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1.
针对传统方法构造地景数据库过程中存在的不足进行改进,提出了基于矢量数字地图建立地景数据库的方法,并对其中一种关键算法:二维地表纹理生成中异种纹理过渡算法进行了研究。提出以纹理颜色相似度为约束动态选取过渡区域宽度,实现异种纹理间自然过渡的纹理过渡算法。实验证明,该算法扩展了传统拼接算法的适用范围,解决了异种纹理拼接时接缝明显的问题,在保证了过渡后图像良好视觉效果同时,也提高了运算效率。  相似文献   

2.
张军 《计算机应用研究》2020,37(4):1210-1214
针对新图形技术条件下的纹理合成问题,提出一种纹理插值方法,可将源纹理图像自适应拉伸为不同尺寸的纹理图像并保持其清晰度不改变。首先,采用高维图像插值算法将源纹理裂变为目标纹理分辨率,作为中间过渡纹理;其次,利用自然图像的自相似性,依据中间纹理像素特征随机从源纹理中选取像素块;最后,使用泊松图像编辑算法将源纹理像素块平滑嵌入到中间纹理的间隙区域,得到最终的合成纹理。通过与现有算法的大量对比实验表明,该算法对静态和非静态纹理合成问题都能适用,且合成结果与源纹理具有较高的视觉一致性。另外,该算法逻辑简单、计算快速,无法复杂优化计算或者学习训练步骤,适合在低硬件配置的移动平台应用。  相似文献   

3.
树皮的真实感表达是树木可视化中的一个重要问题。树皮表面纹理具有丰富的细节,并且树干不同部位的纹理质地可能会发生渐变,要真实模拟树皮纹理的这些效果并不简单。提出一种真实感树皮纹理的合成方法。该方法基于块纹理合成的思想,可以根据几块树皮样图纹理,实现树干部分整张树皮纹理的合成。采用这种合成方法,有效避免了采用一般纹理拼接方法所造成的纹理接缝问题。并且,该方法采用一种控制合成概率的策略有效实现了不同质地的树皮纹理之间的渐变,从而能够真实表现出树皮由老到嫩逐渐变化的效果。基于样本及边缘融合的方式实现了树皮疤痕效果的生成。实验表明,该方法可以有效生成带有生长变化特征的真实感树皮纹理,满足真实感绘制的需求。  相似文献   

4.
提出了一种能够结合纹理基元形状和大小两种特征的纹理识别方法。该方法首先定义一种编码规则,应用这种规则对图像中纹理基元的轮廓线进行编码,把纹理的表述转化为夹角链码形式。使用后缀数组提取链码中的重复字符串作为特征编码,应用动态规划算法在近似匹配条件下计算特征编码在链码中的重复频率。最后,以特征编码及其重复频率作为目标的形状特征和尺度特征,使用贝叶斯分类方法对纹理进行识别。通过识别实际矿石图片验证了这种方法的有效性。  相似文献   

5.
针对纹理合成中基本的 MRF 类模型在大尺度结构表达上的缺陷,提出了在纹理模式空间和素材空间内对纹元及其分布的新的描述框架:使用纹元基本形和特征向量表示纹元,使用特征纹理表示纹元分布状况.在此结构上进行素材合成,可以保留 MRF 类模型在素材合成上的优势.实验结果表明,对于结构性较强的纹理,文中方法可以得到更加接近纹理机制的合成结果和某些纹理合成特效.  相似文献   

6.
一种新的三维地景库的建模方法   总被引:1,自引:0,他引:1  
针对传统的模拟器计算机成像系统之不足,提出了1种新的视景系统的建模方法,即基于矢量数字地图的三维地景生成算法。该算法以矢量地图为约束,各种地表纹理作为输入样图,用矢量地图中的高程信息构建三维地形网格,并根据矢量数字地图中图元之间的不同属性映射相应的纹理,得到了与矢量数字地图相一致的三维地景。与传统的地景库生成算法相比,新算法生成的三维地景更加真实精确;解决了以往地景库一经生成就无法更改的问题;具有一定的预测和重现场景的功能;缩短了地景库的开发周期,降低了开发成本。同时,运用了基于视点的地景数据动态调度策略,可实现真实场景的实时绘制。  相似文献   

