device can determine whether the first predicted probability is greater than the first preset probability threshold.
[0027] If the first predicted probability is greater than the first preset probability threshold, it indicates that the electronic device is currently suitable to enable the first rendering function. The electronic device can then render the interface to be rendered based on the set resolution and in combination with the super-resolution rendering algorithm to obtain the target interface. The resolution of the target interface is greater than the set resolution, which improves the image quality of the application interface, enhances the user's visual experience, and avoids excessive power consumption of the electronic device, thereby improving user satisfaction.
[0028] Optionally, the predicted probability may include a second predicted probability, the preset probability threshold may include a second preset probability threshold, and the target model may include a second target model. The second predicted probability represents the probability of predicting the activation of the second rendering function (or low-resolution rendering function) within the super-resolution rendering functionality. The second target model is capable of predicting the probability of activating the second rendering function.
[0029] The second rendering function mentioned above refers to the function of rendering an interface at a resolution lower than the set resolution. The expected results in the training samples mentioned above may include the expected results of enabling the second rendering function.
[0030] Correspondingly, the electronic device can use the current scene information and the current device state information as input parameters of the second target model, run the second target model, and obtain the second prediction probability corresponding to the current scene information and the current device state information.
[0031] Then, the electronic device can determine whether the second predicted probability is greater than the second preset probability threshold.
[0032] If the second predicted probability is greater than the second preset probability threshold, it indicates that the electronic device is currently suitable to enable the second rendering function. Based on the set resolution, combined with the super-resolution rendering algorithm, the interface to be rendered is rendered to obtain the target interface. The resolution of the target interface is less than the set resolution. Thus, when the current scene of the first application does not have high requirements for image quality, the electronic device can use the super-resolution rendering algorithm to render the interface of the first application. While ensuring the image quality of the interface of the first application, unnecessary resource consumption is avoided, thereby reducing the power consumption of the electronic device and avoiding overheating problems.
[0033] Optionally, the above model can be a decision tree, which can accurately perform classification.
[0034] In another possible design approach, the electronic device may not use a target model to determine the prediction probability, but instead directly calculate the prediction probability that matches the current scene information and the current device state information. Specifically, for each target feature, the electronic device can calculate the product between the classification value corresponding to the target feature and the weight corresponding to the target feature to obtain the weighted value corresponding to the target feature. The classification value corresponding to the target feature can be 1 or 0, determined based on whether the value of the target feature satisfies the preset classification conditions corresponding to that target feature. The value of the target feature includes information from the current scene information and the current device state information.
[0035] Then, the electronic device can calculate the sum of the weighted values corresponding to each target feature to obtain the prediction probability and thus determine the prediction probability.
[0036] Optionally, the weights corresponding to the aforementioned target features can be preset or obtained through training samples.
[0037] In one possible design approach, the electronic device can not only directly use the model to determine whether to enable the first rendering function (i.e., the high-resolution rendering function) or the second rendering function in the super-resolution rendering feature, but also, based on the current scene information and if the predicted probability is greater than a preset probability threshold, further determine whether to enable the first or second rendering function. Specifically, if the predicted probability is greater than the preset probability threshold, the electronic device can determine whether the current scene information belongs to a first preset scene. This first preset scene information represents a pre-set scene with high image quality requirements.
[0038] When the current scene information belongs to the first preset scene information, the electronic device can activate the first rendering function and use the super-resolution rendering algorithm to render the above-mentioned interface to be rendered to obtain the target interface. The resolution of the target interface is greater than the set resolution, thereby improving the image quality of the interface of the first application.
[0039] If the current scene information does not belong to the first preset scene information, the electronic device can activate the second rendering function and use a super-resolution rendering algorithm to render the above-mentioned interface to be rendered, thereby obtaining the target interface. The resolution of the target interface is less than the set resolution, thereby reducing the power consumption of the electronic device.
[0040] In one possible design approach, the first application mentioned above may include a game application, and correspondingly, the current scene information mentioned above represents a game scene, which may include at least one of a scope scene, an airplane scene, a shooting scene, a battle scene, and a game lobby scene.
[0041] In one possible design approach, before acquiring current scene information and current device state information, the electronic device can first determine whether it needs to acquire them. The electronic device can first determine whether the first application is a preset application. This preset application refers to an application that can trigger the electronic device to use a super-resolution rendering algorithm.
[0042] If the first application is a preset application, the electronic device can continue to acquire the aforementioned current scene information and current device status information. If the first application is not a preset application, the electronic device does not need the current scene information and current device status information, and can directly render the interface to be rendered based on the resolution settings corresponding to the first application, avoiding unnecessary checks to enable or disable super-resolution rendering.
[0043] Secondly, this application provides an interface display method applied to an electronic device, wherein the electronic device receives a first operation (i.e., a startup operation) input by a user on a first application of the electronic device. In response to the first operation, the electronic device launches the first application.
[0044] Then, the electronic device can obtain the current scene information of the first application and the current device status information of the electronic device. The current scene information of the first application indicates the current scene in which the first application is located. The current device status indicates the current operating state of the electronic device.
[0045] Then, the electronic device can determine the prediction probability based on the current scene information and the current device status information. This prediction probability represents the probability of predicting that the super-resolution rendering function will be enabled.
[0046] Then, the electronic device can determine whether the predicted probability is greater than a preset probability threshold.
[0047] If the predicted probability is greater than the preset probability threshold, it indicates that the electronic device is suitable to enable the super-resolution rendering function under the current scene and device state. Then, the electronic device can render the interface to be rendered of the first application based on the super-resolution rendering algorithm and the set resolution corresponding to the first application to obtain the target interface (here, the target interface can also be called the first target interface or target interface 1).
[0048] Wherein, the resolution of the target interface is less than or equal to the set resolution.
[0049] In one possible design approach, if the predicted probability is greater than a preset probability threshold, it indicates that the electronic device is not suitable for enabling super-resolution rendering under the current scene and device state. In this case, the electronic device can render the interface to be rendered of the first application based on the set resolution corresponding to the first application, thus obtaining the target interface. The resolution of this target interface is equal to the set resolution (here, the target interface can also be referred to as the second target interface, or target interface 2).
[0050] Thirdly, this application provides an electronic device, the electronic device including a display screen, a memory and one or more processors; the display screen, the memory and the processor are coupled; the display screen is used to display an image generated by the processor, the memory is used to store computer program code, the computer program code including computer instructions; when the processor executes the computer instructions, the electronic device performs the interface display method as described in any one of the first aspects above.
[0051] Fourthly, this application provides an electronic device, the electronic device including a display screen, a memory and one or more processors; the display screen, the memory and the processor are coupled; the display screen is used to display an image generated by the processor, the memory is used to store computer program code, the computer program code including computer instructions; when the processor executes the computer instructions, the electronic device performs the interface display method as described in any one of the second aspects above.
[0052] Fifthly, this application provides a computer-readable storage medium including computer instructions that, when executed on an electronic device, cause the electronic device to perform the interface display method as described in any one of the first aspects above.
[0053] In a sixth aspect, this application provides a computer-readable storage medium including computer instructions that, when executed on an electronic device, cause the electronic device to perform the interface display method as described in any one of the second aspects above.
[0054] In a seventh aspect, this application provides a computer program product that, when run on an electronic device, causes the electronic device to perform the interface display method as described in any one of the first aspects above.
[0055] Eighthly, this application provides a computer program product that, when run on an electronic device, causes the electronic device to perform the interface display method as described in any one of the second aspects above.
