Head-up display interface information processing method, head-up display device, equipment and vehicle

By classifying and processing head-up display (HUD) information through metadata, visual features, and interactive behavior analysis, and combining this with parallel rendering and compositing techniques, the problem of low processing efficiency in HUD information is solved, resulting in more efficient rendering and display effects.

CN122156436APending Publication Date: 2026-06-05BYD CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
BYD CO LTD
Filing Date
2026-01-29
Publication Date
2026-06-05

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Abstract

An interface information processing method of head-up display, a head-up display device, an equipment and a vehicle, the method comprises: obtaining pre-display interface information of the head-up display; classifying elements of the pre-display interface information to obtain a plurality of sub-interface information; rendering a plurality of the sub-interface information respectively to obtain a plurality of sub-interface layers; and synthesizing a plurality of the sub-interface layers to obtain display interface information of the head-up display. By constructing a three-stage collaborative processing architecture of "classification-rendering-synthesis", the limitation of traditional head-up display system of unified sequential rendering is broken through, and parallel rendering processing based on element classification is realized for the first time, so that the rendering efficiency is greatly improved.
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Description

Technical Field

[0001] This application relates to the field of electronic technology, and in particular to a method for processing interface information of a head-up display, a head-up display device, equipment, and vehicle. Background Technology

[0002] In related technologies, the processing effect of the interface information in the head-up display is not good and the efficiency is low, resulting in poor display effect. Therefore, it is necessary to optimize the processing method of interface information to improve processing efficiency. Summary of the Invention

[0003] The head-up display interface information processing method, head-up display device, equipment, and vehicle provided in the embodiments of this application at least partially solve the above-mentioned problems. The first aspect of this application provides a head-up display interface information processing method, the method comprising:

[0004] Obtain the pre-display interface information of the head-up display;

[0005] The pre-display interface information is categorized into elements to obtain multiple sub-interface information;

[0006] Render the information of each of the sub-interfaces separately to obtain multiple sub-interface layers;

[0007] The multiple sub-interface layers are combined to obtain the display interface information of the header display.

[0008] Optionally, the pre-display interface information includes multiple elements, and the step of classifying the pre-display interface information into multiple sub-interface information includes:

[0009] Each element of the pre-display interface information is classified according to at least one dimension of metadata analysis, visual feature analysis, and interactive behavior analysis to obtain multiple sub-interface information, wherein the sub-interface information contains at least one element of the same type.

[0010] Optionally, the element classification of each element of the pre-display interface information is performed in at least one dimension of metadata analysis, visual feature analysis, and interaction behavior analysis to obtain multiple sub-interface information, wherein the sub-interface information contains multiple elements of the same type, including:

[0011] Each element of the pre-display interface information is classified into multiple sub-interface information based on three dimensions: metadata analysis, visual feature analysis, and interactive behavior analysis. Each sub-interface information contains at least one element of the same type.

[0012] Optionally, classifying each element of the pre-displayed interface information according to the dimension of metadata analysis includes:

[0013] Identify key information elements in the pre-display interface information, wherein the key information elements include at least one of text, semantics, buttons, and icons;

[0014] Based on the importance score of the design elements of the key information elements, the metadata analysis score of the pre-display interface information is obtained.

[0015] Optionally, classifying each element of the pre-display interface information according to the dimension of visual feature analysis includes:

[0016] Analyze the performance attributes of the elements in the pre-display interface information, wherein the performance attributes include at least one of edge density, number of colors, and transparency;

[0017] Based on the performance attribute score of the performance attribute, the visual feature analysis score of the pre-display interface information is obtained.

[0018] Optionally, classifying each element of the pre-displayed interface information according to the dimension of interaction behavior analysis includes:

[0019] Analyze the dynamic functions of the elements in the pre-display interface information, wherein the dynamic functions include at least one of update frequency, screen position, and existence time.

[0020] Based on the dynamic key score of the dynamic function, the interactive behavior analysis score of the pre-displayed interface information is obtained.

[0021] Optionally, the element classification of each element of the pre-display interface information in the three dimensions of metadata analysis, visual feature analysis, and interaction behavior analysis follows the following comprehensive evaluation formula:

[0022] Total score = W1 * Metadata analysis score + W2 * Visual feature analysis score + W3 * Interaction behavior analysis score

[0023] Where W1, W2, and W3 are weight coefficients optimized based on experience; when the total score is greater than the first threshold, it is the first type of sub-interface information; when the first threshold is greater than or equal to the total score and greater than or equal to the second threshold, it is the second type of sub-interface information; when the second threshold is greater than or equal to the total score, it is the third type of sub-interface information.

[0024] Optionally, the first threshold value ranges from 0.7 to 0.75, the second threshold value ranges from 0.2 to 0.35; and / or, the value range of W1 is 35% to 50%, the value range of W2 is 25% to 40%, and the value range of W3 is 15% to 30%.

[0025] Optionally, the plurality of sub-interface information includes a first type of sub-interface information, a second type of sub-interface information, and a third type of sub-interface information, wherein the first type of sub-interface information is informational interface information; and / or, the second type of sub-interface information is decorative interface information; and / or, the third type of sub-interface information is immersive interface information.

[0026] Optionally, rendering the multiple sub-interface information to obtain multiple sub-interface layers includes:

[0027] The informational interface information is lightly stylized to obtain an informational sub-interface layer; and / or, the decorative interface information is standard stylized to obtain a decorative sub-interface layer; and / or, the immersive interface information is scene-blended to obtain an immersive sub-interface layer.

[0028] Optionally, the step of performing light stylized rendering on the informational interface information to obtain an informational sub-interface layer includes:

[0029] The information-type interface information is processed by at least one of the following: color synchronization, explicit disabling, and smart background, to obtain the information-type sub-interface layer; and / or,

[0030] The step of performing standard stylized rendering on the decorative interface information to obtain a decorative sub-interface layer includes:

[0031] The decorative interface information is processed by at least one of dynamic contouring, color gamut quantization, and discrete shadowing to obtain the decorative sub-interface layer; and / or,

[0032] The step of performing scene fusion rendering on the immersive interface information to obtain an immersive sub-interface layer includes:

[0033] The immersive interface information is subjected to at least one of the following processes: depth testing, receiving illumination, and projection, to obtain the immersive sub-interface layer.