7.
Geometry mesh introduces user control into texture synthesis and editing, and brings more variations in the synthesized results. But still two problems related remain in need of better solutions. One problem is generating the meshes with desired size and pattern efficiently from easier user inputs. The other problem is improving the quality of synthesized results with mesh information. We present a new two-step texture design and synthesis method that addresses these two problems. Besides example texture, a small piece of mesh sketch drawn by hand or detected from example texture is input to our algorithm. And then a mesh synthesis method of geometry space is provided to avoid optimizations cell by cell. Distance and orientation features are introduced to improve the quality of mesh rasterization. Results show that with our method, users can design and synthesize textures from mesh sketches easily and interactively.  相似文献   

8.
A new method for color texture retrieval using color and edge features is proposed in this study. The proposed method unifies color and edge features rather than simply analyzing only color characteristics. First, the distributions of color and local edge patterns are used to derive a similarity measure for a pair of textures. Then, a retrieval method based on the similarity measure is proposed to retrieve texture images from a database of color textures. Finally, the similarity measure is extended to retrieve texture regions from a database of natural images. Since the proposed feature distributions can resist variations in translation, rotation and scale, our method has the ability to retrieve texture images or regions that change in translation, rotation and/or scale. The effectiveness and practicability of the proposed method have been demonstrated by various experiments.  相似文献   

9.
Many interesting real‐world textures are inhomogeneous and/or anisotropic. An inhomogeneous texture is one where various visual properties exhibit significant changes across the texture's spatial domain. Examples include perceptible changes in surface color, lighting, local texture pattern and/or its apparent scale, and weathering effects, which may vary abruptly, or in a continuous fashion. An anisotropic texture is one where the local patterns exhibit a preferred orientation, which also may vary across the spatial domain. While many example‐based texture synthesis methods can be highly effective when synthesizing uniform (stationary) isotropic textures, synthesizing highly non‐uniform textures, or ones with spatially varying orientation, is a considerably more challenging task, which so far has remained underexplored. In this paper, we propose a new method for automatic analysis and controlled synthesis of such textures. Given an input texture exemplar, our method generates a source guidance map comprising: (i) a scalar progression channel that attempts to capture the low frequency spatial changes in color, lighting, and local pattern combined, and (ii) a direction field that captures the local dominant orientation of the texture. Having augmented the texture exemplar with this guidance map, users can exercise better control over the synthesized result by providing easily specified target guidance maps, which are used to constrain the synthesis process.  相似文献   

10.
基于纹理谱描述子的图像检索   总被引:25,自引:0,他引:25  
提出一种新的纹理谱描述子应用于基于内容的图像检索中.讨论了小波变换的思想和纹理谱概念的联系,根据纹理的视觉特性,提出纹理模式等价类的概念,设计出更合理的纹理谱描述子来描述图像的纹理特征.该纹理模式刻画了领域内像素灰度变化模式,以纹理谱直方图方式表示图像纹理内容.分析了纹理谱的对称不变性和旋转鲁棒性的特点.应用于图像检索,与G曲or纹理特征相比较,该纹理谱描述子特征提取速度快,检索准确率高.  相似文献   

11.
Material Space Texturing   总被引:1,自引:0,他引:1  
Many objects have patterns that vary in appearance at different surface locations. We say that these are differences in  materials,  and we present a  material-space  approach for interactively designing such textures. At the heart of our approach is a new method to pre-calculate and use a 3D texture tile that is periodic in the spatial dimensions ( s ,  t ) and that also has a material axis along which the materials change smoothly. Given two textures and their feature masks, our algorithm produces such a tile in two steps. The first step resolves the features morphing by a level set advection approach, improved to ensure convergence. The second step performs the texture synthesis at each slice in material-space, constrained by the morphed feature masks. With such tiles, our system lets a user interactively place and edit textures on a surface, and in particular, allows the user to specify which material appears at given positions on the object. Additional operations include changing the scale and orientation of the texture. We support these operations by using a global surface parameterization that is closely related to quad re-meshing. Re-parameterization is performed on-the-fly whenever the user's constraints are modified.  相似文献   