[0056] It is understood that the beneficial effects achieved by the interface display method described in the second aspect, the electronic devices described in the third and fourth aspects, the computer-readable storage media described in the fifth and sixth aspects, and the computer program products described in the seventh and eighth aspects can be referred to the beneficial effects in the first aspect and any of its possible design embodiments, which will not be repeated here. Attached Figure Description
[0057] Figure 1AA schematic diagram of a game application startup interface provided in this application embodiment;
[0058] Figure 1B This application provides a schematic diagram of a game application launch interface. Figure 2 ;
[0059] Figure 1C This application provides a schematic diagram of a game application launch interface. Figure 3 ;
[0060] Figure 1D A schematic diagram of an interface display provided for an embodiment of this application;
[0061] Figure 1E A schematic diagram of an interface display provided in an embodiment of this application. Figure 2 ;
[0062] Figure 1F A schematic diagram of an interface display provided in an embodiment of this application. Figure 3 ;
[0063] Figure 1G A schematic diagram of an interface display provided in an embodiment of this application. Figure 4 ;
[0064] Figure 1H A schematic diagram of an interface display provided in an embodiment of this application. Figure 5 ;
[0065] Figure 2 A schematic diagram illustrating resolution selection provided in an embodiment of this application;
[0066] Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application;
[0067] Figure 4 A schematic diagram of the frame of an electronic device provided in an embodiment of this application;
[0068] Figure 5 A flowchart illustrating an interface display method provided in an embodiment of this application;
[0069] Figure 6A A schematic diagram of a window state provided for an embodiment of this application;
[0070] Figure 6B A schematic diagram of a window state provided in an embodiment of this application. Figure 2 ;
[0071] Figure 6C A schematic diagram of a window state provided in an embodiment of this application. Figure 3 ;
[0072] Figure 7 A schematic diagram illustrating a decision tree training process provided in an embodiment of this application;
[0073] Figure 8 A schematic diagram of a decision tree structure provided in an embodiment of this application;
[0074] Figure 9A A schematic diagram of a game scene provided for an embodiment of this application;
[0075] Figure 9B A game scene illustration provided for an embodiment of this application. Figure 2 ;
[0076] Figure 10 A flowchart illustrating an interface display method provided in this application embodiment. Figure 2 ;
[0077] Figure 11 This is a schematic diagram of a GUE service provided in an embodiment of this application. Detailed Implementation
[0078] Hereinafter, the terms "first" and "second" are used for descriptive purposes only and should not be construed as indicating or implying relative importance or implicitly specifying the number of technical features indicated. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of that feature. In the description of this embodiment, unless otherwise stated, "a plurality of" means two or more.
[0079] To facilitate understanding of this application, some terms used in the embodiments of this application will be introduced below.
[0080] Super-resolution (SR) rendering technology, also known as super-resolution rendering algorithm, refers to reconstructing a corresponding high-resolution image from a low-resolution image.
[0081] Information gain: A metric used to evaluate the contribution of features to a classification task. In this embodiment, information gain can be used to evaluate the correlation (or degree of correlation) between features and enabling super-resolution rendering.
[0082] Overfitting refers to a situation where the target decision tree performs well on training samples but poorly on new samples. Simply put, in this embodiment, the target decision tree cannot accurately predict whether to enable super-resolution rendering.
[0083] Processor frequency: refers to the clock frequency at which the processor operates, usually measured in Hertz (Hz). The higher the processor frequency, the faster the processor processes data and instructions.
[0084] Frame rate: refers to the number of image frames displayed per unit of time (e.g., 1 second). It is usually expressed in frames per second (FPS).
[0085] Refresh rate: refers to the number of times the screen refreshes per unit of time.
[0086] Electronic devices (such as mobile phones) frequently need to render images (i.e., interfaces and screens) for different applications during operation. For example, when a user clicks on an app on their phone... Figure 1A The phone responds to a tap on the game application icon 10 by launching the game application. During the launch process, the phone may display loading startup content (such as...). Figure 1B The startup animation shown in Figure 11 does not contain any user-interactive controls. After the startup content loads, it indicates that the game application has finished launching, and the phone can display something like this. Figure 1C The login interface 12 is shown. This login interface 30 can be used to enter user account, password, and other information. After successful login, the mobile phone can display as shown below. Figure 1D The game lobby interface 13 shown may include user information such as the user's avatar 14, name 15, and level 16, as well as game mode information such as online mode and offline mode. Users can select a game mode by clicking on any of these modes. The electronic device can then render and display the interface corresponding to that game mode (e.g., [image of interface]). Figure 1E The game screen shown is a scene with a magnified scope, designed to allow users to experience the game.
[0087] For example, a mobile phone renders and displays images from a video application, such as when a video application on a mobile phone is playing a movie and displays scenes from that movie (e.g.,...). Figure 1F (As shown). For example, a mobile phone renders and displays images from a short video application, such as images within a short video (e.g.,...). Figure 1G (As shown).
[0088] For example, a mobile phone renders and displays images from its camera app, such as... Figure 1H As shown, the phone is in video recording mode, and the image in the recorded video is rendered and displayed. Optionally, this image can be a preview image.
[0089] With technological advancements, the resolution of images used in applications has advanced to higher levels. For example, image resolution has progressed from 720P (1280×720) to 1080P (1920×1080), and then from 1080P to 2K (2560×1440). However, when electronic devices render high-resolution images (such as 1080P, 2K, etc.), the computing resources consumed are excessive, leading to increased power consumption and overheating issues.
[0090] To reduce the power consumption of electronic devices, they can use a graphics processing unit (GPU) to render low-resolution images. Then, the device (such as an accelerated processing unit (APU)) can use super-resolution rendering techniques to reconstruct a corresponding high-resolution image from the low-resolution image, thus reducing power consumption while obtaining a high-resolution image. For example, to improve the clarity of game graphics, a user can choose a resolution of 1080P (e.g.,...). Figure 2 (As shown). In response to the user's input of a resolution selection, the phone can first render a game screen with a resolution of 720P. Then, the phone uses super-resolution rendering technology to increase the resolution of the game screen to close to 1080P.
[0091] It should be understood that the image quality of a game rendered using super-resolution rendering technology to achieve a near-1080p resolution is lower than the image quality of a 1080p game rendered normally without super-resolution rendering technology (or described as the image quality of a game with a resolution lower than the original resolution).
[0092] In some embodiments, the application's super-resolution rendering function is enabled or disabled across all scenarios. Enabled across all scenarios means that, through pre-configuration (e.g., pre-configuration at the factory), the application is set to use super-resolution rendering technology; in this case, the electronic device will use super-resolution rendering technology when rendering images of the application. Disabled across all scenarios means that if the application is configured not to use super-resolution rendering technology, the electronic device will not use super-resolution rendering technology when rendering images of the application. However, in the enabled across scenarios mode, the electronic device's load may be low during application operation, but the electronic device will still use super-resolution rendering technology to render application images, resulting in unnecessary image quality loss. Alternatively, in some scenarios (such as a game lobby scene), users have lower image quality requirements, but the electronic device still uses super-resolution rendering technology to render high-resolution images, resulting in unnecessary power consumption.
[0093] To address the aforementioned issues, this application provides an interface display method. During application operation, the electronic device can assess whether to enable super-resolution rendering based on the application's current scene information (i.e., current scene information) and the device's current state information, thus adaptively enabling or disabling super-resolution rendering. After determining to enable super-resolution rendering, the phone can use super-resolution rendering technology to render the application's image to be rendered, obtaining the target image. The phone can then display this target image. The resolution of the target image can be less than or greater than the application's set resolution, which can be either user-selected or automatically selected by the phone. When the target image resolution is less than the set resolution, unnecessary power consumption of the electronic device can be avoided, reducing power consumption, extending battery life, and mitigating the risk of overheating and lag, while also ensuring application image quality to a certain extent. When the target image resolution is greater than the set resolution, the image quality requirements of specific scenarios can be met, ensuring an immersive user experience and improving user satisfaction.
[0094] For example, the electronic device in this application embodiment may be a mobile phone, tablet computer, wearable device (such as a smartwatch), personal digital assistant (PDA), laptop computer, desktop computer, in-vehicle device, Internet of Things device, or other device capable of installing applications. This application embodiment does not impose any special restrictions on the specific form of the electronic device.
[0095] For example, Figure 3 A schematic diagram of the structure of electronic device 200 is shown. For example... Figure 3 As shown, the electronic device 200 may include a processor 210, an external memory interface 220, an internal memory 221, a universal serial bus (USB) interface 230, a charging management module 211, a power management module 212, a battery 213, an antenna 1, an antenna 2, a mobile communication module 240, a wireless communication module 250, an audio module 270, a speaker 270A, a receiver 270B, a microphone 270C, a headphone jack 270D, a sensor module 280, buttons 290, a motor 291, an indicator 292, a camera 293, a display screen 294, and a subscriber identification module (SIM) card interface 295, etc.
[0096] It is understood that the structures illustrated in the embodiments of the present invention do not constitute a specific limitation on the electronic device 200. In other embodiments of this application, the electronic device 200 may include more or fewer components than illustrated, or combine some components, or split some components, or have different component arrangements. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.
[0097] Processor 210 may include one or more processing units, such as an application processor (AP), a modem processor, a GPU, an image signal processor (ISP), an APU, a controller, memory, a video codec, a digital signal processor (DSP), a baseband processor, and / or a neural network processing unit (NPU). These different processing units may be independent devices or integrated into one or more processors.
[0098] The processor 210 may also include a central processing unit (CPU).
[0099] The controller can be the nerve center and command center of the electronic device 200. The controller can generate operation control signals based on the instruction opcode and timing signals to control the fetching and execution of instructions.
[0100] The processor 210 may also include a memory for storing instructions and data. In some embodiments, the memory in the processor 210 is a cache memory. This memory can store instructions or data that the processor 210 has just used or that are used repeatedly. If the processor 210 needs to use the instruction or data again, it can directly retrieve it from the memory. This avoids repeated accesses, reduces the waiting time of the processor 210, and thus improves the efficiency of the system.
