A font legibility dynamic simulation test method and system for aviation cockpit display

By using dynamic layer separation and independent perspective projection, the conflict between dynamic rendering and static lighting effects in the readability test of aircraft cockpit fonts was resolved, achieving perspective consistency and accuracy in multi-font comparison tests, and improving the scientific nature and accuracy of the test.

CN122507309BActive Publication Date: 2026-11-06HUNAN NORMAL UNIVERSITY
View PDF 2 Cites 0 Cited by

Patent Information

Application Number
CN202610646402.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2026-05-12
Publication Date
2026-11-06
Estimated Expiration
2046-05-12

AI Technical Summary

Technical Problem

Existing technologies cannot effectively simulate the dynamic environment of an aircraft cockpit, leading to conflicts between dynamic rendering and static lighting effects in font readability testing, and making it impossible to conduct font comparison tests under controlled variables.

Method used

A character rendering engine based on dynamic layer separation is adopted. By generating a bottom-level light effect rendering layer and a top-level entity character layer that overlap with each other at the same coordinates, combined with state listeners and dynamic boundary constraints, dynamic scrolling of characters and independent control of light effects are realized. A distributed perspective projection environment is constructed to ensure perspective consistency in multi-sample comparison tests.

Benefits of technology

The problem of glow effects being cropped into squares by scrolling borders has been successfully solved, achieving a perfect fusion of natural diffusion of static glow and dynamic digital scrolling, thus improving the scientific nature of ergonomic evaluation and the accuracy of testing.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN122507309B_ABST
    Figure CN122507309B_ABST
Patent Text Reader

Abstract

This invention discloses a dynamic simulation testing method and system for font readability in aircraft cockpit displays. The method includes: constructing a character rendering engine based on dynamic layer separation; generating two overlapping rendering containers with the same coordinates for each character to be tested, including a bottom-level light effect rendering layer and a top-level solid character layer; monitoring the motion state commands of the character to be tested in real time through a state listener, and dynamically adjusting the boundary constraint attributes of the top-level solid character layer according to the motion state commands; in dynamic scenes, when the value of the character to be tested is updated, driving the currently boundary-constrained top-level solid character layer to perform a displacement animation, and the duration of a single displacement animation is less than the data refresh interval; constructing a distributed independent perspective projection environment in a multi-sample comparison scenario to eliminate the interference of screen position differences on readability testing. This invention achieves a perfect fusion of natural glow dispersion in static situations and precise scrolling of numbers in dynamic situations.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This invention relates to the fields of computer graphics processing and human factors engineering testing technology, and in particular to a dynamic simulation testing method and system for font readability of aircraft cockpit displays. Background Technology

[0002] In modern aircraft design, the legibility of the fonts on cockpit displays (such as the Primary Flight Display (PFD) and Navigation Display (ND)) is directly related to flight safety. Pilots face extreme visual environments during actual flight operations, including direct sunlight, low light at night, severe turbulence, tilted viewing angles, and rapid changes in instrument data.

[0003] Currently, tests for font readability mainly rely on conventional graphic design software or static rendering tools. These methods have shortcomings in the following aspects: 1. Lack of dynamic environment simulation: Existing tools are mostly static displays, which cannot simulate the "rolling" digital jump effect of aircraft instruments (such as altimeters and speedometers) when they change at high speeds, and have certain limitations in evaluating the recognition rate of fonts under dynamic refresh.

[0004] 2. Visual Effects Rendering Conflicts: When simulating the "glow" effect commonly seen in cockpits, if digital scrolling animation is performed simultaneously, existing web rendering technologies usually use "Overflow: Hidden" to limit the digital display area. This causes the glow at the edges of the characters to be forcibly cut off, producing unnatural square edges and affecting the accuracy of visual evaluation.

[0005] 3. Uncontrollable variables in comparative testing: When conducting perspective comparison tests on multiple fonts (such as B612, Helvetica, etc.), current technology typically involves uniformly rotating the entire canvas in 3D. Due to the principle of perspective, fonts at different positions on the screen exhibit varying degrees of deformation, making it impossible to conduct horizontal comparisons under controlled variables.

[0006] Therefore, there is an urgent need for a font readability testing method that can simulate the dynamic environment of a cockpit, resolve rendering layer conflicts, and provide strict control over variable comparisons. Summary of the Invention

[0007] This invention aims to solve the technical problems that existing font testing tools are insufficient to simulate the dynamic instrument characteristics of the cockpit, and that dynamic animation and static lighting effects (glow) conflict in web rendering. It provides a dynamic simulation testing method and system for font readability of aircraft cockpit displays.

