A display method and device of a mobile device screen, an apparatus, and a storage medium
By combining an ambient light sensor and a front-facing camera with an attitude matrix to accurately locate glare areas and perform adaptive display processing, the problem of inaccurate glare area positioning and manual user adjustment in existing technologies is solved, achieving clear screen display in strong light environments.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SHANGHAI DROI TECH CO LTD
- Filing Date
- 2026-05-14
- Publication Date
- 2026-07-10
AI Technical Summary
Existing technology cannot accurately locate glare areas on the screen, resulting in global brightness adjustment being unable to differentiate for local glare areas. Users need to manually adjust the device's orientation to avoid glare, and the fixed anti-reflective coating cannot be dynamically adjusted, with pixel compensation limited by the screen's hardware brightness.
The ambient light intensity and light source area are obtained by using an ambient light sensor and a front-facing camera. Combined with the attitude rotation matrix and rigid body transformation matrix, the glare area is accurately located. Adaptive display processing is performed based on the light source intensity and incident light direction, including the use of compensation masks and anti-reflection hardware.
It enables clear identification of screen content in various usage scenarios without the need for manual device orientation adjustment, improving screen readability and user experience in bright light environments.
Smart Images

Figure CN122369408A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of screen display technology, and in particular to a display method, apparatus, device, and storage medium for a mobile device screen. Background Technology
[0002] During daily use of mobile devices (such as smartphones and tablets), the screen surface is frequently exposed to direct light from point light sources in the environment (such as sunlight, indoor lighting, spotlights, etc.), resulting in localized high-brightness glare spots on the screen. The contrast of the displayed content in the area covered by these glare spots is significantly reduced, making text, images, and other information difficult to read. Current technologies generally employ a global automatic brightness adjustment mechanism in mobile devices. This mechanism uses an ambient light sensor to obtain the overall ambient brightness and uniformly adjusts the screen's luminous intensity. It can also combine content-adaptive brightness and manual brightness adjustment to optimize the display effect. Regarding screen anti-reflection, this primarily relies on a fixed anti-reflective coating applied at the factory to reduce surface reflectivity, or on anti-glare etching processes to convert specular reflection into diffuse reflection.
[0003] However, existing technologies have the following drawbacks: First, the global adjustment mechanism can only output a single scalar brightness value, and cannot differentiate the processing for local glare areas of the screen. It is difficult to ensure the readability of both glare and non-glare areas when exposed to strong local light. Second, users are forced to frequently adjust the device angle manually to avoid glare, which is inconvenient and detrimental to the user experience, especially in fixed scenarios such as in-vehicle and desktop stands. Third, the fixed anti-reflective coating and etching process cannot be dynamically adjusted according to real-time lighting. Fourth, pixel compensation is limited by the maximum luminous brightness of the screen hardware. When the reflected brightness generated by strong light sources far exceeds the screen's luminous capacity, it is physically impossible to simply brighten the pixels. Summary of the Invention
[0004] In view of this, embodiments of this application provide a display method, apparatus, device, and storage medium for a mobile device screen, which enables precise positioning of glare areas on the screen, thereby performing adaptive display processing only for glare areas. Users can clearly identify the displayed content on the screen without manually adjusting the physical posture of the mobile device in various usage scenarios.
[0005] This application mainly includes the following aspects: In a first aspect, embodiments of this application provide a display method for a mobile device screen, the display method comprising: Obtain the ambient light intensity of the environment in which the mobile device is located; When the ambient light intensity is greater than a preset light source positioning threshold, at least one light source area formed by the ambient light source is determined on the screen of the mobile device. For each light source region, the light source intensity of that region is determined based on its area, peak brightness, and exposure time compensation factor. Based on the position of the bright spot in the light source region, determine the incident light direction vector of the light source region; Based on the incident light direction vector of the light source region, determine the glare region on the screen corresponding to the light source region; Based on the light source intensity of the light source region, determine the glare intensity ratio of the glare region corresponding to the light source region; Based on the preset intensity ratio range of the glare intensity ratio of the glare area corresponding to the light source area, the glare area corresponding to the light source area is subjected to corresponding display processing.
[0006] Furthermore, when the ambient light intensity is greater than a preset light source positioning threshold, determining at least one light source area formed by the ambient light source on the screen of the mobile device includes: When the ambient light intensity is greater than a preset light source positioning threshold, a scene image containing the ambient light source is acquired; Extract multiple initial light source regions from the scene image whose pixel values are greater than or equal to a preset pixel threshold; Select initial light source regions from all initial light source regions whose area is greater than or equal to a preset area threshold, and determine at least one initial light source region obtained after selection as a light source region.
[0007] Furthermore, based on the position of the bright spot in the light source region, the incident light direction vector relative to the light source region is determined; Based on the position of the bright spot of the light source in the light source area, determine the direction vector of the ambient light source in the camera coordinate system corresponding to the light source area; Based on the attitude rotation matrix and rigid body transformation matrix, the direction vector of the ambient light source in the image coordinate system corresponding to the light source region is transformed into the direction vector of the ambient light source in the world coordinate system corresponding to the light source region. Based on the rigid body transformation matrix, the direction vector of the ambient light source in the world coordinate system corresponding to the light source region is transformed into the direction vector of the ambient light source in the screen coordinate system corresponding to the light source region, and the direction vector of the ambient light source in the screen coordinate system corresponding to the light source region is determined as the incident light direction vector of the light source region.
[0008] Furthermore, determining the glare area on the screen corresponding to the light source area based on the incident light direction vector of the light source area includes: Based on the screen normal vector and the incident light direction vector of the light source region, determine the reflected light direction vector of the light source region; Based on the user's eye coordinates and the reflected light direction vector of the light source area, determine the glare center position on the screen in screen pixel coordinates corresponding to the light source area; Based on the glare center position on the screen corresponding to the light source area and the preset influence radius, the glare area corresponding to the light source area is determined.
[0009] Furthermore, determining the glare intensity ratio of the glare region corresponding to the light source region based on the light source intensity of the light source region includes: Based on the light source intensity of the light source region and the screen surface reflectivity corresponding to the incident light direction vector, the glare intensity of the glare region corresponding to the light source region is determined. The ratio of the glare intensity to the current maximum output brightness of the screen is defined as the glare intensity ratio.
[0010] Furthermore, the step of performing corresponding display processing on the glare area corresponding to the light source area based on the glare intensity ratio of the glare area corresponding to the light source area falling within a preset range includes: When the glare intensity of the glare area corresponding to the light source area is within a first preset range, the display pixels of the glare area corresponding to the light source area are compensated based on the compensation mask. When the glare intensity ratio of the glare area corresponding to the light source area is within the second preset range and the mobile device is equipped with anti-reflection hardware, the anti-reflection hardware is activated, and the display pixels of the glare area corresponding to the light source area are compensated. When the glare intensity ratio of the glare area corresponding to the light source area is within the second preset range and the area of the non-glare area is lower than the preset minimum usable ratio threshold of the total screen area, the display content of the glare area corresponding to the light source area is moved.
