共查询到18条相似文献,搜索用时 234 毫秒
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传统的Image Quilting算法在进行块拼接时没有考虑到目标图像的方向场特征的变化,所以传输的纹理不具备方向性特征。针对传统算法的不足,本文提出了一种基于目标图像结构张量方向引导的改进的Image Quilting图像风格迁移算法,从而使得图像风格迁移时不仅保证了颜色及纹理特征能准确传输到目标图像中,同时通过方向场引导,确保了方向信息也能合理传输到目标图像中,同时本文运用图像内容融合技术确保目标图像的形状,边缘,内容等信息较好的留存于渲染图像中。实验表明,改进后的算法能够取得更好的图像风格迁移效果。 相似文献
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基于区域纹理合成的图像修补算法 总被引:4,自引:0,他引:4
针对传统修补技术在图像恢复中出现的纹理模糊现象,该文根据纹理合成技术,提出了一种区域纹理合成的修补算法。算法根据破损点邻域特征选择模板,去除模板内的破损点后进行匹配,在搜索范围内寻找最佳匹配点。该文采用由边缘向中心逐步推进的修补次序,提高破损区域内纹理结构延伸方向的正确性以及连续性,避免出现纹理模糊现象。算法能够适用于多种性质的纹理,在处理真实图像时使人在视觉上获得满意的效果。 相似文献
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基于已有的纹理合成算法,提出将单象素点的纹理合成改进为矩形纹理区域的合成,以加速合成过程,匹配矩形纹理区域时采用提取纹理结构信息的方法来实现,取得了较好的合成结果.实验结果表明,改进的算法无论在合成速度和合成质量上都有较大的提高,对于大纹理的合成,速度更快,而且有广泛的适用性. 相似文献
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立体匹配是双目视觉领域的重要研究方向.为在保证图片纹理区域匹配精度的同时降低弱纹理区域的误匹配率,提出一种基于引导滤波及视差图融合的立体匹配方法.首先,根据图像颜色相似性将图片划分为纹理较丰富区域和弱纹理区域.接着,分别采用不同参数的引导滤波进行代价聚合及视差计算,得到两张视差图.然后依据纹理区域划分的结果对获得的两张视差图进行融合.最后,通过左右一致性检测、加权中值滤波等视差优化步骤得到最终视差图.对Middlebury测试平台上标准图像对的实验结果表明,该方法在6组弱纹理图像上的平均误匹配率为9.67%,较传统引导滤波立体匹配算法具有更高的匹配精度. 相似文献
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基于GLC模型的红外纹理合成方法研究 总被引:4,自引:0,他引:4
根据自然红外纹理在空间的统计分布特性,利用随机场模型可以有效地合成红外纹理,由于物体表面的温度场分布具有马尔可夫性,可以利用GLC(Generalized Long—Correlation)随机场模型模拟自然地物表面的红外辐射温度场分布情况,并利用普明克黑体辐射定律计算地表的辐出度场分布,通过辐出度场进行显示定标和量化,可以有效生成不同的红外纹理。模拟结果表明:GLC模型可以有效模拟3~5μm和8~12μm波段的红外纹理。 相似文献
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基于GPU加速的深度图像绘制 总被引:1,自引:0,他引:1
基于深度图像的绘制(DIBR)广泛应用于虚拟视点的合成,但是目前实现DIBR的算法复杂度都比较高,很难较实时地应用到3DTV系统中。采用单路纹理图像和其对应的深度图像进行虚拟视点的合成,在图形处理单元(GPU)上应用CUDA(Compute Unified Device Architecture)技术实现了基于深度图像的绘制。通过在NVIDIA Telsa C2050图形卡上运行,绘制分辨力1 024×768和640×480的图像速率分别达到了15 f/s(帧/秒)和24 f/s,分别能够准实时或实时地应用到3DTV系统中;同时本文的绘制方法有效地节约了传输带宽,绘制图像的主观质量良好。 相似文献
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能否保持修复后图像的结构连贯性和邻域一致性决定了修复性能的优劣.为提高现有样本块修复算法性能,本文提出基于Curvelet变换的样本块图像修复算法.首先利用Curvelet变换估计待修复图像的4方向特征.然后利用颜色信息与方向信息共同衡量样本块间的相似度,在此基础上构造颜色-方向结构稀疏度函数.同时根据构造的加权颜色-方向距离寻找合适的多个匹配块,并利用多个匹配块在构造的颜色和方向空间内的邻域一致性约束下稀疏表示目标块,同时根据目标块所处区域特性自适应确定误差容限.实验结果表明提出算法较现有算法可获得更优的修复效果,尤其是在修复富含结构纹理破损类型的图像时. 相似文献
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大面积动态海洋红外视景仿真是三维红外海战场环境仿真的重要内容,具有重要的应用价值。引入法线贴图,采用GPU着色器技术,提出了一种中波段动态海洋视景的生成方法,实现了逼真的红外海面视景实时仿真。基于矩形平面构建海洋模块,利用海面纹理的法线图,在GPU着色器中计算海面像素的辐射特性、辐射强度和方向。采用了一种基于纹理坐标操作的动态波浪模拟着色器算法实现海面法线的动态变化。提出了基于视点和视场检测的海洋模块调度策略以提高系统渲染效率。实验结果表明,该方法生成的红外海面视景渲染速度可达到80帧/s以上,满足实时仿真的要求,并能逼真地仿真中波段海面的光斑现象。 相似文献
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Multi-view video plus depth (MVD) format is considered as the next-generation standard for advanced 3D video systems. MVD consists of multiple color videos with a depth value associated with each texture pixel. Relying on this representation and by using depth-image-based rendering techniques, new viewpoints for multi-view video applications can be generated. However, since MVD is captured from different viewing angles with different cameras, significant illumination and color differences can be observed between views. These color mismatches degrade the performance of view rendering algorithms by introducing visible artifacts leading to a reduced view synthesis quality. To cope with this issue, we propose an effective method for correcting color inconsistencies in MVD. Firstly, to avoid occlusion problems and allow performing correction in the most accurate way, we consider only the overlapping region when calculating the color mapping function. These common regions are determined using a reliable feature matching technique. Also, to maintain the temporal coherence, correction is applied on a temporal sliding window. Experimental results show that the proposed method reduces the color difference between views and improves view rendering process providing high-quality results. 相似文献