[0101] In some embodiments, the processor 210 may include one or more interfaces. Interfaces may include an inter-integrated circuit (I2C) interface, an inter-integrated circuit sound (I2S) interface, a pulse code modulation (PCM) interface, a universal asynchronous receiver / transmitter (UART) interface, a mobile industry processor interface (MIPI), a general-purpose input / output (GPIO) interface, a subscriber identity module (SIM) interface, and / or a universal serial bus (USB) interface, etc.
[0102] It is understood that the interface connection relationships between the modules illustrated in the embodiments of the present invention are merely illustrative and do not constitute a structural limitation on the electronic device 200. In other embodiments of this application, the electronic device 200 may also employ different interface connection methods or combinations of multiple interface connection methods as described in the above embodiments.
[0103] The charging management module 211 receives charging input from the charger. In some wireless charging embodiments, the charging management module 211 can receive wireless charging input via the wireless charging coil of the electronic device 200. While charging the battery 213, the charging management module 211 can also supply power to the electronic device via the power management module 212.
[0104] The wireless communication function of electronic device 200 can be implemented through antenna 1, antenna 2, mobile communication module 240, wireless communication module 250, modem processor, and baseband processor.
[0105] Antenna 1 and antenna 2 are used to transmit and receive electromagnetic wave signals. Each antenna in electronic device 200 can be used to cover one or more communication frequency bands. Different antennas can also be reused to improve antenna utilization.
[0106] The mobile communication module 240 can provide solutions for wireless communication, including 2G / 3G / 4G / 5G, applied to the electronic device 200. The mobile communication module 240 may include at least one filter, switch, power amplifier, low noise amplifier (LNA), etc. The mobile communication module 240 can receive electromagnetic waves via antenna 1, and perform filtering, amplification, and other processing on the received electromagnetic waves before transmitting them to a modem processor for demodulation. The mobile communication module 240 can also amplify the signal modulated by the modem processor and convert it into electromagnetic waves for radiation via antenna 1. In some embodiments, at least some functional modules of the mobile communication module 240 may be housed in the processor 210. In some embodiments, at least some functional modules of the mobile communication module 240 and at least some modules of the processor 210 may be housed in the same device.
[0107] The modem processor may include a modulator and a demodulator. The modulator modulates the low-frequency baseband signal to be transmitted into a mid-to-high frequency signal. The demodulator demodulates the received electromagnetic wave signal into a low-frequency baseband signal. The demodulator then transmits the demodulated low-frequency baseband signal to the baseband processor for processing. After processing by the baseband processor, the low-frequency baseband signal is transmitted to the application processor. The application processor outputs sound signals through an audio device (not limited to speaker 270A, receiver 270B, etc.) or displays images or videos through the display screen 294. In some embodiments, the modem processor may be a separate device. In other embodiments, the modem processor may be independent of the processor 210 and may be housed in the same device as the mobile communication module 240 or other functional modules.
[0108] The wireless communication module 250 can provide solutions for wireless communication applications on the electronic device 200, including wireless local area networks (WLAN) (such as wireless fidelity (Wi-Fi) networks), Bluetooth (BT), global navigation satellite system (GNSS), frequency modulation (FM), near field communication (NFC), and infrared (IR) technologies. The wireless communication module 250 can be one or more devices integrating at least one communication processing module. The wireless communication module 250 receives electromagnetic waves via antenna 2, performs frequency modulation and filtering of the electromagnetic wave signals, and sends the processed signal to processor 210. The wireless communication module 250 can also receive signals to be transmitted from processor 210, perform frequency modulation and amplification, and convert them into electromagnetic waves for radiation via antenna 2.
[0109] Electronic device 200 implements display functions through a GPU, a display screen 294, and an application processor. The GPU is a microprocessor for image processing, connected to the display screen 294 and the application processor. The GPU is used to perform mathematical and geometric calculations and for graphics rendering. Processor 210 may include one or more GPUs, which execute program instructions to generate or modify display information.
[0110] Display screen 294 is used to display images, videos, etc. Display screen 294 includes a display panel. The display panel may be a liquid crystal display (LCD), an organic light-emitting diode (OLED), an active-matrix organic light-emitting diode (AMOLED), a flexible light-emitting diode (FLED), a miniature LED, a microLED, a quantum dot light-emitting diode (QLED), etc. In some embodiments, electronic device 200 may include one or N displays 294, where N is a positive integer greater than 1.
[0111] Electronic device 200 can perform shooting functions through ISP, camera 293, video codec, GPU, display screen 294 and application processor.
[0112] The ISP is used to process the data fed back by the camera 293. In some embodiments, the electronic device 200 may include one or N cameras 293, where N is a positive integer greater than 1.
[0113] Digital signal processors (DSPs) are used to process digital signals. Besides digital image signals, they can also process other digital signals. For example, when electronic device 200 selects a frequency, the DSP is used to perform Fourier transforms on the frequency energy.
[0114] Video codecs are used to compress or decompress digital video. Electronic device 200 may support one or more video codecs. Thus, electronic device 200 can play or record video in various encoding formats, such as Moving Picture Experts Group (MPEG) 1, MPEG2, MPEG3, MPEG4, etc.
[0115] An NPU (Neural Processing Unit) is a neural network (NN) computing processor that, by borrowing the structure of biological neural networks, such as the transmission patterns between neurons in the human brain, rapidly processes input information and can continuously learn on its own. NPUs enable intelligent cognitive applications in electronic devices, such as image recognition, facial recognition, speech recognition, and text understanding.
[0116] The external storage interface 220 can be used to connect an external memory card, such as a Micro SD card, to expand the storage capacity of the electronic device 200.
[0117] Internal memory 221 can be used to store computer executable program code, which includes instructions. Processor 210 executes various functional applications and data processing of electronic device 200 by running the instructions stored in internal memory 221. Internal memory 221 may include a program storage area and a data storage area. The program storage area may store the operating system, at least one application program required for a function (such as sound playback, image playback, etc.), etc. The data storage area may store data created during the use of electronic device 200 (such as sound, phonebook, etc.). Furthermore, internal memory 221 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, universal flash storage (UFS), etc.
[0118] Electronic device 200 can implement audio functions such as music playback and recording through audio module 270, speaker 270A, receiver 270B, microphone 270C, headphone jack 270D, and application processor.
[0119] Button 290 includes a power button, volume buttons, etc. Button 290 can be a mechanical button or a touch button.
[0120] Indicator 292 can be an indicator light, which can be used to indicate charging status, power changes, messages, missed calls, notifications, etc.
[0121] The sensor module 280 may include pressure sensors, gyroscope sensors, barometric pressure sensors, magnetic sensors, accelerometers, distance sensors, proximity sensors, fingerprint sensors, temperature sensors, touch sensors, ambient light sensors, bone conduction sensors, etc.
[0122] The software system of electronic device 200 can adopt a layered architecture, event-driven architecture, microkernel architecture, microservice architecture, or cloud architecture. This embodiment of the invention uses the layered architecture Android system as an example to exemplify the software structure of electronic device 200.
[0123] Figure 4 This is a structural block diagram of the electronic device 200 according to an embodiment of the present invention.
[0124] A layered architecture divides software into several layers, each with a clear role and function. Layers communicate with each other through software interfaces. In some embodiments, the Android system is divided into five layers, from top to bottom: application layer, application framework layer, native and library layers, user-space driver layer, and driver layer.
[0125] The application layer can include a series of application packages.
[0126] like Figure 4 As shown, the application package can include applications such as video, camera, short video, game applications, and calendar.
[0127] The application framework layer provides application programming interfaces (APIs) and a programming framework for applications in the application layer. The application framework layer includes some predefined functions.
[0128] like Figure 4 As shown, the application framework layer may include a screen information determination module (APS module), a temperature rise thermal module, a game kit module, and a load calculation module.
[0129] Among them, such as Figure 4 As shown, the APS module can be used to determine the screen resolution and the screen refresh rate of the electronic device 200. The screen resolution can be automatically determined by the electronic device 200 after the smart resolution switch is turned on, or it can be a custom resolution.
[0130] The thermal module can be used to determine application configuration information and the temperature of electronic device 200. Application configuration information indicates whether the target application is running, allowing the thermal module to accurately obtain the temperature of electronic device 200 after the target application is started. The target application can refer to an application that electronic device 200 can use for rendering with super-resolution rendering technology; that is, after the target application is started, electronic device 200 needs to determine whether to enable super-resolution rendering. Applications such as video, camera, short video, and game applications can be target applications. Calendar applications may not be target applications.
[0131] Optionally, the target application mentioned above may include a game application, and the application configuration information may include game configuration information.