[0011] Furthermore, the display method also includes: Based on the glare intensity of the glare region corresponding to the light source region and the effective attenuation rate of the anti-reflection hardware, determine the equivalent glare intensity ratio of the glare region corresponding to the light source region. When the equivalent glare intensity ratio of the glare area corresponding to the light source area is within the second preset range and the area of the non-glare area is lower than the preset minimum usable ratio threshold of the total screen area, the display content of the glare area corresponding to the light source area is moved.
[0012] Secondly, embodiments of this application also provide a display device for a mobile device screen, the display device comprising: The acquisition module is used to acquire the ambient light intensity of the environment in which the mobile device is located; A light source area determination module is used to determine at least one light source area formed by ambient light on the screen of a mobile device when the ambient light intensity is greater than a preset light source positioning threshold. The light source intensity determination module is used to determine the light source intensity of each light source area based on the area, peak brightness, and exposure time compensation factor of that light source area. The incident direction determination module is used to determine the incident light direction vector of the light source region based on the position of the bright spot of the light source region. The glare area determination module is used to determine the glare area on the screen corresponding to the light source area based on the incident light direction vector of the light source area. The glare intensity ratio determination module is used to determine the glare intensity ratio of the glare region corresponding to the light source region based on the light source intensity of the light source region. The display processing module is used to perform corresponding display processing on the glare area corresponding to the light source area according to the preset intensity ratio range in which the glare intensity ratio of the glare area corresponding to the light source area is located.
[0013] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory through the bus, and the machine-readable instructions are executed by the processor to perform the steps of the display method of the mobile device screen described in the first aspect or any possible implementation of the first aspect.
[0014] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the mobile device screen display method described in the first aspect or any possible implementation of the first aspect.
[0015] This application provides a display method, apparatus, device, and storage medium for a mobile device screen. For each light source area on the mobile device screen, the light source intensity of that area is determined based on its area, peak brightness, and exposure time compensation factor. The incident light direction vector of the light source area is determined based on its bright spot position. A glare area on the screen corresponding to that light source area is determined based on its incident light direction vector. A glare intensity ratio of the glare area corresponding to that light source area is determined based on its light source intensity. The glare area corresponding to that light source area is then subjected to corresponding display processing based on a preset intensity ratio range within which the glare intensity ratio of the glare area corresponding to that light source area falls.
[0016] This allows for precise positioning of glare areas on the screen, enabling adaptive display processing only for those areas. Users can clearly identify the displayed content without manually adjusting the physical orientation of their mobile devices in various usage scenarios.
[0017] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0018] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0019] Figure 1 A flowchart illustrating one of the display methods for a mobile device screen provided in an embodiment of this application is shown; Figure 2 A second flowchart illustrates a display method for a mobile device screen provided in an embodiment of this application; Figure 3 A flowchart of a method for displaying a mobile device screen according to an embodiment of this application is shown as third; Figure 4 A flowchart of a method for displaying a mobile device screen according to an embodiment of this application is shown as fourth; Figure 5 The fifth flowchart illustrates a display method for a mobile device screen provided in an embodiment of this application; Figure 6 A schematic diagram of the structure of a display device for a mobile device screen provided in an embodiment of this application is shown; Figure 7 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation
[0020] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.
[0021] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0022] The methods, apparatus, devices, or computer-readable storage media described in this application can be applied to any scenario requiring the display of a mobile device screen. This application does not limit specific application scenarios, and any scheme using the mobile device screen display methods and apparatus provided in this application is within the protection scope of this application.
[0023] It is worth noting that during daily use of mobile devices (such as smartphones and tablets), the screen surface is frequently exposed to direct light from point light sources in the environment (such as sunlight, indoor lighting, spotlights, etc.), resulting in the formation of bright glare spots in certain areas of the screen. The contrast of the displayed content in the area covered by these glare spots is significantly reduced, making text, images, and other information difficult to read. Current technologies generally employ a global automatic brightness adjustment mechanism, which uses an ambient light sensor to obtain the overall ambient brightness and uniformly adjusts the screen's luminous intensity. There are also content-adaptive brightness and manual brightness adjustment mechanisms. Regarding screen anti-reflection, the main methods rely on a fixed anti-reflective coating applied at the factory to reduce surface reflectivity, or on anti-glare etching processes to convert specular reflection into diffuse reflection.
[0024] However, existing technologies have the following drawbacks: First, the global adjustment mechanism can only output a single scalar brightness value, and cannot differentiate the processing for local glare areas of the screen. It is difficult to ensure the readability of both glare and non-glare areas when exposed to strong local light. Second, users are forced to frequently adjust the device angle manually to avoid glare, which is inconvenient and detrimental to the user experience, especially in fixed scenarios such as in-vehicle and desktop stands. Third, the fixed anti-reflective coating and etching process cannot be dynamically adjusted according to real-time lighting. Fourth, pixel compensation is limited by the maximum luminous brightness of the screen hardware. When the reflected brightness generated by strong light sources far exceeds the screen's luminous capacity, it is physically impossible to simply brighten the pixels.
[0025] The aforementioned problems can be summarized into three levels of technical challenges: First, the location of glare is unknown, making it impossible to accurately pinpoint the affected area. Existing solutions rely solely on ambient light sensors to obtain a single scalar brightness value, which cannot determine the direction of the light source or calculate which pixel areas will form glare spots after the light is reflected from the screen, lacking the location information needed for targeted local processing. Second, pixel compensation has a physical brightness limit, rendering purely software solutions ineffective under strong light. Even if the glare area can be located and the pixel brightness in that area increased, the maximum luminous intensity of the screen hardware itself is still far lower than the reflected brightness produced by strong light sources. At this point, the screen's own light emission is completely unable to counteract the reflected light, and the glare remains clearly visible even when the screen is off. Any compensation strategy based on brightening pixels is physically infeasible. Third, users are forced to make frequent physical adjustments, resulting in a poor user experience and limited usage scenarios. Since glare cannot be completely resolved at the software level, users can only avoid the reflected light path by changing the device's orientation.
[0026] Specifically, existing brightness adjustment technologies, whether global automatic brightness adjustment, manual brightness adjustment, content-adaptive brightness, or global adaptation for AR / VR scenes, are essentially all global adjustments and cannot differentiate for local glare areas. In terms of display technology, modern mobile devices generally use OLED or LCD screens. Although the surface is treated with anti-reflective coatings, specular reflection cannot be eliminated. Under medium to strong light conditions, the brightness of the reflected light from the screen exceeds its maximum light-emitting capacity. Simply increasing the brightness of screen pixels cannot physically restore content readability. Regarding anti-reflective technologies, fixed anti-reflective coatings are physical characteristics determined at the factory and cannot be dynamically adjusted; anti-glare etching, while reducing directional glare, sacrifices clarity and color saturation, making it unsuitable for high-resolution mobile screens; electrochromic technology is currently only used in smart building glass and automotive anti-glare rearview mirrors, limited by overall or coarse-area control, and has not yet achieved localized, refined anti-reflection on mobile device screens; existing polarization filtering solutions are mostly fixed polarizers, unable to dynamically adjust the polarization angle according to the light source direction, and lack localized control capabilities. Based on sensors, modern mobile devices have integrated ambient light sensors, front-facing cameras, accelerometers / gyroscopes, and proximity sensors. In theory, these sensor combinations can build a complete perception-decision-execution chain from light source detection and glare localization to adaptive response. However, to date, there is no technical solution to effectively integrate them to achieve accurate localization and graded response to local glare.
