Layer Rendering Control via Adaptive Frame Rate Allocation
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Solution Overview
Problem
The increasing size and complexity of mobile terminal displays lead to inefficiencies in display efficiency and power consumption, as current methods do not effectively optimize the rendering of multiple layers, affecting the performance of mobile terminals.
Innovation Solution
A method and apparatus that control the rendering of layers by determining a target frame rate based on layer attribute information, allowing for optimized rendering of layers by adjusting the frame rate according to specific layer types, thereby reducing unnecessary rendering and improving display efficiency and power management.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If all layers are rendered at the same high frame rate, then display quality is improved, but power consumption increases
Solution Approach 1:
The patent applies local quality by differentiating frame rate allocation across different layer types. Important layers (e.g., foreground, interactive elements) are rendered at high frame rates to maintain visual quality, while less important layers (e.g., background, static elements) are rendered at lower frame rates. This selective approach optimizes power consumption by avoiding uniform high-frame-rate rendering of all layers, thereby resolving the contradiction between display quality and power consumption.
Solution Approach 2:
The patent dynamically changes the frame rate parameter based on layer attributes and importance. By adjusting the frame rate parameter individually for each layer type rather than using a fixed global frame rate, the system achieves better display quality for critical layers while reducing power consumption overall. This parameter differentiation directly addresses the contradiction by allowing quality optimization where needed and energy savings where possible.
2Illumination intensity
If multiple layers are rendered with high complexity, then display quality is improved, but rendering time increases
Solution Approach 1:
The patent applies local quality by allocating different frame rates to different layer types based on their importance and complexity. High-complexity layers that are visually critical (e.g., foreground objects, interactive elements) receive higher frame rates and more rendering resources, while lower-priority layers use reduced frame rates. This selective resource allocation improves overall display quality without proportionally increasing total rendering time, thus resolving the contradiction.
Solution Approach 2:
The patent applies partial action by rendering only the necessary portions of layers at high frame rates. Instead of uniformly rendering all layers at maximum quality and frame rate, the system focuses computational effort on critical layers that most impact perceived display quality. This partial optimization reduces total rendering time while maintaining acceptable quality for the most important visual elements.
3Speed
If frame rate is increased for all layers, then display smoothness is improved, but system performance deteriorates
Solution Approach 1:
The patent applies local quality by assigning different frame rates to different layer types based on their contribution to perceived smoothness. Layers that require smooth animation (e.g., interactive UI elements, moving objects) are rendered at higher frame rates, while static or less dynamic layers use lower frame rates. This differentiated approach improves display smoothness for critical elements without proportionally increasing overall system workload, thereby resolving the contradiction between smoothness and system performance.
Solution Approach 2:
The patent applies partial action by increasing frame rate only for layers where smoothness is critical to user experience. Instead of uniformly boosting frame rates for all layers, the system identifies and prioritizes specific layer types that benefit most from high frame rates. This selective approach improves perceived smoothness while minimizing the impact on overall system performance.
Data Source
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AI summary
Provided are a method and apparatus for controlling rendering of layers, and a mobile terminal. The method includes the following. Layer attribute information of a current layer rendered by an application is obtained (101, 401), where the current layer has a specified type. A target frame rate of rendering is determined (102, 403) according to the layer attribute information of the current layer. The application is controlled (103, 404) to render, according to the target frame rate of rendering, a layer to-be-rendered of the specified type.