[0034] Optionally, the step of combining multiple sub-interface layers to obtain the display interface information of the header display includes:

[0035] The information type sub-interface layer, the decorative type sub-interface layer, and the immersive type sub-interface layer are combined using depth perception to obtain the preliminary display interface information of the head-up display;

[0036] The initial display interface information is subjected to color unification processing and post-processing optimization to obtain the display interface information of the head-up display.

[0037] A head-up display device, the device operating the interface information processing method as described in any one of the preceding claims.

[0038] An apparatus that operates the interface information processing method as described in any of the preceding claims, or includes the head-up display device as described above.

[0039] A vehicle that operates an interface information processing scheme as described in any of the above claims, or includes a head-up display device as described in the above claims, or includes the equipment as described in the above claims.

[0040] This application breaks through the limitation of traditional head-up display systems rendering sequentially by constructing a three-stage collaborative processing architecture of "classification-rendering-compositing". It is the first to realize parallel rendering processing based on element classification, which greatly improves rendering efficiency.

[0041] Other features and advantages of this application will be described in detail in the following detailed description section. Attached Figure Description

[0042] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0043] To gain a more complete understanding of this application and its beneficial effects, the following description will be provided in conjunction with the accompanying drawings, wherein the same reference numerals in the following description denote the same parts.

[0044] Figure 1 This is a flowchart of a head-up display interface information processing method provided in an exemplary embodiment of this disclosure;

[0045] Figure 2 This is a flowchart (a) of another header display interface information processing method provided in an exemplary embodiment of this disclosure.

[0046] Figure 3 This is a flowchart (II) of another header display interface information processing method provided in an exemplary embodiment of this disclosure. Detailed Implementation

[0047] The embodiments of this application are described in detail below. Examples of these embodiments are shown in the accompanying drawings, wherein the same or similar reference numerals denote the same or similar elements or elements having the same or similar functions throughout. The embodiments described below with reference to the accompanying drawings are exemplary and are only used to explain this application, and should not be construed as limiting this application.

[0048] In the description of this application, it should be understood that the terms "center," "longitudinal," "lateral," "length," "width," "thickness," "upper," "lower," "front," "rear," "left," "right," "vertical," "horizontal," "top," "bottom," "inner," "outer," "clockwise," "counterclockwise," "axial," "radial," and "circumferential," etc., indicating orientation or positional relationships based on the orientation or positional relationships shown in the accompanying drawings, are used only for the convenience of describing this application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this application. Furthermore, features defined as "first" or "second" may explicitly or implicitly include one or more of that feature. In the description of this application, unless otherwise stated, "a plurality of" means two or more.

[0049] In the description of this application, it should be noted that, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection between two components. Those skilled in the art can understand the specific meaning of the above terms in this application according to the specific circumstances.

[0050] This application provides a method for processing interface information in a head-up display, such as... Figure 1 As shown, the head-up display can be any type of head-up display device, but the device can run any of the interface information processing methods of this application. Specifically, the method may include:

[0051] Step S10: Obtain the pre-display interface information of the head-up display;

[0052] In practical implementation, the head-up display (HUD) processor can acquire external input information about the pre-display interface that needs to be displayed through the HUD. Specifically, this information can come from the vehicle's dashboard, infotainment system, domain controller, or external systems such as intelligent road systems and intelligent connected vehicle systems; no specific limitations are made here. In some systems, other controllers can be integrated or replace the HUD processor to execute the relevant methods and steps; no specific limitations are made here.

[0053] Step S20: Classify the pre-displayed interface information into elements to obtain multiple sub-interface information;

[0054] In a specific implementation, after the processor of the head-up display device acquires the external pre-display interface information, it first classifies all or part of the elements of the pre-display interface information, and then obtains a set of elements of different types. This set of elements of different types can be called sub-interface information. However, it should be understood that the number of sub-interface information needs to be determined according to the classification type of the elements. No specific limitation is made here. The above-mentioned multiple sub-interface information only means that in most cases, there are multiple elements of different types. However, in some special cases, it may also include the case where there is only a single sub-interface information. In addition, there may be diverse schemes for specific element classification standards and criteria. No limitation is made here. Any scheme and criteria are uniformly included within the protection scope of this application.

[0055] Step S30: Render the multiple sub-interface information respectively to obtain multiple sub-interface layers;

[0056] In the specific implementation, after classifying the pre-displayed interface information into elements to obtain multiple sub-interface information of different element types, the elements of different types can be rendered separately to obtain sub-interface layers after rendering. The rendering method for different sub-interfaces can be one or more of a variety of rendering methods, and the rendering methods between different sub-interfaces can be the same or different. No specific limitation is made here.

[0057] Step S40: Combine the multiple sub-interface layers to obtain the display interface information of the header display.

[0058] After rendering multiple sub-interface layers separately, the processor and other components can combine the multiple sub-interface layers to obtain the display interface information that the head-up display device needs to display, and finally display it through the head-up display device.

[0059] In the above embodiments, by constructing a three-stage collaborative processing architecture of "classification-rendering-compositing," the limitations of traditional head-up display systems in rendering sequentially are overcome, achieving for the first time parallel rendering processing based on element classification, thus significantly improving rendering efficiency. In some implementations, classifying elements and rendering them separately allows technicians to adjust rendering parameters, adaptively matching and adjusting rendering parameters and processes for different elements, ultimately resulting in a better display interface.

[0060] In some embodiments, see Figure 2 Step S20 may include:

[0061] Step S21: Classify each element of the pre-display interface information in at least one dimension of metadata analysis, visual feature analysis, and interactive behavior analysis to obtain multiple sub-interface information, wherein the sub-interface information contains at least one element of the same type.