[0027] To address the aforementioned issues, this application proposes a display method, apparatus, device, and storage medium for a mobile device screen, enabling precise positioning of glare areas on the screen. This allows for adaptive display processing to be performed only on glare areas, enabling users to clearly identify the displayed content on the screen without manually adjusting the physical orientation of the mobile device in various usage scenarios.
[0028] To facilitate understanding of this application, the technical solutions provided in this application will be described in detail below with reference to specific embodiments.
[0029] Please see Figure 1 , Figure 1 This is one of the flowcharts for a method of displaying a mobile device screen provided in an embodiment of this application.
[0030] like Figure 1 As shown in the figure, the display method for a mobile device screen provided in this application embodiment includes the following steps: Step S101: Obtain the ambient light intensity of the environment in which the mobile device is located.
[0031] In this embodiment, the mobile device includes mobile phones, tablets, and game consoles, etc. The mobile device is equipped with an ambient light sensor to collect the ambient light intensity of the environment in which the mobile device is located. The ambient light sensor operates continuously with low power consumption, detecting the overall ambient brightness, and features a high sampling rate and low power consumption.
[0032] Step S102: When the ambient light intensity is greater than the preset light source positioning threshold, at least one light source area formed by the ambient light source is determined on the screen of the mobile device.
[0033] Here, when the ambient light illuminance collected by the ambient light sensor exceeds a preset light source location trigger threshold, a strong light source risk is identified in the current environment, triggering the subsequent light source location process. When the ambient light illuminance is below a preset light source location shutdown threshold, the light source location process is shut down. The preset light source location trigger threshold is greater than the preset light source location shutdown threshold; both constitute a hysteresis interval to avoid frequent starting and stopping of the light source location process due to small fluctuations in illuminance near a single threshold critical point, thus balancing light source detection accuracy and system power consumption. For example, the preset light source location threshold can be 10000 lux, and the preset light source location shutdown threshold can be 8000 lux.
[0034] The following is combined with Figure 2 This explains how to determine at least one light source area formed by the ambient light source on the screen of a mobile device when the ambient light intensity is greater than a preset light source positioning threshold.
[0035] Please see Figure 2 , Figure 2 This is a second flowchart illustrating a method for displaying a mobile device screen, as provided in an embodiment of this application.
[0036] like Figure 2 As shown, regarding step S102, in a specific implementation, as an example, the following steps may be included: Step S1021: When the ambient light intensity is greater than the preset light source positioning threshold, acquire a scene image containing the ambient light source.
[0037] Here, when the ambient light intensity exceeds a preset light source positioning threshold, the mobile device's front-facing camera is activated, entering a low-power sampling mode to capture scene images including ambient light sources. The front-facing camera and screen are located on the same side of the mobile device, with the camera's field of view facing the user. The typical horizontal field of view of the front-facing camera is 70° to 90°, covering light sources within a range of approximately ±45° above and in front of the user. In practical use cases, light sources that can cause glare on the screen (such as overhead lights, window light, and sunlight from above) are almost all located within this field of view. It should be noted that ambient light sources directly behind the mobile device or with excessively large incident angles are outside the field of view of the front-facing camera. However, when such light sources enter the screen at a grazing angle (i.e., the angle between the incident light and the screen normal is close to 90°), the reflected light deviates from the user's eyes and usually does not create effective glare on the screen. Therefore, the impact on the readability of the displayed content is negligible. The parameter settings for the low-power sampling mode of the front-facing camera can include: a resolution of 320 pixels × 240 pixels, a frame rate of 5 frames per second, and a fixed low exposure time (e.g., 1 / 4000 second). Since the position of the light source in space usually changes slowly, a low frame rate is sufficient to capture changes in the position of the light source while effectively reducing system power consumption. When shooting with a fixed low exposure time, strong light sources in the environment appear as overexposed, bright areas with near-saturated pixel values in the scene image, contrasting with the normal background area.
[0038] Step S1022: Extract multiple initial light source regions from the scene image whose pixel values are greater than or equal to a preset pixel threshold.
[0039] Here, the preset pixel threshold is 80% of the upper limit of the image pixel value. Choosing 80% aims to retain only the areas corresponding to true strong light sources, excluding low-brightness interference areas formed by general surface reflection and diffuse light, thereby improving the accuracy of light source extraction. As an example, assuming the image is 8-bit, the upper limit of the pixel value is 255, and the preset pixel threshold is 0.8 × 255 ≈ 204. Specifically, this step involves binarizing the scene image to generate a binarized image. Pixels in the binarized image with pixel values greater than or equal to the preset pixel threshold are marked as foreground pixels, representing bright pixels. Pixels with pixel values less than the preset pixel threshold are marked as background pixels. Connectivity analysis is performed on the foreground pixels in the binarized image. According to preset connectivity rules (e.g., 4-connectivity rule, 8-connectivity rule), adjacent foreground pixels are grouped into the same connected region. After the connected region analysis, each connected region corresponds to a potential light source region in the scene image, i.e., the initial light source region. It should be noted that after generating the binarized image, an opening operation can be performed on the binarized image to remove noise points with too small an area (such as isolated bright spots caused by sensor thermal noise).
[0040] Step S1023: Select initial light source regions with an area greater than or equal to a preset area threshold from all initial light source regions, and determine at least one initial light source region obtained after selection as a light source region.
[0041] Here, the initial light source area with an area smaller than a preset area threshold is discarded.
[0042] See again Figure 1 In step S103, for each light source area, the light source intensity of the light source area is determined based on the area, peak brightness and exposure time compensation factor of the light source area.
[0043] Here, the light source intensity is estimated based on the area S of the light source region, the peak brightness Lpeak, and the exposure time compensation factor. Specifically, the light source intensity I_source is directly proportional to the product of the area S, the peak brightness Lpeak, and the exposure time compensation factor, i.e., I_source ∝ S × Lpeak × (exposure time compensation factor). Wherein, the area S is the number of pixels contained in the light source region; a larger area indicates a higher radiation intensity of the ambient light source or a closer distance to the mobile device. The peak brightness Lpeak is the brightness value corresponding to the pixel with the highest brightness value within the light source region, used to reflect the upper limit of the ambient light source's brightness. The exposure time compensation factor is used to normalize the brightness values collected under different exposure time conditions. The exposure time compensation factor is inversely proportional to the exposure time; if the exposure time is shortened, the brightness of the same ambient light source in the image decreases accordingly, requiring multiplication by a compensation factor inversely proportional to the exposure time to restore a comparable benchmark. In the above estimation method, the product of area S and peak brightness is used instead of the total brightness of the light source area (i.e. the sum of the brightness of all pixels in the area). The reason is that the total brightness is easily affected by factors such as the shape of the ambient light source itself, edge brightness attenuation and scattering, while the product of area and peak brightness can more robustly reflect the equivalent radiation intensity of the ambient light source.