[0008] On the one hand, to achieve the above objectives, this invention provides a dynamic simulation testing method for font readability in aircraft cockpit displays, comprising: A character rendering engine based on dynamic layer separation is constructed. For each character to be tested, two overlapping rendering containers with the same coordinates are generated, including a bottom light effect rendering layer and a top solid character layer. The bottom light effect rendering layer is used to render the light effect of the character to be tested, and the top solid character layer is used to render the glyph entity of the character to be tested. The motion state command of the character under test is monitored in real time by a state listener, and the boundary constraint attributes of the top-level entity character layer are dynamically adjusted according to the motion state command. In dynamic scenarios, when the value of the character to be tested is updated, the top-level entity character layer currently constrained by the boundary is driven to perform a displacement animation, and the duration of a single displacement animation is less than the data refresh interval period. A distributed independent perspective projection environment is constructed for multi-sample comparison scenarios. When comparing and testing several fonts, an independent 3D perspective viewport is instantiated for each font sample line in the test scenario. The user-defined uniform tilt angle parameter is independently mapped to the transformation matrix of each 3D perspective viewport, and a uniform viewport parameter is configured for each viewport to ensure that all font sample lines present consistent geometric deformation under the same perspective conditions, thereby eliminating the interference of screen position differences on readability testing.

[0009] Preferably, dynamically adjusting the boundary constraint attributes of the top-level entity character layer according to the motion state command includes: When the character to be tested is detected to be in a static state, the top-level entity character layer is controlled to be in an unbounded constraint mode; when an instruction to trigger a dynamic scene is detected, a dynamic overflow pruning mechanism is activated to apply boundary constraints to the top-level entity character layer.

[0010] Preferably, the dynamic scene includes displacement scrolling or numerical jump.

[0011] Preferably, performing the displacement animation includes: The character starts from the preset offset coordinates below the viewport and slides into the target positioning coordinates along a non-linear easing motion curve.

[0012] Preferably, the unified viewport parameters include perspective distance and transformation origin.

[0013] Preferably, the method further includes global ambient lighting simulation based on the HSL color model, specifically: A nonlinear lighting parameter mapping model is constructed to map the strong light interference intensity parameter input by the user to the background color HSL value of the character rendering engine, thereby simulating the visual characteristics of the human eye under different lighting conditions. A dynamic lighting switching engine is built using a state machine architecture. Several standard lighting configuration files conforming to aviation cockpit specifications are preset, and after receiving a mode switching command, a smooth color gradient is performed in the HSL cylindrical coordinate space through a temporal interpolation mechanism.

[0014] Preferably, the global ambient lighting simulation based on the HSL color model further includes: By coupling the ambient lighting state with the dual-layer rendering architecture through a global state bus, real-time intervention of lighting on character rendering can be achieved. When the ambient light intensity exceeds a preset threshold, the transparency of the underlying light effect rendering layer is automatically reduced to simulate the physical phenomenon of light effects being washed away under strong light, or gamma correction and edge sharpening are performed on the top-level entity character layer to dynamically compensate for character contrast.

[0015] On the other hand, to achieve the above objectives, the present invention also provides a dynamic simulation testing system for font readability of aircraft cockpit displays, comprising: The dual-layer rendering module is used to build a character rendering engine based on dynamic layer separation. For each character to be tested, two overlapping rendering containers with the same coordinates are generated, including a bottom light effect rendering layer and a top solid character layer. The bottom light effect rendering layer is used to render the light effect of the character to be tested, and the top solid character layer is used to render the glyph entity of the character to be tested. The state monitoring and control module is used to monitor the motion state commands of characters in real time and dynamically adjust the boundary constraint attributes of the top-level entity character layer according to the motion state commands. The time-series scrolling module is used to drive the top-level entity character layer currently constrained by the boundary to perform a displacement animation when the value of the character to be tested is updated in a dynamic scene, and the duration of a single displacement animation is less than the data refresh interval period. Distributed transmission module: used to construct a distributed independent perspective projection environment in multi-sample comparison scenarios; Lighting Simulation Module: Used for global ambient lighting simulation based on the HSL color model.

[0016] The present invention also provides an electronic device, comprising: Memory, used to store computer programs; A processor is used to execute a computer program stored in the memory to implement the aforementioned dynamic simulation test method for font readability of aircraft cockpit displays.

[0017] A computer-readable storage medium storing a computer program, which, when executed by a processor, implements the aforementioned dynamic simulation test method for font readability of aircraft cockpit displays.