[0132] The game toolkit module can be used to identify the current scene (or game scene) of the game application, such as a shooting scene, a scope scene, a game lobby scene, a battle scene, etc., which can be used as the current scene information. The game toolkit module can also obtain the user-set resolution (as mentioned above). Figure 2 As shown, the user sets the resolution of the game application to 1080P.
[0133] The load calculation module is used to calculate the load of the electronic device 200. Optionally, the load of the electronic device 200 may include GPU load and / or CPU load. The load calculation module may include a Unity3D / Unreal Engine module.
[0134] like Figure 4 As shown, the native and lib layers can include services for the Accelerated Graphical Port (AGP), rendering services, and the Game Engine (GUE) service.
[0135] The AGP service is used to detect and control the frame rate. Frame rate control means automatically adjusting the frame rate.
[0136] Rendering services can be used to implement AI Rendering functionality, which involves using super-resolution rendering technology to render images of the target application.
[0137] GUE services can be used to implement scene recognition, model decision-making, dynamic start / stop, and state management. Among them, state management refers to obtaining the current device state information of electronic device 200, such as temperature and load.
[0138] Scene recognition is used to identify the current scene in which the application is located. The current scene information can be identified by the GUE service or by the aforementioned game toolkit module.
[0139] Model-based decision-making refers to obtaining a prediction result that adapts to the current scene and device state based on the current device state information and the current scene information, combined with a target decision tree model. Optionally, the prediction result may include a prediction probability, which represents the probability of enabling super-resolution rendering.
[0140] Dynamic start / stop refers to determining whether to enable the super-resolution rendering function based on the prediction results.
[0141] like Figure 4 As shown, the user-mode driver layer may include a graphics system layer (GSL) and a hardware composer (hw composer).
[0142] The graphics system layer is used to manage the graphics display and the rendering of the user interface.
[0143] HW Composer is a component in the Android system that is responsible for combining the application's graphical elements into the final image.
[0144] like Figure 4 As shown, the driver layer can include processor drivers, such as GPU drivers and display drivers.
[0145] In some embodiments, the software layer can communicate with the hardware layer of the electronic device 200. For example, the software layer can drive the GPU to render the application's interface via a GPU driver.
[0146] In some embodiments, the aforementioned native and lib layers, as well as the aforementioned user-mode driver layer, can also serve as runtime and system library layers, and the aforementioned driver layer can also serve as kernel layer.
[0147] It should be understood that the software layer structure described above is only an example, and this application does not limit the structure of the software layer. That is, the software layer may include one or more of the application layer, application framework layer, native and lib layers, user-mode driver layer, and driver layer, or the software layer may also include other layers.
[0148] This application provides an interface display method that can be applied to scenes where images of an application are rendered. Such applications include game applications, short video applications, video applications, camera applications, and social applications. After the application starts, the electronic device can utilize active scene information (or scene information, representing the application's current running stage) and passive scene information (or device status information) to decide whether to enable super-resolution rendering via a target decision tree. This means considering whether to enable super-resolution rendering from different dimensions, thereby achieving accurate adaptive start and stop of the super-resolution rendering function. To ensure the accuracy of the decision, the electronic device needs to pre-train the initial decision model using training samples to obtain a target decision tree capable of accurate decision-making.
[0149] The following will use a mobile phone as an example and a game application as an example to introduce the interface display method provided in this application. Figure 5 As shown, the interface display method may include S301-S311.
[0150] S301. The mobile phone acquires multiple training samples, wherein each training sample includes scene sample information corresponding to the game application, device status sample information, and expected results corresponding to the scene sample information and device status sample information.
[0151] The expected result corresponding to the scene sample information and device state sample information indicates whether the user expects to enable the super-resolution rendering function in the scene corresponding to the scene sample information and in the device state corresponding to the device state sample information. For example, the expected result may include the expectation of enabling super-resolution rendering. Optionally, the expected result may also include the expectation of disabling super-resolution rendering.
[0152] The application scenario sample information corresponding to the game applications in the training samples above represents the scenario in which the game application is located. Examples include scope scenarios, airplane scenarios, shooting scenarios, combat scenarios (such as world battle scenarios, instance battle scenarios), and game lobby scenarios. Optionally, the application scenario can be understood as the operational stage of the application.
[0153] The device status sample information in the training samples mentioned above reflects the status information of the mobile phone in the application scenario corresponding to the scene sample information in the training samples. For example, the device status sample information may include at least one of the following: device form factor, device window state, temperature, jitter rate, remaining battery power, charging status, network latency, load, screen refresh rate, screen resolution, and frame rate.
[0154] The device form factors mentioned above refer to whether the phone is in a folded, unfolded, or candybar form factor. When the phone is a foldable phone, its device form factor can be either folded or unfolded. When the phone is not a foldable phone, its device form factor is a candybar form factor.
[0155] The device window states mentioned above include multi-window and single-window states. A single-window state means the phone displays the game application window, without simultaneously displaying other application windows, as described above. Figure 1E The phone displays the game application window, and the phone's device window state is single-window mode.
[0156] Multi-window state means that the phone displays multiple application windows simultaneously, including game applications and at least one other application. Optionally, multi-window state may include split-screen state (such as...). Figure 6A As shown, the phone simultaneously displays the game application window 31 and the Q&A application window 30, as well as a floating display state. The floating display state indicates that the game application window is floating above the windows of other applications (such as...). Figure 6B As shown, the game application window 32 floats above the question and answer application window 33), or, the windows of other applications float above the game application window (e.g., Figure 6C As shown, the window 34 of the Q&A application is displayed floating above the window 35 of the game application.
[0157] The temperatures mentioned above represent the phone's temperature. The jitter rate indicates the phone's stability. A high jitter rate indicates that the rendering is discontinuous and unstable, resulting in stuttering or lag.
[0158] Charging status indicates whether the phone is charging, which can include charging and not charging states.
[0159] Network latency represents the time difference between when data is sent and when it is received by the receiver. Simply put, it represents the time required for data to be transmitted in the network.
[0160] The load can include the phone's GPU load and / or CPU load.
[0161] For example, a training sample might include a battle scene, a GPU load of 80, a temperature of 45 degrees Celsius, a charging state, and the super-resolution rendering function enabled. Here, the battle scene represents scene sample information, the GPU load, temperature, and charging state represent device state sample information, and "expecting to enable super-resolution rendering" refers to the desired result. This training sample indicates that when a game application is in a battle scene, and the phone's GPU load is 50, the temperature is 37 degrees Celsius, and it's charging, it means the phone's load is high, requiring reduced power consumption to avoid overheating. The user would then expect the phone to enable super-resolution rendering.
[0162] In some embodiments, super-resolution rendering technology is applied in two main directions. One direction is based on "subtraction followed by addition," rendering an image with quality close to the original resolution. This results in lower power consumption for the phone, even when the user selects a high resolution, thus avoiding heat and power consumption issues. The other direction is to provide a higher resolution to obtain an image with quality exceeding the original resolution. For example, if the user selects a 2K resolution, the phone uses super-resolution rendering technology to render an image with a resolution higher than 2K.
[0163] Accordingly, the desired outcome of enabling super-resolution rendering can include both enabling low-resolution rendering and enabling high-resolution rendering. Enabling low-resolution rendering corresponds to one approach, primarily used to render images with a resolution lower than the original to reduce power consumption. Enabling high-resolution rendering corresponds to the other approach, primarily used to render images with a resolution higher than the original to improve image quality and ensure an immersive user experience.
[0164] The aforementioned scene sample information and device status sample information may be characteristics (or factors) related to whether or not super-resolution rendering is enabled. For example, game lobby scenes have lower image quality requirements, so super-resolution rendering can be enabled to reduce power consumption and avoid unnecessary resource consumption. On the other hand, magnified scenes have higher image quality requirements, so super-resolution rendering (such as enabling enhancement) can be enabled to improve the image quality of the game and enhance the user's immersive gaming experience.
[0165] For example, compared to the foldable and candybar forms, the unfolded form has a larger screen size, requires higher resolution, and has a greater need to enable super-resolution rendering (such as enabling high-resolution rendering) to obtain a higher resolution.
[0166] For example, compared to a single-window state, when the device window state of the mobile phone is multi-window, the image quality can be reduced. Correspondingly, users have a greater demand for enabling the super-resolution rendering function to obtain an image close to the original resolution.
[0167] Optionally, when the multi-window state is split-screen or the game application window is in a floating state (i.e., the game application window is floating above the windows of other applications), the game application window size is small, the image quality requirements are low, and the demand for enabling super-resolution rendering (such as enabling low-resolution rendering) to obtain lower image quality is greater.