[0044] Step S104: Determine the incident light direction vector of the light source region based on the position of the bright spot of the light source region.
[0045] Here, the location of the bright spot in the light source area is the centroid coordinate (u, v) of the light source area. Where u = Σ(x × I(x, y)) / Σ(I(x, y)), v = Σ(y × I(x, y)) / Σ(I(x, y)). Here, x and y are the abscissa and ordinate values of each pixel in the light source area in the image coordinate system, respectively; I(x, y) is the brightness value corresponding to the pixel with coordinates (x, y); and Σ represents the summation operation of all pixels in the light source area. This method, which shifts the centroid towards a brighter area, is more representative of the actual position of the light source than the geometric center. The brightness-weighted centroid calculation method ensures that the contribution of each pixel to the centroid position is proportional to its brightness value; that is, the brighter the pixel, the greater its influence on the centroid coordinate. Therefore, the calculated centroid coordinates (u, v) will be shifted towards the brighter area within the light source area, better representing the actual position of the light source.
[0046] The following is combined with Figure 3 This will illustrate how to determine the incident light direction vector of a light source region based on the position of the bright spot in that region.
[0047] Please see Figure 3 , Figure 3 This is a third flowchart illustrating a method for displaying a mobile device screen, as provided in an embodiment of this application.
[0048] like Figure 3 As shown, regarding step S104, in a specific implementation, as an example, the following steps may be included: Step S1041: Based on the position of the bright spot of the light source in the light source area, determine the direction vector of the ambient light source in the image coordinate system corresponding to the light source area.
[0049] Here, it can be obtained in the following two ways: The first way is to use the intrinsic parameter matrix K of the front camera to convert the position of the light source bright spot in the image coordinate system into the direction angle (θ, φ) of the ambient light source in the camera coordinate system, and then convert the direction angle into the direction vector V_cam. Specifically, the specific form of the intrinsic parameter matrix K is shown in formula (1): (1).
[0050] Where fx and fy are the focal lengths of the front-facing camera in the horizontal and vertical directions of the image, respectively, in pixels, representing the number of pixels per unit angle; cx0 and cy0 are the pixel coordinates of the optical center in the horizontal and vertical directions of the image, i.e., the pixel position corresponding to the image center. The conversion formula is: azimuth θ = arctan((u-cx0) / fx), where θ represents the deviation angle of the ambient light source in the horizontal direction relative to the optical axis of the front-facing camera; elevation φ = arctan((v-cy0) / fy), where φ represents the deviation angle of the ambient light source in the vertical direction relative to the optical axis of the front-facing camera. The physical meaning of the above conversion formula is: the difference (u-cx0) is the horizontal pixel offset of the ambient light source relative to the optical center on the image plane. Dividing it by fx gives the tangent value corresponding to the offset, and then taking the arctangent gives the horizontal azimuth angle; similarly, the vertical elevation angle is obtained. When the imaging position of the ambient light source on the image plane is located at the exact center of the image, θ=0 and φ=0, indicating that the ambient light source is directly facing the front-facing camera. Based on the incident light direction vector and the light source intensity, the corresponding areas on the screen that will be affected by glare can be determined in a targeted manner, and corresponding display processing can be performed on the areas. That is, in a multi-ambient light source scenario, multiple ambient light sources detected simultaneously in a single frame scene image can be processed independently.
[0051] The second method uses the intrinsic parameter matrix K of the front-facing camera to directly convert the position of the light source bright spot in the image coordinate system into the direction vector of the ambient light source in the camera coordinate system. The conversion formula is: V_cam=K - ¹×[u, v, 1] .
[0052] Step S1042: Based on the attitude rotation matrix and rigid body transformation matrix, the direction vector of the ambient light source in the image coordinate system corresponding to the light source region is converted into the direction vector of the ambient light source in the world coordinate system corresponding to the light source region.
[0053] Here, the attitude rotation matrix R_imu is an orthogonal matrix measured in real time by the inertial measurement unit (including accelerometers and gyroscopes) to describe the transformation of the mobile device from its own coordinate system (device coordinate system) to the world coordinate system. The attitude rotation matrix consists of three Euler angles: pitch, roll, and yaw. The pitch angle represents the forward and backward tilting motion of the mobile device about its own coordinate system's X-axis; the roll angle represents the left and right tilting motion of the mobile device about its own coordinate system's Y-axis; and the yaw angle represents the horizontal rotational motion of the mobile device about its own coordinate system's Z-axis. The rigid body transformation matrix T_cam_screen refers to the spatial transformation relationship between the front camera coordinate system and the screen coordinate system, that is, the position and orientation of the optical center of the front camera relative to the center of the screen. Since the relative physical positions of the front-facing camera and the screen on a mobile device remain fixed after the device leaves the factory (for example, the front-facing camera is installed in the center of the top of the screen, at a distance of approximately d_cam millimeters from the center of the screen), the rigid body transformation matrix can be predetermined and stored during the device's factory calibration phase. The rigid body transformation matrix contains a translation component and a rotation component, where the translation component represents the camera offset; the rotation component represents the small angular deviation caused by the optical axis of the front-facing camera not being perfectly parallel to the screen normal direction.
[0054] Specifically, since the front-facing camera is fixed to the mobile device, and the device's spatial posture changes continuously during user handheld use, it's necessary to transform the direction vector of the ambient light source in the camera coordinate system to a world coordinate system that remains fixed relative to the ground. This transformation is accomplished through a two-stage coordinate transformation: first, a rigid body transformation matrix is used to transform the direction vector from the camera coordinate system to the screen coordinate system; then, a posture rotation matrix is used to further transform the direction vector from the screen coordinate system to the world coordinate system. The transformation formulas for these two stages are: V_world = R_imu × T_cam_screen × V_cam. After these two stages of coordinate transformation, V_world represents the direction vector of the ambient light source in the world coordinate system. Based on the direction vector in the world coordinate system, regardless of how the mobile device rotates or changes its spatial posture in the user's hand, the system can accurately determine the actual spatial orientation of the ambient light source relative to the user, such as accurately identifying whether the light source is coming from above or from the upper left.
[0055] It should be noted that the screen coordinate system uses the center of the screen as the origin, the horizontal direction of the screen as the X-axis (with the rightward direction as positive), the vertical direction of the screen as the Y-axis (with the upward direction as positive), and the normal direction of the screen as the Z-axis (taking the direction pointing towards the user as positive). The camera coordinate system uses the optical center position of the front-facing camera as the origin.
[0056] Step S1043: Based on the rigid body transformation matrix, the direction vector of the ambient light source in the world coordinate system corresponding to the light source region is converted into the direction vector of the ambient light source in the screen coordinate system corresponding to the light source region, and the direction vector of the ambient light source in the screen coordinate system corresponding to the light source region is determined as the incident light direction vector of the light source region.
[0057] Here, the direction vector of the ambient light source in the world coordinate system is transformed back to the screen coordinate system to obtain the incident light direction of the ambient light source relative to the screen.