[0018] Compared with the prior art, the present invention has the following advantages and technical effects: (1) This invention successfully solves the technical problem that the glow effect is cut into "squares" by the scrolling border when the simulated instrument glows on the Web end through dual-layer rendering and dynamic clipping logic, and achieves a perfect fusion of natural glow diffusion in static time and precise scrolling of numbers in dynamic time. (2) The time-synchronized scrolling algorithm of this invention eliminates animation stuttering and truncation, and truly restores the physical motion characteristics of aviation mechanical instruments or digital instruments; the independent perspective projection scheme ensures the uniqueness of geometric conditions during multi-font comparison testing, and improves the scientific nature of human factors evaluation.

[0019] (3) This invention is based on Web standard technology (React + CSS3 + SVG), and can provide a consistent high frame rate rendering experience on mobile and desktop without the need to install plugins. Attached Figure Description

[0020] The accompanying drawings, which form part of this application, are used to provide a further understanding of this application. The illustrative embodiments and descriptions of this application are used to explain this application and do not constitute an undue limitation of this application. In the drawings: Figure 1 This is a schematic diagram of a dynamic simulation test system architecture for font readability in aircraft cockpit displays, according to an embodiment of the present invention. Figure 2 This is a schematic diagram of the system interface according to an embodiment of the present invention; Figure 3 This is a schematic diagram of the dual-layer rendering architecture according to an embodiment of the present invention; Figure 4 This is a timing diagram of the digital rolling algorithm according to an embodiment of the present invention. Detailed Implementation

[0021] It should be noted that, unless otherwise specified, the embodiments and features described in this application can be combined with each other. This application will now be described in detail with reference to the accompanying drawings and embodiments.

[0022] It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases the steps shown or described may be executed in a different order than that shown here.

[0023] This embodiment proposes a dynamic simulation testing method for font readability in aircraft cockpit displays, including: A character rendering engine based on dynamic layer separation is constructed. For each character to be tested, two overlapping rendering containers with the same coordinates are generated, including a bottom light effect rendering layer and a top solid character layer. The bottom light effect rendering layer is used to render the light effect of the character to be tested, and the top solid character layer is used to render the glyph entity of the character to be tested. The motion state command of the character under test is monitored in real time by a state listener, and the boundary constraint attributes of the top-level entity character layer are dynamically adjusted according to the motion state command. In dynamic scenarios, when the value of the character to be tested is updated, the top-level entity character layer currently constrained by the boundary is driven to perform a displacement animation, and the duration of a single displacement animation is less than the data refresh interval period. A distributed independent perspective projection environment is constructed for multi-sample comparison scenarios. When comparing and testing several fonts, an independent 3D perspective viewport is instantiated for each font sample line in the test scenario. The user-defined uniform tilt angle parameter is independently mapped to the transformation matrix of each 3D perspective viewport, and a uniform viewport parameter is configured for each viewport to ensure that all font sample lines present consistent geometric deformation under the same perspective conditions, thereby eliminating the interference of screen position differences on readability testing.

[0024] Specifically, addressing the visual conflict between "static glow diffusion effect" and "dynamic scrolling boundary restriction" in aircraft cockpit display scenarios, this embodiment achieves independent control of lighting effects and character entities through layer reconstruction, laying the foundation for subsequent dynamic display and readability testing. The specific implementation process is as follows: First, the character rendering engine generates two overlapping rendering containers with the same coordinates for each character to be tested. This layered design achieves decoupled control over different visual effects. The bottom-level lighting effect rendering layer is dedicated to displaying the glow, blur, and projection effects of the characters. This layer is configured in a no-boundary constraint mode, allowing the light and shadow effects to naturally diffuse and overflow the physical boundaries of the character units, accurately reproducing the physical characteristics of light scattering on a real aviation instrument screen, and ensuring visual realism in static scenes.

[0025] Top-level character layer: Dedicated glyph entities for rendering characters, ensuring clear rendering of character outlines and stroke details. Simultaneously, a real-time state listener is deployed to continuously capture the current character's motion state commands, providing trigger signals for dynamic boundary control.

[0026] Furthermore, dynamically adjusting the boundary constraint attributes of the top-level entity character layer according to the motion state command includes: When the character to be tested is detected to be in a static state, the top-level entity character layer is controlled to be in an unbounded constraint mode; when an instruction to trigger a dynamic scene is detected, a dynamic overflow pruning mechanism is activated to apply boundary constraints to the top-level entity character layer.

[0027] Specifically, dynamic control of hierarchical boundaries is achieved based on the detection results of the state listener, and the specific logic is as follows (e.g. Figure 3 ): When the listener detects that a character is in a "static" state, the top-level entity character layer maintains no boundary constraints, ensuring the integrity of anti-aliasing details at the character edges and improving the clarity of static displays; When a "displacement scroll" or "numerical jump" command is detected (i.e., triggering entry into a dynamic scene), a dynamic overflow clipping mechanism is immediately activated. This mechanism applies boundary constraints to the top-level entity character layer, strictly limiting the visible range of the character entities to within a preset cell. Through this control, while preserving the natural glow overflow effect of the underlying layer, it achieves neat cutting of the top-level character edges during dynamic scrolling, effectively resolving the conflict between lighting effects and boundary control.