[0168] For example, when a phone's temperature is high, it has a greater need to enable super-resolution rendering (such as enabling low-resolution rendering) to reduce power consumption and thus lower the phone's temperature.
[0169] For example, when a phone's remaining battery is low, the need to enable super-resolution rendering is greater to reduce power consumption. Similarly, when a phone is not charging, the need to enable super-resolution rendering is also greater to reduce power consumption.
[0170] For example, when network latency is high, users have a greater need to enable super-resolution rendering to reduce the network latency required to download game application images. Understandably, when super-resolution rendering is enabled, the phone can download a low-resolution image from the game application's server. Then, the phone can use super-resolution rendering technology to render an image close to the original resolution based on this low-resolution image, thereby reducing the network latency for transmitting the game application's images.
[0171] For example, a high phone jitter rate indicates a higher likelihood of lag, and users are more likely to want to enable super-resolution rendering to reduce the load. Similarly, when the phone is under heavy load, enabling super-resolution rendering is more necessary to reduce the phone's workload.
[0172] It should be noted that the scenarios included in the above scenario sample information and the status information included in the device status information are only examples, and the scenarios and status information can be set according to the actual situation.
[0173] S302. The mobile phone inputs multiple training samples into the initial decision tree to train the initial decision tree and obtain the target decision tree. Among them, the target decision tree can predict the probability of the super-resolution rendering function being enabled during the operation of the game application.
[0174] Among them, the target decision tree can predict the probability of super-resolution rendering being enabled in different scenarios and under different device conditions after the game application is launched.
[0175] In some embodiments, the training process of the initial decision tree can be a process of adjusting the structure of the decision tree. For example... Figure 7 As shown, the process may include: Step 1, feature selection and analysis. For example, Step 1 may include steps a1 and b1. In step a1, the mobile phone can determine the relevance of the features (including the scene information included in the scene sample information and the state information included in the device state sample information).
[0176] Here, the relevance level of a feature represents the degree of correlation between the feature and the classification result (which could be whether super-resolution rendering is enabled), i.e., the level of influence on the classification result. The phone can then use the relevance levels of each feature to select a target feature, which represents a feature with a high degree of correlation to the desired result (e.g., a feature with a relevance threshold above a certain threshold). Optionally, the relevance level can be represented by information gain. For each feature, the phone can calculate the information gain corresponding to that feature based on the training samples. The phone can then select features with an information gain greater than or equal to a preset gain as target features to filter features and avoid interference from irrelevant features on the classification result.
[0177] Step b1: The mobile phone can assign corresponding weights to target features based on their relevance. The higher the relevance of a target feature, the higher its weight. It should be understood that the mobile phone can preset rules to assign weights to target features. These preset rules can be set according to actual conditions, as long as the sum of the weights of all target features equals 1.
[0178] After determining the target features and their corresponding weights, the mobile phone can proceed to step 2: training an initial decision tree using the target features. For example, step 2 may include steps a2 and b2. In step a2, the mobile phone uses all training samples as the root node of the initial decision tree, the preset classification conditions corresponding to each target feature as child nodes of the initial decision tree, and the decision results as leaf nodes of the initial decision tree.
[0179] Specifically, in the initial decision tree, child nodes can be connected via branches. A branch connection indicates that a child node has different branches, corresponding to different child nodes. The mobile phone can execute the preset classification condition corresponding to the corresponding branch based on the different judgment results corresponding to the preset classification conditions of the child node. For example, target features may include load, temperature, and device form. The preset classification condition for load is whether the load is less than the load value of 1; the preset classification condition for temperature is whether the temperature is less than the temperature value of 1; and the preset classification condition for device form is whether the device form is in an expanded state. Accordingly, the connection relationship between child nodes can be as follows: Figure 8 As shown. The branch corresponding to the child node 1 of the load can include the child node 2 corresponding to the device type and the child node 3 corresponding to the temperature.
[0180] Optionally, the distribution position of the child nodes, that is, the execution order of the preset classification conditions corresponding to the child nodes, can be determined according to the relevance of the target feature corresponding to the child node. For example, the higher the relevance of the target feature, the earlier the execution order of the preset classification conditions corresponding to the target feature, and the closer the distribution position of the child node is to the root node.
[0181] Step b2: For each child node, the mobile phone determines the judgment result corresponding to that child node for each training sample based on the preset classification conditions corresponding to that child node and the value of the target feature in each training sample. The judgment result is either 0 or 1. A judgment result of 0 indicates that the super-resolution rendering function is disabled, and a judgment result of 1 indicates that the super-resolution rendering function is enabled.
[0182] Continuing with the example above, if the judgment result for child node 1 is 1, the phone continues to execute the preset classification condition corresponding to child node 2. If the judgment result for child node 1 is 0, the phone continues to execute the preset classification condition corresponding to child node 3.
[0183] Step c: For each training sample, the mobile phone can perform a weighted calculation based on the judgment results of each sub-node corresponding to that training sample and the weights of each sub-node, to obtain the decision result corresponding to that training sample. This decision result indicates whether to enable the super-resolution rendering function. For example, after the weighted calculation, the mobile phone can obtain a decision probability, which can be used to determine the decision result. For instance, when the decision probability is greater than a certain threshold, the decision result is determined to be a prediction to enable the super-resolution rendering function. When it is less than or equal to a certain threshold, the decision result is determined to be a prediction to disable the super-resolution rendering function.
[0184] Continuing with the example above, for training sample 1, the load in training sample 1 is less than the load value 1, so the judgment result corresponding to child node 1 is 1. The phone continues to execute the preset classification condition corresponding to child node 2. The device form in training sample 1 is folded, so the judgment result corresponding to child node 2 is 0. Accordingly, the decision probability = 1 * weight corresponding to child node 1 (i.e., load) + 0 * weight corresponding to child node 2 (i.e., device form).
[0185] After obtaining the decision results corresponding to each training sample, the mobile phone can continue to adjust the initial decision tree based on the decision results corresponding to the training samples and the expected results corresponding to the training samples. This includes adjusting the distribution of child nodes, the selection of target features, and the preset classification conditions corresponding to child nodes, until the adjusted initial decision tree meets the preset stopping conditions. For example, if the matching rate between the expected results and decision results of the training samples output by the adjusted initial decision tree exceeds the preset matching rate, then the mobile phone can use the adjusted initial decision tree as the target decision result when the adjusted initial decision tree can accurately predict whether to enable the super-resolution rendering function.
[0186] In some embodiments, after obtaining the target decision tree, as described above... Figure 7As shown, the mobile phone can perform step 3 to prune and optimize the target decision tree to avoid overfitting. Optionally, the pruning optimization can be pre-pruning or post-pruning.
[0187] It should be noted that the training samples mentioned above include those corresponding to game applications. The scene sample information, device status sample information, and expected results for game applications are just examples. When it is necessary to predict whether super-resolution rendering should be enabled after other applications are launched, the training samples can also include those corresponding to other applications. For example, when it is necessary to predict the probability of enabling super-resolution rendering after a short video application is launched, the training samples mentioned above can include those corresponding to the short video application. These training samples can include scene sample information, device status sample information, and expected results for the short video application.
[0188] After obtaining the target decision tree, the phone can apply it to decide whether to enable super-resolution rendering after the game application starts. The application process of the target decision tree will be described below.
[0189] S303, The mobile phone receives the command to launch the game application.
[0190] For example, the above-mentioned launch operation can be a user clicking on the icon of the game application displayed on the phone's home screen (as described above). Figure 1A (As shown). Of course, the launch operation can also be other operations that can trigger the launch of the game application. For example, the launch operation is the user clicking on an application displayed in the background applications on the phone, or the launch operation is a jump operation where the phone displays the interface of application A, which includes a link to the game application. When the user clicks on this link, the phone responds to the user's click on the link and jumps into the game application. This application does not limit the type of launch operation, as long as it can trigger the phone to launch the game application.
[0191] S304. In response to the above-mentioned launch operation of the game application, the mobile phone launches the game application.
[0192] S305. After the game application is launched, the mobile phone obtains the current scene information and current device status information of the game application.
[0193] For example, after the game application starts, the mobile phone can obtain the current scene information and the current device status information in real time to realize the real-time judgment of the start and stop of the super-resolution rendering function, thereby realizing the timely start and stop of the super-resolution rendering function. Alternatively, the mobile phone can obtain the current scene information and the current device status information of the game application at preset intervals, reducing the number of times information is obtained, and can also ensure the timely start and stop of the super-resolution rendering function to a certain extent.
[0194] Alternatively, the phone can obtain the current scene information and current device status information of the game application when the game scene or device status changes, so as to determine whether to enable the super-resolution rendering function and avoid unnecessary information acquisition.