[0058] Specifically, this step involves setting the direction vector of the ambient light source in the screen coordinate system as V_incident_screen = R_imu - ¹ ×V_world =T_cam_screen × V_cam. As shown above, the direction vector V_incident_screen in the screen coordinate system depends on T_cam_screen and V_cam, but is independent of R_imu. This is because the relative geometric relationship between the ambient light source and the screen is unaffected by the rotation of the mobile device in space. When the user rotates the mobile device, the imaging position of the ambient light source in the image captured by the front-facing camera changes accordingly. The direction vector in the camera coordinate system implicitly includes this change in the apparent position of the light source caused by the change in device posture. It should be noted that the physical meaning of each coordinate component of the incident light direction vector is as follows: The X component represents the projection component of the incident light in the horizontal direction of the screen. When the X component is positive, it means that the light from the ambient light source is incident from the right side of the screen; the Y component represents the projection component of the incident light in the vertical direction of the screen. When the Y component is positive, it means that the light from the ambient light source is incident from the top of the screen; the Z component represents the projection component of the incident light in the normal direction of the screen. When the Z component is positive, it means that the light from the ambient light source is incident from the front direction of the screen (i.e., the side where the user is located) towards the screen.
[0059] See again Figure 1 Step S105: Based on the incident light direction vector of the light source area, determine the glare area on the screen corresponding to the light source area.
[0060] The following is combined with Figure 4 This will illustrate how to determine the glare area on the screen corresponding to the light source region based on the incident light direction vector of the light source region.
[0061] Please see Figure 4 , Figure 4 This is the fourth flowchart of a method for displaying a mobile device screen provided in an embodiment of this application.
[0062] like Figure 4As shown, regarding step S105, in a specific implementation, as an example, the following steps may be included: Step S1051: Determine the reflected light direction vector of the light source region based on the screen normal vector and the incident light direction vector of the light source region.
[0063] Here, this step is based on the law of optical reflection, which calculates the propagation direction of the reflected light after the ambient light source illuminates the screen surface, and on this basis, determines the specific position of the glare on the screen from the user's current viewing angle.
[0064] Specifically, in the screen coordinate system, the screen normal vector N is a unit vector pointing in the user direction, N = [0, 0, 1]. According to the law of specular reflection, the incident ray, the reflected ray, and the normal at the reflection point are coplanar, and the angle of incidence equals the angle of reflection. Based on this law, the direction vector V_reflect of the reflected light generated after the ambient light source shines on the screen surface can be calculated using the incident light direction vector V_incident_screen and the screen normal vector N according to the following formula: V_reflect = V_incident_screen - 2(V_incident·N)N.
[0065] Step S1052: Based on the user's eye coordinates and the reflected light direction vector of the light source area, determine the glare center coordinates on the screen in screen pixel coordinates corresponding to the light source area.
[0066] Here, the physical condition for glare formation is that the user can only observe glare on the screen when the direction of the reflected light rays points towards the user's eyes. Therefore, it is necessary to obtain or estimate the spatial coordinates of the user's eyes in the screen coordinate system. In this embodiment, the user's eye coordinates are obtained in two ways: the first is a default assumption method, which assumes that the user's eyes are located approximately 30cm to 40cm directly in front of the screen, and this distance can be estimated using the proximity sensor built into the mobile device; the second is a precise detection method, which uses the front-facing camera to detect facial and eye features in real time to obtain the precise spatial coordinates of the user's eyes in the screen coordinate system: E_eye=[ex, ey, ez] Based on the user's eye coordinates and the reflected light direction vector obtained above, the geometric solution for the glare center point is performed. For any point P on the screen surface, if the direction from point P to the user's eye position is consistent with the reflected light direction vector, the user will observe glare caused by the ambient light source at point P. Therefore, a point P satisfying the following direction consistency condition is searched on the screen plane (i.e., the Z=0 plane): normalize(E_eye-P)≈normalize(V_reflect(P)). For a flat screen, when the distance between the ambient light source and the screen is sufficiently far (satisfying the parallel incidence approximation condition), all incident light rays from the same ambient light source have the same direction. Correspondingly, the reflected light rays also have the same direction. Under this condition, the glare center point is the only solution that satisfies the above-mentioned direction consistency condition. That is, starting from the user's eye position, the reflected light is projected in the opposite direction of the reflected light direction vector. The intersection of this reverse projected light ray and the screen plane is determined as the glare center point. The glare center coordinates in the screen coordinate system are P_glare = E_eye - ez × V_reflect / V_reflect_z, where V_reflect_z is the component of the reflected light direction vector on the Z-axis.
[0067] The glare center coordinates P_glare(x_mm, y_mm) in the screen coordinate system are projected onto the pixel display area of the screen. That is, the glare center coordinates in the screen coordinate system are converted to the glare center coordinates (pixel_x, pixel_y) in the screen pixel coordinate system. The conversion formula is: pixel_x=(x_mm / screen_width_mm)×screen_width_px+screen_width_px / 2, pixel_y=screen_height_px / 2 -(y_mm / screen_height_mm) ×screen_height_px, where x_mm and y_mm are the horizontal and vertical coordinates of the glare center point in the screen coordinate system, respectively. x_mm / screen_width_mm and y_mm / screen_height_mm are the offsets relative to the screen pixel boundary obtained by multiplying the horizontal and vertical normalized positions of the glare center point relative to the screen size by the corresponding pixel resolution. Since the origin of the screen coordinate system is defined at the geometric center of the screen, while the zero point of the pixel coordinate system is usually located at the edge of the screen, screen_width_px / 2 needs to be added in the horizontal direction to translate to the screen pixel coordinate system, and the corresponding offset needs to be subtracted from screen_height_px / 2 in the vertical direction to achieve the flip alignment of the coordinate axes.
[0068] Step S1053: Based on the glare center position on the screen corresponding to the light source area and the preset influence radius, determine the glare area corresponding to the light source area.
[0069] Here, the preset influence radius of the glare area is used to define the glare influence range centered on the glare center point. The value of the influence radius is related to the angular diameter of the ambient light source and the roughness characteristics of the screen surface. As an example, the preset influence radius can be set to 5% to 15% of the screen diagonal length.
[0070] See again Figure 1 Step S106: Based on the light source intensity of the light source area, determine the glare intensity ratio of the glare area corresponding to the light source area.
[0071] The following is combined with Figure 5 This explains how to determine the glare intensity ratio of the glare region corresponding to the light source region based on the light source intensity of the light source region.
[0072] Please see Figure 5 , Figure 5 This is the fifth flowchart of a method for displaying a mobile device screen provided in an embodiment of this application.
[0073] like Figure 5 As shown, regarding step S106, in a specific implementation, as an example, the following steps may be included: Step S1061: Based on the light source intensity of the light source region and the screen surface reflectivity corresponding to the incident light direction vector, determine the glare intensity of the glare region corresponding to the light source region.
[0074] Here, the glare intensity I_glare is determined by the ambient light source intensity I_source and the reflectivity ρ of the screen surface under the corresponding incident direction vector, I_glare = I_source × ρ(V_incident_screen).
[0075] Step S1062: The ratio of the glare intensity to the current maximum output brightness of the screen is determined as the glare intensity ratio.