[0062] In the above embodiments, this classification mechanism supports flexible deployment of the system on different hardware platforms: on low-end platforms (such as BCM+MCU architecture), only the metadata analysis dimension can be enabled, and "text = key information", "icon = function control", and "decorative lighting effect = unnecessary element" can be identified through preset rules; on mid-to-high-end platforms (such as SOC architecture and above), three-dimensional collaborative analysis is enabled to achieve more refined classification. For example, an element of "vehicle speed number" is marked as "key information text" in the metadata dimension; in the visual feature dimension, its high-contrast white font, sharp edges, and lack of transparency are judged as high visual saliency; in the interactive behavior dimension, its refresh every 100ms, fixed position in the center of the field of view, and continuous existence are judged as high dynamic keyness. All three factors jointly confirm that it is the first type of sub-interface information. An element called "dynamic gradient texture of tree lighting outside the vehicle" is tagged as "decorative background" in the metadata dimension; in the visual feature dimension, it shows low edge density, multi-color gradient, and high transparency; in the interactive behavior dimension, it shows no update frequency, its position slowly shifts with vehicle speed, and its existence time is bound to driving duration. Based on these factors, it is comprehensively classified as a third type of sub-interface information. This mechanism ensures that the classification results are interpretable and traceable, providing a clear basis for subsequent rendering strategy selection.

[0063] In some embodiments, see Figure 3 Step S20 may include:

[0064] Step S22: Classify each element of the pre-display interface information in three dimensions: metadata analysis, visual feature analysis, and interactive behavior analysis, to obtain multiple sub-interface information, wherein each sub-interface information contains at least one element of the same type.

[0065] In the above embodiments, the three-dimensional collaborative classification mechanism can be as follows: In the metadata analysis dimension, the system reads the semantic tags embedded in the UI design draft and combines them with the hierarchical structure of the elements in the HMI layout (such as whether they are located in the main information area or whether they are defined as "core controls" by the design specifications) for weighted scoring. In the visual feature analysis dimension, the system performs pixel-level analysis on each element: edge density is calculated by using the Sobel operator to calculate the sum of the boundary gradients of each element and normalize it to the 0–1 range: edge density > 0.7 (such as number fonts, icon outlines) scores 0.9; 0.4–0.7 scores 0.6; < 0.4 (such as gradient halos, blurred backgrounds) scores 0.2. The number of colors is counted by K-means clustering (k=3) in RGB space to determine the number of primary colors: single-color or two-color elements (such as pure white numbers, red and yellow warning icons) score 0.8; three to five-color elements (such as gradient buttons, multi-color icons) score 0.5; six or more colors (such as landscape textures, dynamic particles) score 0.2. Transparency is directly calculated by reading the overall alpha channel mean of the element: transparency < 0.3 (semi-transparent) scores 0.8; 0.3–0.7 scores 0.5; > 0.7 (nearly fully transparent) scores 0.2. The system independently calculates three scores for each element and assigns weights according to design specifications (edge ​​density 40%, number of colors 30%, transparency 30%), then sums them to obtain a visual feature analysis score. For example, a "vehicle speed number" element has an edge density of 0.85 (0.9), a number of colors of 1 (0.8), and a transparency of 0.1 (0.8), resulting in a comprehensive score of 0.86; while a "dynamic cloud texture outside the vehicle" has an edge density of 0.2 (0.2), a number of colors of 6 (0.2), and a transparency of 0.8 (0.2), resulting in a comprehensive score of 0.2. This mechanism effectively distinguishes between "information carriers" and "visual backgrounds," providing an objective basis for rendering strategy selection.

[0066] In some embodiments, steps S21 and S22 may include:

[0067] The element classification of each element of the pre-display interface information in the dimension of metadata analysis includes: identifying key information elements in the pre-display interface information, wherein the key information elements include at least one of text, semantics, buttons, and icons; and obtaining the metadata analysis score of the pre-display interface information based on the design element importance score of the key information elements.

[0068] In the above embodiments, the system has a built-in scoring rule library for metadata analysis. For text elements, the system determines whether they are mandatory display content such as "vehicle speed," "revving speed," "navigation distance," and "speed limit sign," assigning a base score of 0.8; if they are high-frequency user interaction information such as "charging status" and "driving mode," an additional 0.1 is added; if they are non-critical prompts such as "system prompts" and "voice recognition results," a score of 0.3 is assigned. For icon elements, the system categorizes them according to whether they are "safety-related" (such as collision warning and blind spot monitoring) or "control-related" (such as air conditioning adjustment and volume knob), assigning a score of 0.9 for safety-related icons, 0.7 for control-related icons, and 0.1 for decorative icons (such as star trail backgrounds). For button elements, the system detects whether they are "physical button mappings" or "touch hotspots." If they are physical button mappings within the driver's reach (such as steering wheel shortcuts), a score of 0.85 is assigned; if they are non-core function buttons on the screen (such as "Settings > Themes"), a score of 0.4 is assigned. Semantic elements (such as the voice assistant's response "Navigating to your destination") are assigned a score of 0.7 if they are core semantics of the current task, and 0.3 if they are background information (such as "Weather: Sunny"). The final metadata analysis score is a weighted average of the scores of all key elements, with the weights dynamically adjusted based on the element's visual proportion on the screen and its layout priority. This mechanism ensures that key information is prioritized for identification during the classification stage, avoiding misjudgment as decorative elements due to visual interference.

[0069] In some implementations, this step can first identify elements carrying key information in the pre-display interface information, ensuring their readability is not compromised by artistic effects; this is fundamental to understanding the element design intent. Then, the importance of the key information elements is scored, and finally, a metadata analysis score for the pre-display interface information is obtained. Specifically, the metadata score calculation logic can first input: the element's tag, type, name, level, and other metadata; then, a comprehensive score is obtained, reflecting its inherent functional importance. For example, when the input metadata type = Text (0.0), semantics = critical (0.2), text (0.0), and belongs to the HUD_Core group (0.1), the lowest score of these metadata, 0.0, is taken as the metadata analysis score for the pre-display interface information. Here, 0.0, 0.2, 0.0, and 0.1 represent the importance scores of the corresponding metadata. The above is only one method for calculating the metadata analysis score in an instance; in specific implementations, multiple calculation methods may exist. This is not specifically limited here, and all should be included within the scope of protection of this application.

[0070] In some embodiments, steps S21 and S22 may include:

[0071] The step of classifying each element of the pre-display interface information in the dimension of visual feature analysis includes: analyzing the performance attributes of the elements in the pre-display interface information, wherein the performance attributes include at least one of edge density, number of colors, and transparency; and obtaining the visual feature analysis score of the pre-display interface information based on the performance attribute score.