[0195] It is understandable that the information included in both current scene information and current device status information are the values of the target features. In other words, the number of features corresponding to current scene information and device status information is less than or equal to the number of features corresponding to the aforementioned scene sample information and device status sample information. For example, current device status information includes at least one of the following: device form factor, device window state, temperature, jitter rate, remaining battery power, charging status, network latency, load, screen refresh rate, screen resolution, and frame rate.
[0196] In some embodiments, after an application (such as the game application mentioned above) is launched, the phone can first determine whether the game application is a preset application. A preset application refers to an application that can trigger the phone to use super-resolution rendering algorithms. In other words, a preset application is an application where the super-resolution rendering function is active in all scenarios.
[0197] The aforementioned preset applications can be set before the phone leaves the factory, or they can be set by the user during the use of the phone.
[0198] If the game application is not among the default applications, it means that the game application cannot trigger the phone to use the super-resolution rendering algorithm to render the interface. In other words, rendering the interface of the game application does not consume many resources. Therefore, the phone does not need to determine whether the super-resolution rendering function is enabled, and thus does not need to obtain the current scene information and current device status information of the game application.
[0199] If the game application is a default application, it means that the game application can trigger the phone to use the super-resolution rendering algorithm to render the interface. Therefore, the phone can continue to obtain the current scene information and current device status information of the game application to determine whether to enable the super-resolution rendering function based on the overall situation of the phone.
[0200] S306. The mobile phone inputs the current scene information and current device status information of the game application into the target decision tree to obtain the prediction probability corresponding to the current scene information and current device status information. Among them, the prediction probability represents the probability of predicting that the super-resolution rendering function will be enabled.
[0201] S307. The mobile phone determines whether the predicted probability is greater than the preset probability threshold.
[0202] In this embodiment, if the predicted probability is greater than a preset probability threshold, it indicates that the scene and device state of the mobile phone are suitable for enabling the super-resolution rendering function, and the mobile phone can execute S308. If the predicted probability is less than or equal to the threshold, it indicates that the scene or device state of the mobile phone is not suitable for enabling the super-resolution rendering function, and the mobile phone can execute S310.
[0203] S308: Based on the resolution 1 corresponding to the game application, the mobile phone uses super-resolution rendering technology to render the image to be rendered in the game application, and obtains the target image 1.
[0204] Among them, the resolution corresponding to target image 1 is either less than or greater than resolution 1.
[0205] The resolution 1 for the game application indicates the current resolution set by the game application. Resolution 1 can be selected by the user or automatically set by the phone based on the phone's current conditions (such as load).
[0206] The following example illustrates how to determine whether to enable super-resolution rendering based on current device status and scene information.
[0207] For example, the above current scene information represents the dungeon battle scene (such as...). Figure 9A As shown in Table 1, the current device status information can include the current GPU load. In the instance battle scenario, the current GPU load is 81.12. The phone inputs the instance battle scenario and the current device status information (including 81.12) into the target decision tree to obtain the corresponding predicted probability, probability a. Since probability a is greater than a preset probability threshold, the phone can enable super-resolution rendering to reduce the GPU load and thus reduce the phone's power consumption.
[0208] Afterwards, the aforementioned game application switches to a world scene (such as...). Figure 9B As shown in Table 1, the current scene information represents the world scene. In the world scene, the current GPU load is 75.86. The phone inputs the world scene and current device state information (including this 75.86) into the target decision tree to obtain the corresponding prediction probability, probability b. Since probability b is less than the preset probability threshold, it indicates that in the world scene, under the current device state, the phone does not need to enable super-resolution rendering, and the phone can render the game image in the world scene normally.
[0209] Furthermore, as shown in Table 1, the GPU load and frequency are high in dungeon battle scenarios, resulting in higher power consumption for the phone. To reduce power consumption, the phone enables super-resolution rendering. When switching to world scenes, the CPU load and frequency are lower, so the phone can disable super-resolution rendering to avoid unnecessary image quality loss.
[0210] The game application then switches to the world battle scene. The current scene information represents the world battle scene, as shown in Table 1. In the world battle scene, the current GPU load is 79. The phone inputs the world battle scene and the current device state information (including the 79) into the target decision tree to obtain the corresponding predicted probability, probability c. Since probability c is less than the preset probability threshold, it indicates that in the world battle scene, under the current device state, the phone does not need to enable super-resolution rendering, and the phone can render the game image in the world battle scene normally.
[0211] Table 1
[0212] World Scene World Battle Scene Dungeon battle scene GPU frequency 364.94 361.93 429.20 GPU load 75.89 79 81.12
[0213] In some embodiments, based on the above description, the super-resolution rendering function may include a high-resolution rendering function and a low-resolution rendering function. The high-resolution rendering function is used to render game images with a resolution higher than 1. The low-resolution rendering function is used to render game images with a resolution lower than 1. After determining that the super-resolution rendering function needs to be enabled, the phone can further combine the current scene information of the game application to determine whether to enable the high-resolution rendering function to improve the image quality of the game and ensure an immersive gaming experience for the user, or to enable the low-resolution rendering function to reduce the image quality of the game, thereby reducing the resources required for rendering game images and reducing the phone's power consumption.
[0214] The following will introduce two possible ways to determine whether a phone is enabling high-resolution rendering or low-resolution rendering.
[0215] In one implementation, the aforementioned target decision tree may include a first target decision tree, which outputs a prediction probability 1 (or a first prediction probability), representing the probability of enabling the high-resolution rendering function within the super-resolution rendering feature. That is, the aforementioned prediction probability may include prediction probability 1. Correspondingly, the mobile phone can determine whether this prediction probability 1 is greater than a first preset probability threshold. If the prediction probability 1 is greater than the first preset probability threshold, it indicates that, given the current scene and current device state, it is suitable to render high-resolution game images; therefore, the mobile phone can enable the high-resolution rendering function.
[0216] The aforementioned target decision tree may include a second target decision tree, which outputs a prediction probability 2. This prediction probability 2 (or second prediction probability) represents the probability of enabling the high-resolution rendering function within the super-resolution rendering feature. In other words, the aforementioned prediction probability may include prediction probability 2. Correspondingly, the phone can determine whether this prediction probability 2 is greater than a second preset probability threshold. If the prediction probability 2 is greater than a first preset probability threshold, it indicates that under the current scene and device conditions, rendering low-resolution game images is suitable. Therefore, the phone can enable the low-resolution rendering function to reduce power consumption with minimal image quality loss.
[0217] Optionally, in one scenario, the predicted probability may only include a predicted probability of 1. In other words, the above determination of whether to enable super-resolution rendering is actually a determination of whether to enable high-resolution rendering. That is, the target decision tree is used to predict whether to enable high-resolution rendering. Accordingly, if the predicted probability of 1 is less than or equal to a first preset probability threshold, the mobile phone can determine to disable high-resolution rendering, that is, disable super-resolution rendering.
[0218] Alternatively, the predicted probability mentioned above could include only predicted probability 2. In other words, the above determination of whether to enable super-resolution rendering is actually a determination of whether to enable low-resolution rendering. That is, the target decision tree is used to predict whether to enable low-resolution rendering. Accordingly, if predicted probability 2 is less than or equal to the first preset probability threshold, the phone can determine to disable low-resolution rendering, which is to say, disable super-resolution rendering.
[0219] In another scenario, the predicted probabilities may include prediction probability 1 and prediction probability 2. If prediction probability 1 is less than or equal to a first preset probability threshold, and prediction probability 2 is less than or equal to a second preset probability threshold, the phone can determine to disable the super-resolution rendering function. If prediction probability 1 is less than or equal to the first preset probability threshold, and prediction probability 2 is greater than the second preset probability threshold, the phone can determine to enable the low-resolution rendering function. If prediction probability 1 is greater than the first preset probability threshold, and prediction probability 2 is less than or equal to the second preset probability threshold, the phone can determine to enable the high-resolution rendering function. It should be understood that, generally, in this other scenario, the predicted probability 1 and prediction probability 2 will not simultaneously exceed their respective preset probability thresholds.
[0220] It should be noted that the first objective decision tree and the second objective decision tree mentioned above can be the same decision tree or different decision trees, and this application does not limit them.
[0221] In another implementation, after determining that the predicted probability is greater than a preset probability threshold, the mobile phone can further determine whether to enable high-resolution rendering or low-resolution rendering based on the current scene information. For example, the mobile phone can determine to enable high-resolution rendering if the current scene information belongs to a first preset scene, and to enable low-resolution rendering if the current scene information does not belong to the first preset scene. The first preset scene represents a game scene in the game application that has high image quality requirements, such as a scene with a magnified scope or other game scenes. The scenes included in the first preset scene can be set according to actual needs, and this application does not limit them.