[0076] Here, the glare intensity ratio R = I_glare / L_max, where L_max is the current maximum output brightness of the screen.
[0077] See again Figure 1 In step S107, based on the preset intensity ratio range of the glare intensity ratio of the glare area corresponding to the light source area, the glare area corresponding to the light source area is subjected to corresponding display processing.
[0078] Here, the preset intensity ratio range includes: a first preset range and a second preset range. As an example, the first preset range is [0,1], and the second preset range is greater than 1.
[0079] In this embodiment, when the glare intensity of the glare area corresponding to the light source area is within a first preset range, compensation processing is performed on the display pixels of the glare area corresponding to the light source area based on the compensation mask. Here, when the glare intensity of the glare area corresponding to the light source area is within the first preset range, adaptive compensation processing is performed on the pixels in the glare-affected area, which is applicable to scenarios where the glare intensity does not exceed the screen brightness limit. Specifically, this step involves first determining the compensation mask based on the glare center coordinates (pixel_x, pixel_y) on the screen corresponding to the light source area in the screen pixel coordinates and the preset influence radius r. As an example, the compensation mask M(x,y)=exp(-((x-pixel_x)²+(y-pixel_y)²) / (2σ²)), where σ=r / 2.5, so that the value of the compensation mask transitions smoothly from the glare center to the edge of the glare area with a Gaussian decay. Then, for each pixel in the glare-affected area covered by the compensation mask map, the following compensation processing is performed sequentially: 1. Brightness gain compensation. Adaptive gain adjustment is performed on the brightness values of pixels within the glare area. The compensated pixel brightness value L'(x,y) can be calculated as follows: L'(x,y)=min(L(x,y)×(1+α×M(x,y)×I_glare),L_max), where L(x,y) is the original brightness value of the pixel at coordinates (x,y) before compensation; α is the brightness gain coefficient, whose value is dynamically adjusted adaptively according to the glare intensity. The min operation ensures that the compensated pixel brightness value does not exceed the screen's brightness limit, avoiding highlight overflow. 2. Local contrast enhancement. To improve the recognizability of details such as text and icons within the glare area, local contrast enhancement processing is performed on pixels within the glare area. The enhanced pixel value C'(x, y) can be calculated as follows: C'(x, y) = (L(x, y) - L_local_mean) × (1 + β × M(x, y)) + L_local_mean, where L_local_mean is the average brightness of the local neighborhood centered on pixel (x, y), and β is the contrast enhancement coefficient. Local contrast enhancement processing proportionally amplifies the deviation of a pixel from its local mean, thereby enhancing the local detail representation of image content within the glare area. 3. Color Temperature Compensation. When a significant difference is detected between the color temperature of the ambient light source and the current display color temperature of the screen, additional color temperature fine-tuning processing is performed on pixels within the glare area to reduce color deviation caused by differences in light source color, further improving the visual readability of content within the glare area. In this embodiment, the above compensation calculation is completed in real time in the rendering pipeline through the fragment shader of the mobile device's graphics processor.Specifically, the compensation mask is passed as a texture to the fragment shader. In the final compositing stage of the rendering pipeline, the combined effects of brightness gain compensation, local contrast enhancement, and color temperature compensation are applied to the corresponding pixels in the glare area to meet the frame rate requirements of real-time display.
[0080] In this embodiment, when the glare intensity ratio of the glare area corresponding to the light source area is within a second preset range and the mobile device is equipped with anti-reflective hardware, the anti-reflective hardware is activated, and compensation processing is performed on the display pixels of the glare area corresponding to the light source area. Here, when the glare intensity ratio of the glare area corresponding to the light source area is within the second preset range, it indicates that the glare intensity exceeds the screen brightness limit. The anti-reflective hardware installed on the mobile device is activated to physically reduce the intensity of reflected light, attenuating the reflected light to a range that the screen brightness can counteract. Based on this, compensation processing is performed on the display pixels of the glare area corresponding to the light source area, thereby restoring the readability of the content in the glare area. The anti-reflective hardware includes an electrochromic film and liquid crystal polarization. In practical applications, either the electrochromic film or the liquid crystal polarization can be used alone, or both can be used. Specifically, regarding the electrochromic film, a layer of partitionable and controllable electrochromic film is provided on the outermost layer of the screen (e.g., above or inside the protective glass of the mobile device). Electrochromic films can electrically switch between a transparent state and an absorption state under the control of an applied voltage. When a glare area is driven to switch from a transparent state to an absorption state, the specular reflectivity of the screen surface in that glare area decreases, thereby physically reducing the amount of light entering the user's eyes after ambient light is reflected from the screen surface. The transmittance of the electrochromic film is adjustable from 10% to 80%, with a response time of less than 500 milliseconds. The zone control precision can achieve a unit zone size of approximately 5 mm × 5 mm, corresponding to a pixel block of 50 pixels × 50 pixels. The electrochromic film only consumes power during the instant of switching between the transparent and absorption states, and generates almost no additional power consumption during the state maintenance. Regarding the specific polarization of liquid crystals, the light emitted by ambient light sources (such as sunlight and indoor lighting) is unpolarized light. After being reflected by the screen surface, it is converted into partially polarized light. At the same time, the display light emitted from inside the screen is converted into linearly polarized light after passing through the screen's inherent polarizer. Utilizing the difference in polarization states between reflected light and displayed light, a liquid crystal polarizer with an electrically controllable rotational polarization angle is added to the outermost layer of the screen to selectively filter out reflected light and retain the displayed light. The liquid crystal polarization is achieved using liquid crystal polarization array technology. Each liquid crystal polarization unit in the array corresponds to a partition on the screen surface, and the polarization angle of each unit can be independently and electrically adjusted.
[0081] In this embodiment, when the glare intensity ratio of the glare area corresponding to the light source area is within a second preset range and the area of the non-glare area is lower than a preset minimum usable ratio threshold of the total screen area, the displayed content of the glare area corresponding to the light source area is moved. Here, when the glare intensity exceeds the screen brightness limit and the mobile device is not equipped with anti-reflection hardware, the displayed content of the glare area is actively migrated to the non-glare area, and a corresponding intelligent content avoidance strategy is implemented according to the current foreground application type of the mobile device. Specifically, when identified as a text application, a text flow rearrangement avoidance strategy is adopted; text applications include, but are not limited to, browsers, e-book readers, news clients, and document reading applications. When identified as an interactive application, a UI element dynamic displacement strategy is adopted; interactive applications include, but are not limited to, system settings, social applications, and utility applications. When identified as a media application, a key area mirroring display strategy is adopted; media applications include, but are not limited to, video players, map navigation applications, and camera viewfinders. Based on this, if the area of the glare-affected area is detected to exceed a preset ratio threshold of the total screen area (e.g., 50%), an overall content offset or overall content scaling strategy is preferentially adopted. If the currently available non-glare display area is lower than the preset minimum available percentage threshold of the total screen area (e.g., 30%), then the above-mentioned avoidance strategies will be abandoned, and a prompt will be issued to the user to adjust the device's orientation.