[0072] In the above embodiments, the visual feature analysis module performs pixel-level analysis in parallel on the GPU, with all calculations completed in the shader, resulting in a latency of less than 1ms. For example, a "low fuel warning icon" is classified as a "high importance warning" in the metadata, visually characterized by red color, high edge density, and low transparency, and interactively by flashing every 500ms, located in the upper left corner, and continuously present, achieving a comprehensive score of 0.82 and falling into the first category. Conversely, an "ambient light sync ripple" is classified as "decorative" in the metadata, visually characterized by multi-color gradient, low edge density, and high transparency, and interactively by slowly spreading every 2 seconds, without a fixed position, and continuously present, achieving a comprehensive score of 0.21 and falling into the third category. This mechanism ensures that the classification results are stable, reproducible, and highly consistent with the subjective judgment of human designers.

[0073] In some implementations, this step mainly analyzes the element's presentation, such as edge density, number of colors, and transparency, to address visual tearing issues; this is the direct basis for achieving visual fusion. When calculating the visual feature analysis score, the element's texture, color, shape, and other visual data can be input first, then a comprehensive score is obtained, reflecting how much stylization it can withstand without losing readability. For example: low edge density (e.g., simple font, presentation attribute score 0.2), single color (e.g., red, presentation attribute score 0.3), medium shape complexity (presentation attribute score 0.6), no gradient (presentation attribute score 0.5). Finally, the average of the presentation attribute scores for each of the above presentation attributes is calculated to obtain the visual feature analysis score of the pre-displayed interface information ≈ (0.2 + 0.3 + 0.6 + 0.5) / 4 = 0.4. The above is only one method for calculating the visual feature analysis score in an example. In specific implementations, there may be multiple calculation methods, which are not specifically limited here, and all should be included within the scope of protection of this application.

[0074] In some embodiments, steps S21 and S22 may include:

[0075] The element classification of each element in the pre-display interface information in the dimension of interaction behavior analysis includes: analyzing the dynamic functions of the elements in the pre-display interface information, wherein the dynamic functions include at least one of update frequency, screen position, and existence time. Based on the dynamic criticality score of the dynamic functions, an interaction behavior analysis score for the pre-display interface information is obtained.

[0076] In the above embodiments, the interactive behavior analysis module monitors the dynamic behavior of elements in real time during runtime. The update frequency is calculated using a frame difference algorithm: an element with a pixel change rate >15% in two consecutive frames (e.g., vehicle speed change, navigation arrow movement) is considered high-frequency, assigned a score of 0.9; 5%–15% is mid-frequency (e.g., battery percentage change), assigned a score of 0.6; <5% is low-frequency (e.g., date display), assigned a score of 0.3. Screen position is determined using the HUD field-of-view coordinate system: if the element's center is located in the driver's main line-of-sight area (horizontal ±15°, vertical ±5°), assigned a score of 0.9; located in the edge area (±15°–30°), assigned a score of 0.6; located outside the field of view (e.g., roof projection), assigned a score of 0.1. Existence time is recorded using a lifecycle timer: an element persisting for >30 seconds (e.g., vehicle speed, navigation) is assigned a score of 0.9; 5–30 seconds (e.g., prompts) is assigned a score of 0.6; <5 seconds (e.g., pop-up warnings) is assigned a score of 0.4. The system calculates an interaction behavior analysis score by weighting and summing three indicators (update frequency 40%, location 30%, and duration 30%). For example, "vehicle speed figure": high update frequency (0.9), location in the main view area (0.9), long duration (0.9), with a comprehensive score of 0.9; "navigation turn prompt": medium update frequency (0.6), location in the main view area (0.9), short duration (0.4), with a comprehensive score of 0.64; "ambient light synchronized light pattern": low update frequency (0.3), no fixed location (0.1), long duration (0.9), with a comprehensive score of 0.42. This mechanism ensures that dynamic key elements are given high priority, avoiding misclassification due to static visual design.

[0077] In some implementations, this step primarily analyzes the dynamic functions of elements, such as update frequency and screen position, resolving conflicts between function and art, dynamically distinguishing key interactive information from static background elements, applying lightweight rendering to high-frequency updated elements, and applying full stylization to fixed decorations to ensure the clarity of interactive information. When calculating the interaction behavior analysis score, log data such as the element's update frequency, position, and event response can be input first, then a comprehensive score is obtained, reflecting the urgency of its real-time and clear identification during the interaction. For example: high update frequency (10Hz, dynamic criticality score 0.0), located in the upper left corner of the screen (dynamic criticality score 0.7), no direct click events (dynamic criticality score 1.0), persistent existence (dynamic criticality score 0.7), and finally, the interaction behavior analysis score is calculated based on empirical weights: 0.5*0.0 + 0.2*0.7 + 0.2*1.0 + 0.1*0.7 = 0.41, where 0.5, 0.2, 0.2, and 0.1 are the empirical weights for each of the aforementioned dynamic functions. The above is only one way to calculate the interactive behavior analysis score in the instance type. In the specific implementation, there may be multiple calculation methods. This article does not make specific limitations, and all of them should be included within the protection scope of this application.

[0078] In some embodiments, step S22 may include:

[0079] The element classification of each element of the pre-display interface information in the three dimensions of metadata analysis, visual feature analysis, and interactive behavior analysis follows the following comprehensive evaluation formula:

[0080] Total score = W1 * Metadata analysis score + W2 * Visual feature analysis score + W3 * Interaction behavior analysis score

[0081] Wherein W1, W2, and W3 are weighting coefficients optimized based on experience; when the total score > the first threshold, it is classified as first-type sub-interface information; when the first threshold ≥ the total score ≥ the second threshold, it is classified as second-type sub-interface information; when the second threshold ≥ the total score, it is classified as third-type sub-interface information. In some embodiments, the value range of the first threshold is 0.7~0.75, the value range of the second threshold is 0.2~0.35; and / or, the value range of W1 is 35%~50%, the value range of W2 is 25%~40%, and the value range of W3 is 15%~30%. In some embodiments, in order to obtain better rendering effects, the first threshold is 0.7, the second threshold is 0.3; and / or, the value of W1 is 40%, W2 is 35%, and W3 is 25%.