[0222] Based on this, once it is determined that the super-resolution rendering function needs to be enabled, it indicates that if the game scene currently being played on the phone belongs to a specific scene, it means that the current game scene has high requirements for image quality. Therefore, the phone can enable the high-resolution rendering function and use the super-resolution rendering algorithm to render high-resolution game images, which are not limited to the resolution set by the user and consume less power. While ensuring the image quality of the game images, it avoids high power consumption of the phone, improves the user's immersive gaming experience, and thus improves user satisfaction.
[0223] If the game scene being played on the phone does not belong to a specific scene, it means that the current game scene has low requirements for image quality or the phone needs to reduce power consumption. Therefore, the phone can enable the low-resolution rendering function and use the super-resolution rendering algorithm to render low-resolution game images to reduce the phone's power consumption.
[0224] S309, The mobile phone displays target image 1.
[0225] The above sections S308-S309 describe the process of enabling super-resolution rendering on the phone when the predicted probability is greater than a preset probability threshold. Of course, there are also cases where the predicted probability is less than the preset probability threshold. In this case, the phone disables super-resolution rendering, which will be explained below in conjunction with sections S310-S311.
[0226] S310: The mobile phone renders the image to be rendered in the game application based on the resolution 1 corresponding to the game application, and obtains the target image 2.
[0227] In this context, the resolution of target image 2 is equal to that of resolution 1.
[0228] S311, The mobile phone displays target image 2.
[0229] In this embodiment of the application, when the predicted probability is less than the preset probability threshold, it indicates that the current performance of the mobile phone can meet the requirements of rendering the image at the original resolution. There is no need to enable the super-resolution rendering function. The mobile phone can turn off the super-resolution rendering function and render the image to be rendered in the game application normally based on resolution 1 to obtain the corresponding target image 2, thereby avoiding unnecessary loss of image quality and ensuring the user's gaming experience.
[0230] It should be understood that target image 1 and target image 2 contain the same content, only with different resolutions.
[0231] In this embodiment, after the game application is launched, the mobile phone integrates active scene information and passive scene information, and uses a target decision tree to evaluate whether the super-resolution rendering function is currently enabled. This enables the automatic and flexible start and stop of the super-resolution rendering function in different scenarios, avoiding the judgment bias caused by determining whether to enable or disable the super-resolution rendering function based on a single factor (such as the name of the application). This ensures the accuracy of starting and stopping the super-resolution rendering function, ensures that the image quality of the game application meets the user's needs, and avoids the overheating problem caused by the high power consumption of the mobile phone.
[0232] It should be noted that the decision tree training process described in S301-S302 above can be performed by a mobile phone, or it can be performed by other devices. It is only necessary to pre-install the target decision tree determined on other devices on the mobile phone. In other words, the mobile phone can directly apply the target decision tree.
[0233] In some embodiments, the above-described super-resolution rendering algorithm can be used to render an image by inputting the image to be rendered into a super-resolution rendering model for rendering using the super-resolution rendering model.
[0234] In some embodiments, the decision tree described above is only one example of a model, that is, the initial decision tree described above is only one example of an initial model, and the target decision tree described above is only one example of a target model. The mobile phone can also train other models (such as convolutional models) to obtain the corresponding target model.
[0235] Furthermore, mobile phones can determine the prediction probability of matching the current scene and device state not only through target models, but also through other methods. For example, for each target feature, the phone can calculate the product of the classification value corresponding to that target feature and its corresponding weight, obtaining a weighted value for that target feature. The classification value corresponding to the target feature can include 1 or 0, and is determined based on whether the value of the target feature meets the preset classification conditions corresponding to that target feature. The value of the target feature includes information from the current scene information and the current device state information. That is, the information included in the current scene information and the current device state can be the value of the target feature. Then, the electronic device can calculate the sum of the weighted values corresponding to each target feature to obtain the prediction probability, thus determining the prediction probability.
[0236] For example, the current device status information includes GPU load (60) and temperature (45 degrees). Target features include GPU load and temperature, and correspondingly, the values of the target features are 60 and 45 degrees. For GPU load, the phone can determine whether 60 meets the preset classification conditions for GPU load (e.g., whether it is greater than 55). If it is greater, the predicted value for GPU load is 1; if it is less than or equal to 55, the predicted value for GPU load is 0. Here, the GPU load is 60, so the predicted value for GPU load is 1. Then, the phone can use the product of 1 and the weight corresponding to GPU load as the weighted value corresponding to GPU load.
[0237] The weights corresponding to the aforementioned target features can be set manually or trained using training samples.
[0238] In some embodiments, the mobile phone can use the GUE service within the phone to control the on / off switch of the super-resolution rendering function to determine whether to use a super-resolution algorithm to render the game application's image. The following will combine the above... Figure 4 The structure shown, using the aforementioned current device status information including GPU load, CPU load, screen resolution, screen refresh rate, frame rate, and temperature as an example, illustrates the process of determining whether to utilize super-resolution rendering to render an image. This process may include, for example... Figure 10 S1-S10 are shown.
[0239] S1. After the game application starts, the temperature rise module in the phone sends the phone's temperature to the GUE service in the phone.
[0240] For example, the temperature rise module can identify whether a game application is running. After determining that the game application is running, the temperature rise module can notify the GUE service of the phone's current temperature in real time, periodically, or when the temperature changes.
[0241] S2. The screen information determination module in the mobile phone sends the screen resolution and screen refresh rate to the GUE service.
[0242] S3, The AGP module in the mobile phone sends frame rates to the GUE service.
[0243] S4. The load calculation module in the mobile phone sends the GPU load and CPU load to the GUE service.
[0244] S5: The game toolkit module in the mobile phone sends the current scene information to the GUE service.
[0245] The current scene information indicates the game scene in which the game application is currently located.
[0246] Optionally, the game toolkit module can only recognize a limited number of game scenarios. When the game application enters certain scenarios, the game toolkit module cannot recognize the scenario, but the GUE service can recognize it to obtain the current scenario information.
[0247] The above steps S1-S5 describe the process by which the GUE service obtains the current device status information and the current scene information. After obtaining the current device status information and the current scene information, GUE can use this information to further determine whether to enable the super-resolution rendering function.
[0248] The S6 and GUE services input the screen resolution, screen refresh rate, frame rate, GPU load, CPU load, temperature, and current scene information into the target decision tree to obtain the prediction probability.
[0249] S7 and GUE services determine the start / stop outcome based on predicted probabilities.
[0250] The start / stop result indicates whether the super-resolution rendering function is enabled.
[0251] For example, if the predicted probability is greater than a preset probability threshold, the GUE service determines a start / stop indication to enable the super-resolution rendering function. If the predicted probability is less than or equal to the preset probability threshold, the GUE service determines a start / stop indication to disable the super-resolution rendering function.
[0252] The above S6-S7 describes the process by which GUE uses current device status information and current scene information to determine the start and stop results of the super-resolution rendering function. The following section will continue to describe the process of rendering the image to be rendered for the game application based on the start and stop results.
[0253] The S8 and GUE services send start / stop results to the rendering service.
[0254] S9. When the start / stop result indicates that the super-resolution rendering function is enabled, the rendering service renders the image to be rendered in the game application based on the resolution 1 corresponding to the game application, and obtains the target image 1. The resolution of the target image 1 is greater than or less than resolution 1.
[0255] The resolution 1 can be set automatically by the phone after the game application starts, or it can be set by the user. For example, as described above... Figure 10 As shown, in S20, the game toolkit module sends resolution 1 to the GUE service. In S21, the GUE service sends resolution 1 to the rendering service.
[0256] Optionally, enabling the super-resolution rendering function includes enabling either high-resolution rendering or low-resolution rendering. When the start / stop result indicates that high-resolution rendering is enabled, the resolution of the rendered target image 1 is greater than resolution 1. For example, if resolution 1 is 1080P, the rendering service renders the image to be rendered, obtaining a 1080P image. Then, the phone uses super-resolution rendering technology to continue rendering the 1080P image, obtaining a target image 1 close to 2K. Compared to directly rendering a 2K image, super-resolution rendering technology can reduce the resources required for rendering while maintaining image quality, thereby reducing the phone's power consumption.
[0257] When the start / stop result indicates that low-resolution rendering is enabled, the resolution of the rendered target image 1 is lower than resolution 1. For example, if resolution 1 is 1080P, the rendering service renders the image to be rendered, resulting in a 720P image. Then, the phone uses super-resolution rendering technology to continue rendering the 720P image, obtaining a target image 1 that is close to 1080P, thus avoiding unnecessary power consumption.
[0258] S10. If the start / stop result indicates that the super-resolution rendering function is disabled, the rendering service renders the image to be rendered of the game application based on the resolution 1 corresponding to the game application, and obtains the target image 2. Wherein, the resolution of the target image 2 is equal to the resolution 1.