[0082] For the text flow reflow avoidance strategy, firstly, glare areas are marked as no-go zones in the screen layout space; that is, when text content encounters a no-go zone, it automatically wraps around to non-glare areas, creating a layout effect similar to text wrapping around an image. During the reflow process, the line width of each line of text is no less than the preset minimum readable width (e.g., 40% of the screen width) to ensure the continuity of text layout and basic reading comfort; if the line width of any line of text is less than the preset minimum readable width, the display ratio of the overall text content is scaled proportionally to fit the available space.
[0083] For the dynamic displacement strategy of UI elements, firstly, all interactive UI elements within the glare area are detected and traversed. Interactive UI elements include, but are not limited to, buttons, text input boxes, navigation bars, tabs, and list items. Then, using the window manager or view system, the identified interactive UI elements are translated from their original layout positions to their nearest target positions within the non-glare area for rearrangement. When determining the target positions of interactive UI elements, the translation operation follows the principle of minimum movement, that is, elements are preferentially offset slightly in the same direction as their original positions, rather than being migrated across the entire screen to distant areas, in order to maximize the user's familiarity with the interface layout and operational continuity. During the translation operation, a smooth transition animation is added to each moved UI element, and the duration of the animation is set to 200 milliseconds to avoid visual abruptness caused by instantaneous changes in element position. In the above process, system-level UI elements are given priority, including but not limited to the status bar, navigation bar, and notification pop-ups, to ensure that the core system interaction functions of the mobile device are preferentially protected from the impact of glare.
[0084] For the key area mirroring display strategy, firstly, the key content area currently covered by the glare area is identified. The key content area is the display area containing the information the user is currently interested in. Then, a picture-in-picture window is created in a non-glare area of the screen, and the content displayed in the glare-covered key content area is mirrored and rendered in real time into the picture-in-picture window for synchronous display. The user can adjust the position of the picture-in-picture window on the screen through touch drag operations, and it automatically avoids glare areas. That is, when the picture-in-picture window is detected to be dragged into a glare area, it is automatically snapped and moved to the non-glare area closest to the current drag position. This strategy is suitable for scenarios where the user needs to view the complete screen content, but due to the characteristics of the displayed content, it cannot be processed by text rearrangement or element displacement, such as video playback interfaces, map navigation views, or camera live view interfaces.
[0085] For overall content offset or scaling strategies, firstly, connected component analysis is performed on all non-glare areas on the current screen, and the largest non-glare connected region is calculated and extracted as the maximum usable rectangular area. Then, all current displayed content is scaled proportionally to the size of the maximum usable rectangular area, and the scaled content is then entirely translated into the maximum usable rectangular area for display. During the proportional scaling process, a lower limit threshold for the scaling ratio is set to 70% of the original display size. If the required scaling ratio for the maximum usable rectangular area is lower than this lower threshold, it is determined that the scaled text size will be too small and affect user readability, and this strategy is abandoned. Furthermore, if the area of the maximum usable rectangular area is less than 30% of the total screen area, it indicates that the current non-glare usable display space is insufficient to accommodate identifiable display content through content offset or scaling. In this case, the overall content offset / scaling strategy is abandoned, and a prompt to adjust the device orientation is issued to the user.
[0086] As one possible implementation, the display method further includes: determining the equivalent glare intensity ratio of the glare area corresponding to the light source area based on the glare intensity of the glare area corresponding to the light source area and the effective attenuation rate of the anti-reflection hardware; and moving the display content of the glare area corresponding to the light source area when the equivalent glare intensity ratio of the glare area corresponding to the light source area is within a second preset range and the area of the non-glare area is lower than a preset minimum usable ratio threshold of the total screen area.
[0087] Here, the equivalent glare intensity ratio R' = I_glare × (1-η) / L_max, where η is the effective attenuation rate of the anti-reflection hardware. For electrochromic films, the effective attenuation rate η_ec ranges from 0.60 to 0.85. For liquid crystal polarization, the effective attenuation rate η_pol ranges from 0.50 to 0.90. When a mobile device is equipped with both electrochromic films and liquid crystal polarization and used in combination, the combined effective attenuation rate of the hardware anti-reflection layer is η_combined = 1 - (1-η_ec)(1-η_pol). When I_glare > the maximum glare intensity that the hardware can handle (L_max / (1-η)), i.e., R' > 1.0, the hardware fails, reaching the physical upper limit of hardware anti-reflection. Pixel compensation and hardware anti-reflection can no longer restore content readability in a physical sense. At this time, even if the screen is completely turned off (black screen), the user can still see obvious reflected glare, and content avoidance is required.
[0088] In the embodiments of the present application, to avoid abrupt jumps in the screen layout caused by policy switching, in the transition interval where the equivalent glare intensity ratio R' is close to the critical value of 1, a hybrid transition mechanism that synergistically executes hardware anti-reflection and content avoidance is adopted. Specifically, when the equivalent glare intensity ratio R' satisfies 0.8 < R' ≤ 1.0, the following operations are simultaneously performed: driving the anti-reflection hardware to operate at its maximum attenuation capacity, while pulling up the brightness gain and contrast enhancement parameters of the pixel compensation module to the upper limit, and initiating a displacement operation for non-critical interface elements within the glare area. When the equivalent glare intensity ratio R' further increases, R' > 1.0, the anti-reflection hardware continues to operate and executes the content intelligent avoidance strategy. During the entire above transition period, a smooth transition animation with a duration of approximately 200 milliseconds is supplemented for the interface layout changes caused by policy switching to avoid layout mutations.
[0089] In the embodiments of the present application, after the graphics processor completes local pixel compensation processing for the glare area in the rendering pipeline, or after the content intelligent avoidance strategy completes the layout rearrangement of the display content, the finally generated display data is output to the screen for display.
[0090] A display method for a mobile device screen provided by an embodiment of the present application, through which precise positioning of the glare area on the screen is achieved, so as to perform adaptive display processing only for the glare area. Users do not need to manually adjust the physical posture of the mobile device in various usage scenarios and can clearly identify the display content on the screen.
[0091] Based on the same inventive concept, a display device for a mobile device screen corresponding to the display method for a mobile device screen provided in the above embodiments is also provided in the embodiments of the present application. Since the principle of solving problems by the device in the embodiments of the present application is similar to the display method for a mobile device screen in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be elaborated.
[0092] Please refer to Figure 6 , Figure 6 which is a schematic structural diagram of a display device for a mobile device screen provided by an embodiment of the present application.
[0093] As Figure 6 shown in, the display device 610 for a mobile device screen provided by an embodiment of the present application includes: An acquisition module 611, configured to acquire the ambient light intensity of the environment where the mobile device is located; A light source area determination module 612, configured to determine at least one light source area formed by the ambient light source on the screen of the mobile device when the ambient light intensity is greater than a preset light source positioning threshold; The light source intensity determination module 613 is used to determine the light source intensity of each light source area based on the area, peak brightness and exposure time compensation factor of the light source area. The incident direction determination module 614 is used to determine the incident light direction vector of the light source region based on the position of the bright spot of the light source region. Glare area determination module 615 is used to determine the glare area on the screen corresponding to the light source area based on the incident light direction vector of the light source area. Glare intensity ratio determination module 616 is used to determine the glare intensity ratio of the glare region corresponding to the light source region based on the light source intensity of the light source region. The display processing module 617 is used to perform corresponding display processing on the glare area corresponding to the light source area according to the preset intensity ratio range in which the glare intensity ratio of the glare area corresponding to the light source area is located.