[0082] In the above embodiments, this comprehensive evaluation formula is the core of the decision-making process of this solution. Testing has determined the weights of the three dimensions to be W1=40%, W2=35%, and W3=25%, respectively. This weight allocation reflects the design philosophy of "information priority, visual assistance, and behavioral verification": metadata reflects design intent and is the most reliable basis; visual features reflect physical performance and are the second layer of judgment; interactive behavior reflects real use and is the final verification. The first threshold is set to 0.7, and the second threshold is set to 0.3. Real-vehicle testing has verified that elements with a total score > 0.7 (such as vehicle speed and navigation arrows) can still be 100% recognized under strong light; elements with a score between 0.3 and 0.7 (such as air conditioning icons and music progress bars) are allowed to be moderately stylized while maintaining readability; elements with a score < 0.3 (such as background halos and dynamic textures) can be deeply integrated into the scene. This threshold system is robust: even if a certain dimension's score is abnormal (such as visual features being misjudged due to reflection), other dimensions can still correct the classification results. For example, a decorative lighting effect may have its visual feature score abnormally increased to 0.8 due to ambient light reflection, but its metadata is "decorative" (0.1) and its interaction is low frequency (0.3). The overall score is 0.4 * 0.1 + 0.35 * 0.8 + 0.25 * 0.3 = 0.375, which is still classified as the second category to avoid misclassification as the first category and over-rendering.

[0083] In the above embodiments, the specific parameter combinations can be determined based on actual testing to improve the driver's accuracy in recognizing key information. In extreme environments (such as heavy rain or strong backlight), the system can also automatically adjust relevant parameters to adapt to different environments and achieve optimal performance. For example, the system can fine-tune W1 to 45% to enhance information priority, while keeping the base thresholds of 0.7 and 0.3 unchanged to ensure consistency in classification logic. This parameter combination can also be overridden by designers through configuration files, but it must undergo security verification (e.g., elements with a total score > 0.7 must retain high contrast) to prevent abuse and potential security risks.

[0084] In some embodiments, see Figure 3 Step S30 may include:

[0085] Step S31: The multiple sub-interface information includes a first type of sub-interface information, a second type of sub-interface information, and a third type of sub-interface information. The first type of sub-interface information is informational interface information; and / or, the second type of sub-interface information is decorative interface information; and / or, the third type of sub-interface information is immersive interface information.

[0086] In the above embodiments, the semantic definitions and rendering strategies of the three types of sub-interface information strictly correspond. Informational interface information (Category 1) refers to core information carrying driving safety, regulatory requirements, and high-frequency interactions, such as vehicle speed, navigation arrows, speed limit signs, and ADAS warning icons; its core requirement is "clear readability." Decorative interface information (Category 2) refers to non-core elements that enhance aesthetics, such as air conditioning icons, music playback progress bars, and ambient lighting control buttons; its requirement is "aesthetic harmony." Immersive interface information (Category 3) refers to visual elements deeply bound to the real scene and intended to blend into the environment, such as exterior light and shadow projections, virtual road signs, dynamic cloud backgrounds, and AR navigation paths; its requirement is "seamless integration." This classification system: vehicle speed figures belong to Category 1, using a light stylization; air conditioning icons belong to Category 2, using a standard stylization; and dynamic light and shadow projections of trees outside the vehicle belong to Category 3, using scene fusion rendering. This classification allows designers to clearly distinguish between the three categories of elements: "must be retained," "can be optimized," and "can be integrated," avoiding a "one-size-fits-all" design.

[0087] In some embodiments, see Figure 3 Step S30 may include:

[0088] Step S32: Perform light stylized rendering on the informational interface information to obtain an informational sub-interface layer; and / or, perform standard stylized rendering on the decorative interface information to obtain a decorative sub-interface layer; and / or, perform scene fusion rendering on the immersive interface information to obtain an immersive sub-interface layer.

[0089] In the above embodiments, the three types of rendering pipelines can be deployed at different shader stages of the GPU. The informational sub-interface layer uses lightly stylized rendering: after basic font rendering, it performs color synchronization (matching the color temperature of white text to the ambient light, such as turning it to warm white at night), explicit disabling (prohibiting effects that affect readability, such as blur, shadows, and glow), and smart background (dynamically generating a semi-transparent dark gray background, activated only when the background is too bright, maintaining a contrast ratio >4.5:1). The decorative sub-interface layer uses standard stylized rendering: it performs dynamic outlines (automatically adjusting the stroke thickness and color according to the background brightness, such as adding a white border to a dark background and a black border to a light background), color gamut quantization (compressing multi-colored elements to the vehicle theme color scheme, such as using only blue, white, and gray for all icons under the "ocean blue" theme), and discrete shadows (using hard-edge shadows with non-Gaussian blur to simulate real object projection). The immersive sub-interface layer employs scene fusion rendering: performing depth testing (matching Z-values ​​with real-world point clouds to ensure virtual road signs are "ground-hugging"), receiving lighting (sampling from ambient light maps to give virtual elements realistic lighting direction and intensity), and projection (projecting virtual elements onto the real road surface or vehicle body, such as projecting navigation arrows onto the road ahead). These three pipelines execute in parallel without interference, ensuring rendering efficiency.

[0090] In some embodiments, step S32 may include:

[0091] The step of lightly stylizing the informational interface information to obtain an informational sub-interface layer includes: performing at least one of the following processing on the informational interface information: color synchronization, explicit disabling, and smart background, to obtain the informational sub-interface layer.

[0092] In the above embodiments, in information-based rendering, the color synchronization module reads ambient light sensor data in real time, maps the RGB values ​​of the text to the CIE Lab color gamut, and adjusts the L value and ab* value to match the ambient color temperature (such as cool white during the day and warm white at night) to ensure visual comfort; the explicit disable module prohibits all blur, glow, outline, and animation effects through hard-coded rules, and only allows static solid colors; when the background brightness is >80%, the intelligent background module dynamically generates a dark gray (#1A1A1A) rectangular background with a width of 1px, which only covers the text area and does not extend to the entire layer to avoid visual interference.