[0028] Furthermore, based on a dual-layer rendering container, and addressing the technical issues of visual truncation and stuttering during character scrolling in high-frequency data refresh scenarios, this step incorporates the persistence of vision characteristic of the human eye to design a timing synchronization control mechanism, achieving a realistic scrolling effect without truncation. The specific implementation process is as follows (e.g. Figure 4 ): 1. Parameter calculation stage: First, obtain the simulation speed coefficient configured by the user, and calculate the data refresh interval period (T_interval) based on this coefficient; at the same time, combine the physiological characteristics of human visual persistence (usually 0.1-0.4 seconds) to calculate the maximum allowable duration (T_duration) of a single character displacement animation, providing basic parameters for timing constraints.

[0029] 2. Algorithm-enforced constraints: A built-in timing constraint algorithm is used, with the core formula defined as follows: T_duration=T_interval-T_buffer; In the formula, T_buffer is the preset safe buffer time (used to avoid sudden situations such as system delays and rendering stutters). This constraint ensures that the duration of the character displacement animation is strictly less than the data refresh interval, thus eliminating the conflict between the animation and the refresh command from the algorithm level.

[0030] Further, performing the displacement animation includes: The character starts from the preset offset coordinates below the viewport and slides into the target positioning coordinates along a non-linear easing motion curve.

[0031] Specifically, when the data stream triggers a numerical update, the top-level entity character layer of the driving step executes a vertical displacement animation. The character starts from a preset offset coordinate below the viewport (e.g., vertical offset + 70%) and slides along a non-linear easing motion curve to the target return coordinate (vertical offset 0). Due to the aforementioned timing constraints, this displacement animation can be completed before the next data refresh command arrives, ultimately presenting a continuous, uninterrupted scrolling effect that conforms to the characteristics of a real mechanical roller, thus solving the visual distortion problem under high-frequency refresh.

[0032] Furthermore, after completing the layered rendering and dynamic scrolling control of individual characters, for side-by-side comparison tests of multiple font samples (such as B612, Helvetica, and other commonly used aviation fonts), this step designs a distributed independent perspective projection strategy to eliminate geometric errors caused by a global single perspective projection, achieving a parallel comparison test environment with strictly controlled variables. The specific implementation process is as follows: 1. Optimized projection strategy: Abandoning the traditional single-viewpoint projection technology of the entire canvas, a distributed projection architecture is adopted to realize independent control of the projection parameters of each sample, avoiding perspective distortion differences caused by global projection of samples at different positions.

[0033] 2. Independent viewport instantiation: Automatically identify all font sample lines in the current test scene and instantiate an independent 3D perspective viewport for each font sample line to ensure that each sample has its own projection space.

[0034] 3. Independent parameter mapping: The tilt angle parameters (Tilt X / Y axis) set by the user are independently mapped to the transformation matrix of each 3D perspective viewport, so as to achieve a unified configuration of the projection angle and viewing distance of each viewport.

[0035] 4. Guarantee of test results: Through the above distributed projection design, regardless of whether the font sample is located at the top, bottom or edge of the screen, its viewing distance, vanishing point and projection geometry remain consistent relative to the observer, effectively eliminating the perspective distortion interference variables caused by screen position differences, and providing a fair and accurate environment for multi-font readability comparison tests.

[0036] Furthermore, the method also includes global ambient lighting simulation based on the HSL color model, specifically: A nonlinear lighting parameter mapping model is constructed to map the strong light interference intensity parameter input by the user to the background color HSL value of the character rendering engine, thereby simulating the visual characteristics of the human eye under different lighting conditions. A dynamic lighting switching engine is built using a state machine architecture. Several standard lighting configuration files conforming to aviation cockpit specifications are preset, and after receiving a mode switching command, a smooth color gradient is performed in the HSL cylindrical coordinate space through a temporal interpolation mechanism.