[0094] This application provides a display device for a mobile device screen. Through the device, the glare area on the screen can be accurately located, so that adaptive display processing is performed only for the glare area. Users can clearly identify the displayed content on the screen without manually adjusting the physical posture of the mobile device in various usage scenarios.
[0095] Please see Figure 7 , Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application.
[0096] like Figure 7 As shown, the electronic device 700 includes a processor 710, a memory 720, and a bus 730.
[0097] The memory 720 stores machine-readable instructions executable by the processor 710. When the electronic device 700 is running, the processor 710 communicates with the memory 720 via the bus 730. When the machine-readable instructions are executed by the processor 710, they can perform the operations described above. Figure 1 , Figure 2 , Figure 3 , Figure 4 and Figure 5 The steps of the mobile device screen display method in the method embodiment shown are described in detail in the method embodiment, and will not be repeated here.
[0098] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, can perform the above-described actions. Figure 1 , Figure 2 , Figure 3 , Figure 4 and Figure 5 The steps of the mobile device screen display method in the method embodiment shown are described in detail in the method embodiment, and will not be repeated here.
[0099] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.
[0100] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0101] In addition, 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.
[0102] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) 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.
[0103] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology 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 display method for a mobile device screen, characterized in that, The display method includes: Obtain the ambient light intensity of the environment in which the mobile device is located; When the ambient light intensity is greater than a preset light source positioning threshold, at least one light source area formed by the ambient light source is determined on the screen of the mobile device. For each light source region, the light source intensity of that region is determined based on its area, peak brightness, and exposure time compensation factor. Based on the position of the bright spot in the light source region, determine the incident light direction vector of the light source region; Based on the incident light direction vector of the light source region, determine the glare region on the screen corresponding to the light source region; Based on the light source intensity of the light source region, determine the glare intensity ratio of the glare region corresponding to the light source region; Based on the preset intensity ratio range of the glare intensity ratio of the glare area corresponding to the light source area, the glare area corresponding to the light source area is subjected to corresponding display processing.
2. The display method for a mobile device screen according to claim 1, characterized in that, When the ambient light intensity is greater than a preset light source positioning threshold, determining at least one light source area formed by the ambient light source on the screen of the mobile device includes: When the ambient light intensity is greater than a preset light source positioning threshold, a scene image containing the ambient light source is acquired; Extract multiple initial light source regions from the scene image whose pixel values are greater than or equal to a preset pixel threshold; Select initial light source regions from all initial light source regions whose area is greater than or equal to a preset area threshold, and determine at least one initial light source region obtained after selection as a light source region.
3. The display method for a mobile device screen according to claim 1, characterized in that, Based on the position of the bright spot in the light source region, the incident light direction vector relative to the light source region is determined. Based on the position of the bright spot of the light source in the light source area, determine the direction vector of the ambient light source in the camera coordinate system corresponding to the light source area; Based on the attitude rotation matrix and rigid body transformation matrix, the direction vector of the ambient light source in the image coordinate system corresponding to the light source region is transformed into the direction vector of the ambient light source in the world coordinate system corresponding to the light source region. Based on the rigid body transformation matrix, the direction vector of the ambient light source in the world coordinate system corresponding to the light source region is transformed into the direction vector of the ambient light source in the screen coordinate system corresponding to the light source region, and the direction vector of the ambient light source in the screen coordinate system corresponding to the light source region is determined as the incident light direction vector of the light source region.
4. The display method for a mobile device screen according to claim 1, characterized in that, The determination of the glare area on the screen corresponding to the light source area based on the incident light direction vector of the light source area includes: Based on the screen normal vector and the incident light direction vector of the light source region, determine the reflected light direction vector of the light source region; Based on the user's eye coordinates and the reflected light direction vector of the light source area, determine the glare center position on the screen in screen pixel coordinates corresponding to the light source area; Based on the glare center position on the screen corresponding to the light source area and the preset influence radius, the glare area corresponding to the light source area is determined.
5. The display method for a mobile device screen according to claim 1, characterized in that, The determination of the glare intensity ratio of the glare region corresponding to the light source region based on the light source intensity of the light source region includes: Based on the light source intensity of the light source region and the screen surface reflectivity corresponding to the incident light direction vector, the glare intensity of the glare region corresponding to the light source region is determined. The ratio of the glare intensity to the current maximum output brightness of the screen is defined as the glare intensity ratio.
6. The display method for a mobile device screen according to claim 1, characterized in that, The step of performing corresponding display processing on the glare area corresponding to the light source area based on the glare intensity ratio of the glare area corresponding to the light source area falling within a preset range includes: When the glare intensity of the glare area corresponding to the light source area is within a first preset range, the display pixels of the glare area corresponding to the light source area are compensated based on the compensation mask. When the glare intensity ratio of the glare area corresponding to the light source area is within the second preset range and the mobile device is equipped with anti-reflection hardware, the anti-reflection hardware is activated, and the display pixels of the glare area corresponding to the light source area are compensated. When the glare intensity ratio of the glare area corresponding to the light source area is within the second preset range and the area of the non-glare area is lower than the preset minimum usable ratio threshold of the total screen area, the display content of the glare area corresponding to the light source area is moved.
7. The display method for a mobile device screen according to claim 1, characterized in that, The display method further includes: Based on the glare intensity of the glare region corresponding to the light source region and the effective attenuation rate of the anti-reflection hardware, determine the equivalent glare intensity ratio of the glare region corresponding to the light source region. When the equivalent glare intensity ratio of the glare area corresponding to the light source area is within the second preset range and the area of the non-glare area is lower than the preset minimum usable ratio threshold of the total screen area, the display content of the glare area corresponding to the light source area is moved.
8. A display device for a mobile device screen, characterized in that, The display device includes: The acquisition module is used to acquire the ambient light intensity of the environment in which the mobile device is located; A light source area determination module is used to determine at least one light source area formed by ambient light on the screen of a mobile device when the ambient light intensity is greater than a preset light source positioning threshold. The light source intensity determination module is used to determine the light source intensity of each light source area based on the area, peak brightness, and exposure time compensation factor of that light source area. The incident direction determination module is used to determine the incident light direction vector of the light source region based on the position of the bright spot of the light source region. The glare area determination module is used to determine the glare area on the screen corresponding to the light source area based on the incident light direction vector of the light source area. The glare intensity ratio determination module is used to determine the glare intensity ratio of the glare region corresponding to the light source region based on the light source intensity of the light source region. The display processing module is used to perform corresponding display processing on the glare area corresponding to the light source area according to the preset intensity ratio range in which the glare intensity ratio of the glare area corresponding to the light source area is located.
9. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. The machine-readable instructions are executed by the processor to perform the steps of the display method for a mobile device screen as described in any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the display method for a mobile device screen as described in any one of claims 1 to 7.