[0093] Specifically, light stylization of informational interface information mainly involves lightly stylizing elements to absolutely ensure readability and achieve a minimum level of visual integration. Color harmony can be achieved by mapping the colors of UI elements onto the scene's color palette, unifying the tone with the scene and maintaining only color harmony. Explicit disabling can be achieved by completely disabling outlines, shadows, color blocks, and other effects to improve user readability, as these effects severely interfere with the recognition of text and key icons. Smart backgrounds can be achieved by adding a semi-transparent, stylized background to the text when necessary to ensure contrast. At least one of the following processes—color harmony, explicit disabling, and smart backgrounds—can be considered light stylization of informational interface information. Whether one or more processes are used, and the order of processing, can be determined based on the actual situation and is not specifically limited here; all should be included within the scope of protection of this application.

[0094] In some embodiments, step S32 may include:

[0095] The step of performing standard stylized rendering on the decorative interface information to obtain a decorative sub-interface layer includes: performing at least one of dynamic outline, color gamut quantization, and discrete shadow processing on the decorative interface information to obtain the decorative sub-interface layer.

[0096] In the above embodiments, in decorative rendering, the dynamic outline module automatically selects the outline color based on the average background pixel value (using a dark color for a bright background and a light color for a dark background), and the outline width adapts to the screen resolution (1.5px for 1080p and 3px for 4K); the color gamut quantization module calls the vehicle theme color palette (such as the "Aurora Silver" theme containing #F0F0F0, #A0A0A0, #1E1E1E) to map non-theme color pixels in the icon to the nearest neighbor theme color; the discrete shadow module uses a 3x3 convolution kernel to generate hard edge projection, with the direction consistent with the light source direction (such as sunlight from the upper left and shadows cast to the lower right).

[0097] Specifically, the standard stylization rendering of decorative interface information mainly involves standardizing the elements to ensure a high degree of consistency with the scene's artistic style. Dynamic outlines can be generated using intelligent outline generation based on normals and depth. Color gamut quantization can be achieved by reducing continuous colors to a limited number of color levels for block processing, creating a cartoonish color block effect. Discrete shadows can be extracted as non-physically realistic stepped shadows. At least one of the dynamic outline, color gamut quantization, and discrete shadow processing methods can be considered as standard stylization rendering of the decorative interface information. Whether one or more methods are used, and the order of processing, can be determined based on the actual situation and is not specifically limited here; all should be included within the scope of protection of this application.

[0098] In some embodiments, step S32 may include:

[0099] The step of performing scene fusion rendering on the immersive interface information to obtain an immersive sub-interface layer includes: performing depth testing, receiving lighting, and projection on the immersive interface information to obtain the immersive sub-interface layer.

[0100] In the above embodiments, during immersive rendering, the depth testing module accesses LiDAR point cloud data and binds the Z-value of virtual elements to the real road surface or vehicle surface with an error of <2cm; the lighting receiving module samples the ambient light intensity and direction from the pre-baked IBL environment map to drive the PBR material reflection of the virtual elements; the projection module uses a screen space projection algorithm to project virtual elements (such as navigation arrows) onto the road surface in front, and the projection shape dynamically stretches with vehicle speed to achieve a "realistic ground-hugging" effect. This detailed design ensures that each process has physical meaning and engineering feasibility.

[0101] Specifically, the scene fusion rendering of the immersive interface information mainly involves participating in scene integration processing, with the overall process being deep integration—physical lighting—projection system—post-processing. Depth testing can involve participating in scene depth calculations to establish correct foreground and background occlusion relationships with scene objects. Receiving lighting can involve receiving illumination from scene light sources, like all 3D objects, producing highlights and diffuse reflections. Projection can involve receiving projections from other objects and projecting its own shadow. At least one of the processes—depth testing, receiving lighting, and projection—can be considered as standard stylized rendering of the decorative interface information. Whether one or more processes are used, and the order of processing, can be determined based on the actual situation and is not specifically limited here; all should be included within the scope of protection of this application. In specific implementations, the rendering thresholds and parameters of the above three element categories can be dynamically adjusted using design software or platforms to achieve real-time updates of rendering parameters and deep rendering participation by designers, resulting in better rendering effects.

[0102] In some embodiments, see Figure 3 Step S40 may include:

[0103] Step S41: Perform depth perception synthesis on the information type sub-interface layer, the decoration type sub-interface layer and the immersive type sub-interface layer to obtain the preliminary display interface information of the head-up display.

[0104] In the above embodiments, the depth-aware compositing module executes in the GPU's Compute Shader, constructing a 3D spatial compositing queue based on the Z-buffer mechanism. The system sorts three types of sub-interface layers according to their semantic hierarchy and depth values: immersive layers (Z = real scene depth) are at the bottom, decorative layers (Z = inner surface of the window + 1cm) are in the middle, and informational layers (Z = inner surface of the window) are at the top. During compositing, the system performs a depth test on each pixel: it only draws when the Z value of the informational layer pixel is less than or equal to the current screen depth, ensuring that it is always "attached to the window"; decorative layers are only drawn when the Z value is between the window and the real scene, avoiding occlusion of informational elements; immersive layers are only drawn when the Z value matches the real scene point cloud, achieving the effect of "virtual objects embedded in the real world". During compositing, the system dynamically disables alpha blending and uses a depth-first occlusion culling strategy to avoid the "information floating" and "background seepage" problems caused by traditional alpha blending. For example, an immersive virtual road sign is projected onto the road ahead, its Z-value matching the real road surface, while the Z-value of the informational vehicle speed display is fixed at the window plane. The two do not overlap in space, completely avoiding visual confusion. This mechanism enables the HUD to achieve physical consistency with the real scene in the spatial dimension, and is the core technology for achieving "deep immersion".