[0037] Specifically, addressing the technical challenge of dynamically changing lighting environments in aircraft cockpits (direct sunlight, low-light night vision, etc.) preventing font readability testing scenarios from covering real-world conditions, this step utilizes the HSL (Hue, Saturation, Luminance) color model to construct a fully adjustable ambient lighting simulation system deeply integrated with a dual-layer rendering architecture. This system achieves realistic replication, precise control, and rendering linkage under complex lighting conditions, thus enhancing the full-scene coverage capability of readability testing. The specific implementation process is as follows: Establish a nonlinear illumination parameter mapping model: To accurately simulate the physiological visual characteristics of the human eye under different lighting conditions and the optical and physical characteristics of aviation instrument screens, a dynamic nonlinear function mapping relationship is constructed between user interaction input parameters and the HSL value of the rendering engine background color. The core user input parameter is the intensity of strong light interference (Glare), with a value range of [0, 100], corresponding to the entire scene range from no interference to extreme strong light. The specific mapping logic has two modes to adapt to the cockpit's day and night operating conditions: Night Vision Mode: The core simulation of the "diffuse whitening" physical effect reproduces the visual distortion caused by strong external light interference in a dark cabin environment at night. The mapping logic is as follows: as the intensity of strong light interference increases, the background color brightness increases non-linearly from 0% (pure black, simulating interference-free nighttime conditions) to a preset grayscale threshold (e.g., 45%, to match the diffuse reflection limit of the dark areas of the cabin), while simultaneously reducing saturation to achieve a realistic replication of the display's black level shift and the background "whitening," accurately matching the optical characteristics of the dark areas of the cabin illuminated by strong nighttime light.

[0038] Daytime Visibility Mode: This mode simulates the "contrast washout" visual effect, replicating the screen display characteristics under extremely bright environments such as direct sunlight at high altitudes. The mapping logic is as follows: as the intensity of strong light interference (Glare) increases, the background brightness linearly decreases from 100% (pure white, simulating interference-free daytime conditions) to dark gray (e.g., 30%). This change is not a physical dimming of the screen, but rather replicates the physiological visual effect of insufficient relative brightness perception due to pupil constriction, and the "white background turning gray" and a sharp decrease in character and background contrast caused by strong light scattering, thus covering the readability testing requirements under strong daytime lighting conditions.

[0039] To achieve continuous switching of lighting modes and reuse of standard operating conditions, a state machine-driven dynamic lighting switching engine is built. Multiple standard lighting configuration files conforming to aviation cockpit specifications are preset, including typical operating conditions such as "low light at night," "direct sunlight during the day," and "monochrome night vision (green / red / amber)," meeting the needs for rapid invocation in diverse testing scenarios. The specific implementation mechanism is as follows: Temporal interpolation transition mechanism: To avoid the instantaneous change of lighting mode interfering with the tester's attention and destroying the realism of the test scene, after the system receives the mode switching command (such as night to day), it starts the temporal interpolation engine to solve the optimal transition path between the initial lighting state and the target lighting state in the HSL cylindrical coordinate space, and performs a smooth color gradient. The gradient duration can be preset based on the test requirements (such as 0.3-0.5 seconds) to accurately reproduce the continuity of lighting changes in the real physical environment.

[0040] Monochrome Night Vision Adaptation Strategy: For aviation night vision device adaptation scenarios, the system locks the hue in monochrome night vision mode (e.g., green is fixed at 120° and red is fixed at 0°, which meets aviation display standards), and only modulates the brightness and saturation to simulate the strong light interference effect of specific wavelengths of light, ensuring that the test scenario fits the actual working conditions of night vision flight.

[0041] Furthermore, the global ambient lighting simulation based on the HSL color model also includes: By coupling the ambient lighting state with the dual-layer rendering architecture through a global state bus, real-time intervention of lighting on character rendering can be achieved. When the ambient light intensity exceeds a preset threshold, the transparency of the underlying light effect rendering layer is automatically reduced to simulate the physical phenomenon of light effects being washed away under strong light, or gamma correction and edge sharpening are performed on the top-level entity character layer to dynamically compensate for character contrast.

[0042] Specifically, to avoid the disconnect between lighting simulation and character rendering, a global state bus is used to deeply couple the ambient lighting simulation system with the constructed dual-layer rendering architecture. This enables real-time intervention of lighting states in character rendering, controlling both the background ambient light and dynamically optimizing the character display effect. The specific linkage logic is as follows: The glow layer is linked to a "light washout" mechanism: This mechanism calculates the "brightness contrast ratio" between the current ambient light brightness and the brightness of the character glow layer in real time. By setting a threshold trigger condition (e.g., when Glare > 70), it automatically activates the "light washout algorithm," linearly reducing the transparency and blending mode weight of the underlying lighting effect rendering layer. This mechanism accurately reproduces the physical optical phenomenon where dashboard backlighting and character glow are weakened or even invisible due to ambient light "flooding" them under strong illumination, enhancing the realism of the test scene.

[0043] Dynamic contrast compensation for text mask layer: In extreme test scenarios where strong light causes the background and characters to have similar grayscale and extremely low contrast, a small amount of gamma correction (correction coefficient range 1.2-2.0) and edge sharpening processing are performed on the text mask layer of the top physical character layer according to aviation display industry standards (such as ARINC 661). This ensures that the test environment covers the full dynamic range from "standard display state" to "extremely damaged state", guaranteeing the comprehensiveness of readability testing.