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Adib Akl Charles Yaacoub Marc Donias Jean-Pierre Da Costa Christian Germain 《Signal, Image and Video Processing》2018,12(1):41-49
In this paper, a new algorithm is presented for the nonparametric synthesis of arbitrary-shaped textures from an initial texture sample, called the exemplar, and a reference orientation map, called the reference and intended to constrain the coarse scale orientation flow of the output texture. The synthesis process consists of three stages. First, a dictionary is constructed, composed of rotated versions of the exemplar and of their structure tensor fields. Then a synthetic structure tensor field is constructed from the exemplar’s one, under the constraint of the reference. Finally, the output texture is synthesized from the previously generated structure tensor field, again under the constraint of the reference. Synthesis experiments show that the proposed method is able to faithfully reproduce the visual aspect of input samples while respecting the large-scale orientation flow of the reference. This paves the way toward the synthesis of 3-D textures of arbitrary shapes from 2-D exemplars, with applications in virtual material design. 相似文献
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Region filling and object removal by exemplar-based image inpainting 总被引:69,自引:0,他引:69
A new algorithm is proposed for removing large objects from digital images. The challenge is to fill in the hole that is left behind in a visually plausible way. In the past, this problem has been addressed by two classes of algorithms: 1) "texture synthesis" algorithms for generating large image regions from sample textures and 2) "inpainting" techniques for filling in small image gaps. The former has been demonstrated for "textures"--repeating two-dimensional patterns with some stochasticity; the latter focus on linear "structures" which can be thought of as one-dimensional patterns, such as lines and object contours. This paper presents a novel and efficient algorithm that combines the advantages of these two approaches. We first note that exemplar-based texture synthesis contains the essential process required to replicate both texture and structure; the success of structure propagation, however, is highly dependent on the order in which the filling proceeds. We propose a best-first algorithm in which the confidence in the synthesized pixel values is propagated in a manner similar to the propagation of information in inpainting. The actual color values are computed using exemplar-based synthesis. In this paper, the simultaneous propagation of texture and structure information is achieved by a single, efficient algorithm. Computational efficiency is achieved by a block-based sampling process. A number of examples on real and synthetic images demonstrate the effectiveness of our algorithm in removing large occluding objects, as well as thin scratches. Robustness with respect to the shape of the manually selected target region is also demonstrated. Our results compare favorably to those obtained by existing techniques. 相似文献
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针对Image Quilting纹理合成算法的新旧纹理块拼接特点,研究了一种创建多任务实现纹理块切割拼接的并行编程模式.设计了重叠区域缝合路径计算的多任务模块函数iq(),利用MATLAB多核集群中创建的调度器将子任务分配到各个节点上并行执行计算.实验结果表明,该算法获得了较好的加速比,提高了多核CPU的使用效率,有效地提升了多核计算机资源的利用率. 相似文献