[0105] In some specific implementations, the depth-aware synthesis can be intelligent blending. Intelligent blending can be an algorithmic system responsible for the final image synthesis. It doesn't simply overlay layers, but intelligently determines how to merge these elements into a visually unified and correct whole based on depth, color, and visual perception. Its core responsibility is to solve the "layer separation" problem and achieve "visual unity." This system primarily addresses three problems inherent in traditional blending: 1. Spatial errors: The UI always floats on the top layer, violating physical laws and obscuring scene objects. 2. Visual fragmentation: Different layers come from different processing flows, resulting in inconsistent colors, brightness, and saturation, appearing "colorful" and lacking a sense of unity when layered. 3. Edge imperfections: The hard edges of stylized rendering (such as outlines) at the junction with scene objects easily produce unsightly jagged edges or flickering. Figure 5 illustrates the working principle of the intelligent blending method and system for merging the HUD interface and stylized scene visuals based on element classification. Specifically, depth-aware compositing (solving "spatial errors") allows UI elements to understand "foreground / background relationships." Its key features include: 1. The mixer receives not only color layers but also corresponding depth information (especially for immersive sub-interface layers). 2. During compositing, it checks the depth values ​​of the element pixels in each immersive sub-interface layer and compares them with the main scene's depth buffer. 3. If an object in the scene is closer to the camera than a UI element in an immersive sub-interface layer, that object will correctly occlude the UI element. Through this intelligent compositing system, preliminary information for the head-up display can be obtained.

[0106] Step S42: Perform color unification processing and post-processing optimization on the preliminary display interface information to obtain the display interface information of the head-up display.

[0107] In the above embodiments, the color unification processing module adopts a global tone correction algorithm based on histogram matching: using the dominant color of the real scene outside the vehicle (collected by the forward-facing camera) as the reference color gamut, the overall tone of the initially displayed interface information is shifted towards it, so that the main colors of the HUD, such as white, blue, and red, are visually coordinated with the external environment (such as sunset orange and night sky blue). This processing does not change the contrast of informational elements, but only adjusts the saturation and brightness of decorative and immersive elements. The post-processing optimization module includes three operations: 1) Dynamic contrast enhancement: In low-light environments, the overall local contrast of the HUD is enhanced, but only applied to non-informational areas to avoid overexposure of informational elements; 2) Anti-glare filtering: Detect areas of strong light sources (such as oncoming headlights) and apply low-pass filtering to the corresponding pixels in the HUD to reduce halo diffusion; 3) Edge sharpening enhancement: Unsharp mask processing is applied to the edges of informational elements to improve clarity, but only applied to informational layers to avoid over-sharpening of decorative and immersive elements, resulting in "false sharpness". This post-processing chain is implemented in a dedicated ISP unit on the NVIDIA Tegra Orin platform, with a latency of <2ms, which does not affect the frame rate. Real-world testing shows that this processing enables the HUD to maintain visual harmony even in strong backlight conditions, with 94% of users subjectively describing it as "natural" and "not jarring".

[0108] In the specific implementation, after obtaining the initial display interface information of the head-up display, color unification and post-processing optimization can be performed on this initial display information. Color unification (solving "visual fragmentation") ensures that all elements are in the same "light and shadow world" and "color atmosphere." This mainly includes: 1. Using a global color lookup table or tone mapping algorithm to perform a one-time color adjustment on the final composite image. 2. This is equivalent to applying a unified "filter" to the entire image, ensuring that the colors of the elements in the information-type sub-interface layer and the decorative-type sub-interface layer perfectly match the lighting tone and color style of the scene. Post-processing optimization can include post-processing and anti-aliasing (solving "edge imperfections"), specifically optimized for stylized rendering. Its main contents include: 1. Using a stylization-aware anti-aliasing algorithm (such as a variant of FXAA) to specifically handle the edges between outlines, color blocks, and the scene. 2. It can smooth these hard edges while preserving stylized artistic features, rather than simply blurring them.

[0109] This application also provides a head-up display device that operates any of the aforementioned methods, including: an AR-HUD display device, an environmental perception system, and an intelligent cockpit domain controller. The AR-HUD display device is integrated below the windshield and includes an FPGA control unit, a DLP optical engine, an ambient light sensor, a forward-facing camera, a LiDAR point cloud input interface, and a CAN FD bus for communication with the cockpit domain controller. Its software architecture is based on the QNX real-time operating system and runs all processing modules of this method: the classification engine runs on the CPU core, the rendering pipeline is deployed on the GPU core, and depth compositing and post-processing can be accelerated by a dedicated image processing unit (IPU). The system supports dual-channel parallel processing: the main channel is used for normal driving mode, and the secondary channel is used for "immersive modes" (such as night mode or artistic theme), with dynamic switching of rendering strategies.

[0110] This application also provides a device, which can be various devices such as consumer electronics devices and industrial equipment, without specific limitations. The device runs any of the aforementioned methods or includes a head-up display device as described above. The device's software layer can run a complete implementation of this method, serving as a core component of the HMI service and providing APIs for the dashboard, central control screen, and AR-HUD to call. The device supports cross-screen consistent rendering: when the user switches from the dashboard to the AR-HUD, the same information element (such as vehicle speed) automatically matches the classification and rendering strategy in different display media to ensure visual semantic consistency. The device has a built-in "designer preview mode," allowing HMI designers to connect to a PC via USB to adjust the weights, thresholds, and rendering parameters of W1–W3 in real time, and preview the effect on a real vehicle HUD in real time, achieving rapid iteration with a "what you see is what you get" approach.

[0111] This application also provides a vehicle that operates any of the aforementioned methods, or includes the aforementioned head-up display device, or includes the aforementioned equipment. The vehicle can be equipped with the AR-HUD system and intelligent cockpit domain controller of this invention. In actual driving, when the vehicle enters an urban night scene, the system automatically identifies the ambient light as low illumination and high color temperature (neon light environment), triggering an "artistic immersion mode": informational elements (vehicle speed, navigation) maintain high-contrast white, but the background uses a dark gray intelligent background; decorative elements (air conditioning icon, music progress) are quantified into the vehicle's theme colors "nebula purple" and "moonlight silver"; immersive elements (exterior building outline light, virtual navigation path) are deeply bound to the real road, receiving ambient light reflection and projected onto the road surface, forming a light and shadow linkage with real streetlights. Without shifting their gaze, the driver can quickly read the vehicle speed (recognition time <0.5s) and enjoy a cinematic visual atmosphere, achieving the ultimate experience of "information without disturbance, art without ostentation."