[0044] This embodiment also provides a dynamic simulation testing system for font readability of aircraft cockpit displays, including: The dual-layer rendering module is used to build a character rendering engine based on dynamic layer separation. For each character to be tested, two overlapping rendering containers with the same coordinates are generated, including a bottom light effect rendering layer and a top solid character layer. The bottom light effect rendering layer is used to render the light effect of the character to be tested, and the top solid character layer is used to render the glyph entity of the character to be tested. The state monitoring and control module is used to monitor the motion state commands of characters in real time and dynamically adjust the boundary constraint attributes of the top-level entity character layer according to the motion state commands. The time-series scrolling module is used to drive the top-level entity character layer currently constrained by the boundary to perform a displacement animation when the value of the character to be tested is updated in a dynamic scene, and the duration of a single displacement animation is less than the data refresh interval period. Distributed transmission module: used to construct a distributed independent perspective projection environment in multi-sample comparison scenarios; Lighting Simulation Module: Used for global ambient lighting simulation based on the HSL color model.

[0045] An electronic device, comprising: Memory, used to store computer programs; A processor is used to execute a computer program stored in the memory to implement the aforementioned dynamic simulation test method for font readability of aircraft cockpit displays.

[0046] A computer-readable storage medium storing a computer program, which, when executed by a processor, implements the aforementioned dynamic simulation test method for font readability of aircraft cockpit displays.

[0047] To more clearly illustrate the technical solution of the present invention, specific embodiments are provided below for description: like Figure 1 In the character rendering scenario of the software system, the generation and rendering control process of a single test character is as follows: 1.1 Layer initialization: The system is based on the Document Object Model (DOM) technology. It creates an independent parent container for each character to be rendered, and nests two functional sub-containers within the corresponding parent container. These are defined as the bottom-level light effect rendering layer and the top-level entity character layer, forming a hierarchical structure of "parent container - twin child containers", which lays the foundation for layered rendering and independent control.

[0048] 1.2 Hierarchical attribute configuration: Based on the functional positioning of the two sub-containers, style properties are configured separately to achieve separate rendering of the glow effect and the character body: For the underlying light effect rendering layer: configure it to absolute positioning and forcibly disable the overflow hiding property (CSS property: overflow: visible) to ensure that the glow effect can break through the container boundary to be displayed; at the same time, apply the text shadow algorithm and Gaussian blur filter only to this layer to make the glow effect independent of the character body and avoid interfering with the character clarity.

[0049] For the top-level entity character layer: only the glyph of the character is drawn on this layer, without applying any decorative effects such as shadows or blur. As the core carrier for the visual presentation of the character, it ensures the accurate display of the original form of the character.

[0050] 1.3 State Machine Dynamic Response Control: The system internally maintains animation state variables. By switching the state of these variables, the clipping style of the top-level entity character layer can be dynamically adjusted to adapt to different rendering scenario requirements. When Animation_Status is active, i.e. when the user triggers the scrolling function (such as turning on the "scroll" control switch), the system applies a clipping style (CSS property: overflow:hidden) to the top-level entity character layer through dynamic class name switching technology. At this time, during the movement of the characters, the part that exceeds the boundary of the parent container will be clipped and hidden in real time, ensuring that the character display boundary is neat and there is no redundant afterimage during scrolling.

[0051] When Animation_Status is inactive (i.e., scrolling is off), the system automatically removes the clipping style of the top-level entity character layer and restores its default display state. This effectively prevents the anti-aliased pixels at the character edges from being accidentally clipped, ensuring the integrity and visual smoothness of the static character display.

[0052] Through the above-mentioned layered construction, independent configuration and dynamic state control, this embodiment successfully solves the contradiction between light emission effect and scroll boundary control, and achieves the technical goals of "complete glow without truncation" and "neat scroll display".

[0053] Refer to the instruction manual. Figure 2 This paper details the parameter settings, timing logic, and execution flow of the simulated digital scrolling algorithm, which simulates the physical scrolling effect of altitude values ​​on aviation flight instruments and solves the problems of frame dropping and truncation that easily occur in Web animations.

[0054] This system simulates a realistic rolling process of changes in flight instrument altitude values, as detailed below: 2.1 Obtaining and Calculating Core Parameters: Taking a baseline scenario with a user-defined speed multiplier of 1.0x as an example, the system completes the following configuration through its internal clock module and parameter calculation unit to balance visual continuity and system stability: Base refresh rate: set to 150 milliseconds / time (i.e., refresh interval Interval=150ms), balancing animation smoothness and system resource consumption; Animation physical motion duration: The calculation is set to 140 milliseconds (i.e., animation duration = 140ms). Safety buffer duration: A 10-millisecond buffer time is reserved to avoid animation transition abnormalities caused by system delays and to ensure timing stability.