[0259] For example, resolution 1 is 1080P. The rendering service renders the image to be rendered to obtain a 1080P image, thereby avoiding unnecessary loss of image quality.
[0260] In some embodiments, the GUE service can communicate externally, such as... Figure 11As shown, the AGP plugin in the GUE service can obtain information collected by the AGP service (such as frame rate) by calling the AGPserviceclient class. The PG plugin in the GUE service can obtain information collected by the PG service by calling the PGserviceclient class. The PG service can include modules / services other than the AGP service, such as the APS module, temperature rise module, game toolkit module, and load calculation module, to obtain current scene information and current device status information.
[0261] Optionally, the aforementioned GUE service can retrieve information using the GameServiceHandler class. Furthermore, the operations performed by the GUE service are actually executed by the MessageLooper thread.
[0262] Optionally, the AGP service described above can manage the collected frame rate through the gasmanager class.
[0263] After receiving the information collected by the AGP service, the AGP plugin sends it to the state module in the GUE service. Similarly, the PG plugin sends the information collected by the PG service to the state module.
[0264] Afterwards, the plugin handler in the GUE service can obtain the current scene information and the current device state information from the state module.
[0265] Optionally, the AGP and PG plugins can send notification messages to the pluginhandler, which triggers the pluginhandler to retrieve current scene and device status information from the state module. Alternatively, the AGP and PG plugins can also send the collected information to the pluginhandler, eliminating the need for the pluginhandler to retrieve information from the state module.
[0266] Next, the pluginhandler sends the current scene information and current device status information to the listenermanager module. The AI model decision module can obtain the current scene information and current device status information from the listenermanager module through the state callback function. The AI model decision module inputs the current scene information and current device status information into the target decision tree to obtain the corresponding prediction probability, and determines the start / stop result based on the prediction probability, thereby determining whether the super-resolution rendering function is enabled.
[0267] Among them, the AGP plugin, PG plugin, pluginhandler and the listening management module belong to the GUE State Manager module. The GUE State Manager module is responsible for maintaining all target features (or game metrics), that is, maintaining the current device state information and the current scene information.
[0268] In some embodiments, the AGP plugin functionality described above can also be implemented through the `baseplugin` class. The `baseplugin` class is a generic class, typically used as a base class or abstract class for plugin development. It provides some common functionalities and interfaces for specific plugin classes to inherit and implement. Similarly, the plugin functionality of PG plugins can also be implemented through the `baseplugin` class.
[0269] In some embodiments, the operations performed by the aforementioned software modules or services may also be performed by other modules / services in the software layer, and this application does not limit the software modules / services that perform the aforementioned operations. Furthermore, it is understood that the operations performed by the software modules / services are actually performed by the mobile phone.
[0270] In the technical solutions disclosed in this application, all information (such as scene information and device status information) is information that has been individually agreed upon by the user, including but not limited to notifying and reminding the user to read the relevant user agreement (notification) and sign the agreement (authorization) which includes the authorization of relevant user information before the user uses the function.
[0271] This application also provides a computer-readable storage medium including computer instructions that, when executed on an electronic device (such as the mobile phone described above), cause the electronic device to perform the interface display method described above.
[0272] This application also provides a computer program product that, when run on a computer, causes the computer to perform the method described above.
[0273] This application also provides a data protection device, which can be divided into different logical units or modules according to function, and each unit or module performs different functions so that the data protection device performs the method described above.
[0274] Through the above description of the embodiments, those skilled in the art can clearly understand that the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above.
[0275] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of modules or units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another device, or some features may be ignored or not executed. Furthermore, the mutual coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between devices or units may be electrical, mechanical, or other forms.
[0276] The units described as separate components may or may not be physically separate. A component shown as a unit can be one or more physical units; that is, it can be located in one place or distributed in multiple different locations. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0277] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0278] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a readable storage medium. Based on this understanding, the technical solutions of the embodiments of this application, essentially or in other words, the parts that contribute to the prior art, or all or part of the technical solutions, can be embodied in the form of a software product. This software product is stored in a storage medium and includes several instructions to cause a device (which may be a microcontroller, chip, etc.) or processor to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0279] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions within the technical scope disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for displaying an interface, characterized in that, Applied to electronic devices, the method includes: Receive a first operation on a first application of the electronic device; In response to the first operation, the first application is launched; Based on the current scene information and current device status information of the first application, a predicted probability is obtained; the current scene information is used to characterize the current scene within the first application. The predicted probability includes a first predicted probability. When the first predicted probability is greater than a first preset probability threshold, the super-resolution rendering function is enabled, and the interface to be rendered of the first application is rendered based on the set resolution and super-resolution rendering algorithm corresponding to the first application to obtain a first target interface. The resolution of the first target interface is greater than the set resolution. The first predicted probability represents the probability of predicting the first rendering function in the super-resolution rendering function, and the first rendering function represents the function of rendering an interface with a resolution higher than the set resolution. The predicted probability includes a second predicted probability. When the second predicted probability is greater than a second preset probability threshold, the super-resolution rendering function is enabled, and the interface to be rendered of the first application is rendered based on the set resolution corresponding to the first application and the super-resolution rendering algorithm to obtain a second target interface. The resolution of the second target interface is less than the set resolution. The second predicted probability represents the probability of predicting the second rendering function in the super-resolution rendering function, and the second rendering function represents the function of rendering an interface with a resolution lower than the set resolution. If the predicted probability is less than or equal to a preset probability threshold, the super-resolution rendering function is turned off, and the interface to be rendered of the first application is rendered based on the set resolution corresponding to the first application to obtain the third target interface; the resolution of the third target interface is equal to the set resolution.
2. The method according to claim 1, characterized in that, The method further includes: The current scene information and current device status information are used as input parameters of the target model. The target model is run to obtain the predicted probabilities corresponding to the current scene information and current device status information. The target model is obtained by training an initial model based on multiple training samples. Each training sample includes scene sample information, device status sample information, and expected results corresponding to the scene sample information and device status sample information. The expected results indicate whether the super-resolution rendering function is enabled.
3. The method according to claim 2, characterized in that, The target model includes a first target model; The step of using the current scene information and current device state information as input parameters of the target model, running the target model, and obtaining the predicted probability corresponding to the current scene information and current device state information includes: Using the current scene information and current device status information as input parameters of the first target model, the first target model is run to obtain a first prediction probability corresponding to the current scene information and current device status information.
4. The method according to claim 2, characterized in that, The target model includes a second target model; The step of using the current scene information and current device state information as input parameters of the target model, running the target model, and obtaining the predicted probability corresponding to the current scene information and current device state information includes: The current scene information and current device status information are used as input parameters for the second target model. The second target model is run to obtain a second prediction probability corresponding to the current scene information and current device status information.
5. The method according to claim 1, characterized in that, The method further includes: For each target feature, the product of the classification value corresponding to the target feature and the weight corresponding to the target feature is calculated to obtain the weighted value corresponding to the target feature; wherein, the classification value corresponding to the target feature is determined based on whether the value of the target feature satisfies the preset classification condition corresponding to the target feature; the value of the target feature includes information from the current scene information and the current device status information; The predicted probability is obtained by summing the weighted values corresponding to each of the target features.
6. The method according to any one of claims 1, 2, or 5, characterized in that, If the predicted probability is greater than the preset probability threshold, and the current scene information belongs to the first preset scene information, the resolution of the target interface is greater than the set resolution. If the current scene information does not belong to the first preset scene information, the resolution of the target interface is less than the set resolution.
7. The method according to any one of claims 1 to 5, characterized in that, The current device status information includes at least one of the following: device form, device window status, temperature, jitter rate, remaining battery power, charging status, network latency, screen refresh rate, screen resolution, frame rate, and load; the device form refers to a folded, unfolded, or non-folded device state, and the non-folded device state refers to the form when the electronic device is a non-foldable device; the device window status refers to a multi-window state or a single-window state, and the charging status indicates whether the electronic device is charging.
8. The method according to any one of claims 1 to 5, characterized in that, The first application includes a game application, and the current scene information includes at least one of the following: scope scene, airplane scene, shooting scene, battle scene, and game lobby scene.
9. An electronic device, characterized in that, The electronic device includes a display screen, a memory, and one or more processors; the display screen, the memory, and the processors are coupled; the display screen is used to display an image generated by the processor, the memory is used to store computer program code, the computer program code including computer instructions; the memory includes a shared cache, which, when the processor executes the computer instructions, causes the electronic device to perform the method as described in any one of claims 1 to 8.
10. A computer-readable storage medium, characterized in that, Includes computer instructions that, when executed on an electronic device, cause the electronic device to perform the method as described in any one of claims 1 to 8.