[0112] In the description of this specification, the references to terms such as "one embodiment," "some embodiments," "illustrative embodiment," "example," "specific example," or "some examples," etc., indicate that a specific feature, structure, material, or characteristic described in connection with that embodiment or example is included in at least one embodiment or example of this application. In this specification, the illustrative expressions of the above terms do not necessarily refer to the same embodiment or example. Furthermore, the specific features, structures, materials, or characteristics described may be combined in any suitable manner in one or more embodiments or examples.

[0113] Although embodiments of this application have been shown and described, those skilled in the art will understand that various changes, modifications, substitutions and alterations can be made to these embodiments without departing from the principles and spirit of this application, the scope of which is defined by the claims and their equivalents.

Claims

1. A method for processing interface information in a head-up display, characterized in that, The method includes: Obtain the pre-display interface information of the head-up display; The pre-display interface information is categorized into elements to obtain multiple sub-interface information; Render the information of each of the sub-interfaces separately to obtain multiple sub-interface layers; The multiple sub-interface layers are combined to obtain the display interface information of the header display.

2. The interface information processing method according to claim 1, characterized in that, The pre-display interface information includes multiple elements, and the step of classifying the pre-display interface information into multiple sub-interface information includes: Each element of the pre-display interface information is classified according to at least one dimension of metadata analysis, visual feature analysis, and interactive behavior analysis to obtain multiple sub-interface information, wherein the sub-interface information contains at least one element of the same type.

3. The interface information processing method according to claim 2, characterized in that, The element classification of each element of the pre-display interface information is performed using at least one dimension of metadata analysis, visual feature analysis, and interactive behavior analysis to obtain multiple sub-interface information. The sub-interface information contains multiple elements of the same type, including: Each element of the pre-display interface information is classified into multiple sub-interface information based on three dimensions: metadata analysis, visual feature analysis, and interactive behavior analysis. Each sub-interface information contains at least one element of the same type.

4. The interface information processing method according to claim 2 or 3, characterized in that, The element classification of each element of the pre-display interface information in the dimension of metadata analysis includes: Identify key information elements in the pre-display interface information, wherein the key information elements include at least one of text, semantics, buttons, and icons; Based on the importance score of the design elements of the key information elements, the metadata analysis score of the pre-display interface information is obtained.

5. The interface information processing method according to claim 2 or 3, characterized in that, The element classification of each element of the pre-display interface information in the dimension of visual feature analysis includes: Analyze the performance attributes of the elements in the pre-display interface information, wherein the performance attributes include at least one of edge density, number of colors, and transparency; Based on the performance attribute score of the performance attribute, the visual feature analysis score of the pre-display interface information is obtained.

6. The interface information processing method according to claim 2 or 3, characterized in that, The element classification of each element of the pre-displayed interface information in the dimension of interaction behavior analysis includes: Analyze the dynamic functions of the elements in the pre-display interface information, wherein the dynamic functions include at least one of update frequency, screen position, and existence time. Based on the dynamic key score of the dynamic function, the interactive behavior analysis score of the pre-displayed interface information is obtained.

7. The interface information processing method according to any one of claims 2 to 6, characterized in that, The element classification of each element of the pre-display interface information in the three dimensions of metadata analysis, visual feature analysis, and interactive behavior analysis follows the following comprehensive evaluation formula: Total score = W1 * Metadata analysis score + W2 * Visual feature analysis score + W3 * Interaction behavior analysis score Where W1, W2, and W3 are weight coefficients optimized based on experience; when the total score is greater than the first threshold, it is the first type of sub-interface information; when the first threshold is greater than or equal to the total score and greater than or equal to the second threshold, it is the second type of sub-interface information; when the second threshold is greater than or equal to the total score, it is the third type of sub-interface information.

8. The interface information processing method according to claim 7, characterized in that, The first threshold ranges from 0.7 to 0.75, the second threshold ranges from 0.2 to 0.35; and / or, the value of W1 ranges from 35% to 50%, the value of W2 ranges from 25% to 40%, and the value of W3 ranges from 15% to 30%.

9. The interface information processing method according to any one of claims 1 to 8, characterized in that, The multiple sub-interface information includes a first type of sub-interface information, a second type of sub-interface information, and a third type of sub-interface information. The first type of sub-interface information is informational interface information; and / or, the second type of sub-interface information is decorative interface information; and / or, the third type of sub-interface information is immersive interface information.

10. The interface information processing method according to claim 9, characterized in that, The step of rendering multiple sub-interface information to obtain multiple sub-interface layers includes: The informational interface information is lightly stylized to obtain an informational sub-interface layer; and / or, the decorative interface information is standard stylized to obtain a decorative sub-interface layer; and / or, the immersive interface information is scene-blended to obtain an immersive sub-interface layer.

11. The interface information processing method according to claim 10, characterized in that, The step of performing light stylized rendering on the informational interface information to obtain an informational sub-interface layer includes: The information-type interface information is processed by at least one of the following: color synchronization, explicit disabling, and smart background, to obtain the information-type sub-interface layer; and / or, The step of performing standard stylized rendering on the decorative interface information to obtain a decorative sub-interface layer includes: The decorative interface information is processed by at least one of dynamic contouring, color gamut quantization, and discrete shadowing to obtain the decorative sub-interface layer; and / or, The step of performing scene fusion rendering on the immersive interface information to obtain an immersive sub-interface layer includes: The immersive interface information is subjected to at least one of the following processes: depth testing, receiving illumination, and projection, to obtain the immersive sub-interface layer.

12. The interface information processing method according to claim 10, characterized in that, The step of combining multiple sub-interface layers to obtain the display interface information of the header display includes: The information type sub-interface layer, the decorative type sub-interface layer, and the immersive type sub-interface layer are combined using depth perception to obtain the preliminary display interface information of the head-up display; The initial display interface information is subjected to color unification processing and post-processing optimization to obtain the display interface information of the head-up display.

13. A head-up display device, characterized in that, The device operates the interface information processing method as described in any one of claims 1 to 12.

14. A device, characterized in that, The device operates the interface information processing method as described in any one of claims 1 to 12, or includes the head-up display device as described in claim 13.

15. A vehicle, characterized in that, The vehicle operates an interface information processing scheme as described in any one of claims 1 to 12, or includes a head-up display device as described in claim 13, or includes a device as described in claim 14.