[0055] 2.2 Animation Triggering and Timing Execution Logic: Based on the above parameter configuration, the digital scrolling animation is executed step by step according to the following timing sequence to simulate the physical characteristics of mechanical scroll wheel entrainment: T=0ms (trigger time): When the animation trigger receives a value update signal (e.g., the value changes from "08" to "09"), the system immediately updates the text content in the top-level entity character layer and simultaneously activates the displacement animation engine to start the scrolling animation.

[0056] T=0ms~T=140ms (Animation Execution Phase): The animation engine drives the character to perform displacement and transparency gradation operations along the vertical direction (Y-axis); the initial position of the character is set at 70% below the bottom of the parent container (vertical coordinate Y=+70%), and the initial transparency is 0; within a duration of 140ms, the character moves upward along the Y-axis at a constant speed to the target position (Y=0, i.e., the center reference position of the container), while the transparency gradually changes from 0 to 1, completely simulating the physical movement effect of the mechanical letter wheel being rolled in from below and gradually becoming clear.

[0057] T=140ms~T=150ms (safety buffer phase): The character completes the displacement and gradation, returns to the target position, and remains stationary; the system enters the preset safety buffer period, waiting for the next reference refresh clock signal to avoid starting the next animation before the previous animation has finished.

[0058] T=150ms (next round trigger time): The system receives the next value update signal (or baseline refresh signal), repeats the above timing process, and starts a new round of scrolling animation.

[0059] This embodiment constructs a timing closed-loop control mechanism by strictly adhering to the logical constraint that "animation duration < refresh interval". Regardless of whether the user adjusts the speed multiplier (e.g., 0.5x~2.0x), the system can adaptively calculate parameters to ensure that the previous number's scrolling animation has completely ended and returned to its stable position before starting the scrolling action of the next number. This completely solves the technical defects common in web animations, such as frame dropping, screen truncation, and action overlay, and ensures the continuity and stability of the realistic scrolling effect.

[0060] This embodiment achieves comparative testing of multiple fonts under unified perspective conditions through the construction process of a distributed independent perspective engine, matrix transformation logic, and viewport configuration, providing a precise geometric basis for font anti-aliasing performance evaluation.

[0061] In the multi-font comparison test mode, the user loads three different aviation-specific fonts (exemplary font A, font B, and font C). The system completes the following processing through a distributed independent perspective engine: 3.1. Instantiation of an independent container: To avoid interference from parent transformations on multi-font comparisons, the system does not apply any 3D transformations to the outer canvas. Instead, it generates independent row container components (Row_Container_A, Row_Container_B, Row_Container_C) for each group of fonts. Each container corresponds to a group of fonts to be tested, thus achieving physical isolation of font rendering.

[0062] 3.2 Distributed 3D Matrix Transformation: When the user inputs a target angle value (e.g., a 30-degree rotation along the X-axis) using the "View Tilting" slider, the system activates a distributed transformation mechanism: instead of directly applying the angle parameter to the outer parent canvas, it processes the three independent row containers sequentially through a traversal algorithm, constructing a dedicated CSS3D transformation matrix for each container, so that each container can independently respond to the view transformation command, avoiding overlapping and interference of transformation effects.

[0063] 3.3 Unified viewport parameter definition: To ensure fairness in multi-font comparisons, the system mandates uniform viewport parameters for the three independent line containers, creating a consistent perspective environment: Perspective distance: Set to 1200 pixels to ensure that the perspective scaling ratio of each container is consistent; Transformation origin: All are set to the geometric center of the container to ensure that the tilt reference of each font is consistent and to avoid distortion deviation caused by differences in the origin.

[0064] 3.4 Comparison Results Output: like Figure 2As shown, although the line containers corresponding to the two sets of fonts are distributed in different vertical / horizontal areas of the screen, because each container has an independent "camera viewport" and is configured with uniform perspective parameters, their trapezoidal distortion angles are completely consistent, achieving parallel comparison of multiple fonts under the same geometric perspective conditions. Based on this effect, testers can accurately evaluate the stroke thickness, edge contour anti-aliasing performance, and visual clarity of different fonts under tilted viewing angles, providing a reliable testing basis for the selection of aviation fonts.

[0065] The above are merely preferred 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 font legibility dynamic simulation test method for aviation cockpit display, characterized in that, include: A character rendering engine based on dynamic layer separation is constructed. For each character to be tested, two overlapping rendering containers with the same coordinates are generated, including a bottom light effect rendering layer and a top solid character layer. The bottom light effect rendering layer is used to render the light effect of the character to be tested, and the top solid character layer is used to render the glyph entity of the character to be tested. The motion state command of the character under test is monitored in real time by a state listener, and the boundary constraint attributes of the top-level entity character layer are dynamically adjusted according to the motion state command. In dynamic scenarios, when the value of the character to be tested is updated, the top-level entity character layer currently constrained by the boundary is driven to perform a displacement animation, and the duration of a single displacement animation is less than the data refresh interval period. A distributed independent perspective projection environment is constructed for multi-sample comparison scenarios. When comparing and testing several fonts, an independent 3D perspective viewport is instantiated for each font sample line in the test scenario. The user-defined uniform tilt angle parameter is independently mapped to the transformation matrix of each 3D perspective viewport, and a uniform viewport parameter is configured for each viewport to ensure that all font sample lines present consistent geometric deformation under the same perspective conditions, thereby eliminating the interference of screen position differences on readability testing. Dynamically adjust the boundary constraint attributes of the top-level entity character layer according to the motion state command, including: When the character to be tested is detected to be in a static state, the top-level entity character layer is controlled to be in an unbounded constraint mode; when an instruction to trigger a dynamic scene is detected, a dynamic overflow pruning mechanism is activated to apply boundary constraints to the top-level entity character layer. The unified viewport parameters include perspective distance and transformation origin.

2. The dynamic simulation test method for font readability of aircraft cockpit displays according to claim 1, characterized in that, The dynamic scenarios include displacement scrolling or numerical jumps.

3. The dynamic simulation test method for font readability of aircraft cockpit displays according to claim 1, characterized in that, Performing the displacement animation includes: The character starts from the preset offset coordinates below the viewport and slides into the target positioning coordinates along a non-linear easing motion curve.

4. The dynamic simulation test method for font readability of aircraft cockpit displays according to claim 1, characterized in that, The method also includes global ambient lighting simulation based on the HSL color model, specifically: A nonlinear lighting parameter mapping model is constructed to map the strong light interference intensity parameter input by the user to the background color HSL value of the character rendering engine, thereby simulating the visual characteristics of the human eye under different lighting conditions. A dynamic lighting switching engine is built using a state machine architecture. Several standard lighting configuration files conforming to aviation cockpit specifications are preset, and after receiving a mode switching command, a smooth color gradient is performed in the HSL cylindrical coordinate space through a temporal interpolation mechanism.

5. The dynamic simulation test method for font readability of aircraft cockpit displays according to claim 4, characterized in that, The global ambient lighting simulation based on the HSL color model also includes: By coupling the ambient lighting state with the dual-layer rendering architecture through a global state bus, real-time intervention of lighting on character rendering can be achieved. When the ambient light intensity exceeds a preset threshold, the transparency of the underlying light effect rendering layer is automatically reduced to simulate the physical phenomenon of light effects being washed away under strong light, or gamma correction and edge sharpening are performed on the top-level entity character layer to dynamically compensate for character contrast.

6. A dynamic simulation testing system for font readability of aircraft cockpit displays, applied to the dynamic simulation testing method for font readability of aircraft cockpit displays as described in any one of claims 1-5, characterized in that, include: The dual-layer rendering module is used to build a character rendering engine based on dynamic layer separation. For each character to be tested, two overlapping rendering containers with the same coordinates are generated, including a bottom light effect rendering layer and a top solid character layer. The bottom light effect rendering layer is used to render the light effect of the character to be tested, and the top solid character layer is used to render the glyph entity of the character to be tested. The state monitoring and control module is used to monitor the motion state commands of characters in real time and dynamically adjust the boundary constraint attributes of the top-level entity character layer according to the motion state commands. The time-series scrolling module is used to drive the top-level entity character layer currently constrained by the boundary to perform a displacement animation when the value of the character to be tested is updated in a dynamic scene, and the duration of a single displacement animation is less than the data refresh interval period. Distributed transmission module: used to construct a distributed independent perspective projection environment in multi-sample comparison scenarios; Lighting Simulation Module: Used for global ambient lighting simulation based on the HSL color model.

7. An electronic device, characterized in that, include: Memory, used to store computer programs; A processor is configured to execute a computer program stored in the memory to implement a dynamic simulation test method for font readability of an aircraft cockpit display as described in any one of claims 1-5.

8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, implements the dynamic simulation test method for font readability of an aircraft cockpit display as described in any one of claims 1-5.

Citation Information

Patent Citations

  • LED display screen performance simulation method based on digital twinning

    CN120724760A

  • Automobile instrument testing method, system and equipment based on digital twinning and medium

    CN121898803A