12.
A unified framework is proposed for designing textures using energy optimization and deformation. Our interactive scheme has the ability to globally change the visual properties of texture elements, and locally change texture elements with little user interaction. Given a small sample texture, the design process starts with applying a set of global deformation operations (rotation, translation, mirror, scale and flip) to the sample texture to obtain a set of deformed textures automatically. Then we further make the local deformation to the deformed textures interactively by replacing the local-texture elements regions from other textures. By utilizing the energy optimization method, interactive selections and deformations of local-texture elements are accomplished simply through indicating the positions of texture elements very roughly with a brush tool. Finally the deformed textures are further utilized to create large textures with the fast layer-based texture deformation algorithm, and the wavelet-based energy optimization. Our experimental results demonstrate that the proposed approach can help design a large variety of textures from a small example, change the locations of texture elements, increase or decrease the density of texture elements, and design cyclic marbling textures.  相似文献   

13.
目的 针对目前手持式3维扫描设备生成的模型纹理分辨率不够,且部分区域存在高光、阴影及明暗变化等问题,提出一种基于多幅实拍照片的纹理重建方法。方法 首先使用基于特征匹配的方法将照片图像与几何模型进行配准;其次根据重建纹理大小,采用特殊编码方式的位置纹理建立照片像素到纹理像素直接且精确的对应关系;然后根据多幅使用闪光灯作为光源拍摄的照片,通过位置纹理建立联立方程,求解漫反射分量;最后采用改进的基于混合权重的融合方法对求解的漫反射分量进行纹理融合。结果 使用本文方法对3个实验模型进行本征纹理重建,与3维扫描设备生成纹理和直接用照片生成纹理相比,该方法操作简单、使用方便,可获得高度清晰的,不含高光和明暗效果的本征纹理图像。结论 实验结果表明,重建纹理质量在分辨率、色彩还原性及一致性方面明显优于原有纹理,且该方法具有很高的精确性和鲁棒性,可满足高质量的纹理重建需求。  相似文献   

14.
一种方向Gabor滤波纹理分割算法   总被引:13,自引:0,他引:13       下载免费PDF全文
结合人眼视觉特性,设计了一种方向Gabor滤波器,该滤波器顾及了纹理图像的方向特性;利用Gabor滤波器的带通技术,抑制次要纹理图像的主频率分量,增强目标纹理图像主频率分量,使滤波输出图像具有较大的类间离散度和较小的类内离散度,将纹理图像的分割转化为传统的图像分割,使图像的分割质量和算法效率都得到了提高。  相似文献   

15.
严云洋    陈垂雄    刘以安  高尚兵 《智能系统学报》2017,12(4):548-555
对疑似火焰区域提取纹理特征时,用局部三值模式描述火焰静态纹理特征不利于区分火焰与其他纹理均匀的干扰物,用KNN算法(k-nearest neighbor algorithm)分类效率较低。针对这些问题,提出用三正交平面局部混合模式(three orthogonal planes local mixed pattern,LMP-TOP)描述火焰的静动态纹理,再输入维度加权的支持向量机进行分类识别。LMP-TOP是对第一维XY平面,采用八邻域的均匀局部二值模式(uniform local binary pattern,LBPu2)三正交平面局部混合模式表示火焰的静态纹理特征;对第二维XT和第三维YT平面,则采用局部三值模式(local ternary patter,LTP)融入火焰在时间维度上的变化信息,这样在得到火焰的静态特征的同时也融入了其动态特征。根据3个维度单独用于识别的准确率,赋予其相应的权重,用维度加权的支持向量机进行分类识别。实验结果表明,相比Sthevanie等算法,本文所提出的方法火焰识别率和检测效率均较高。  相似文献   

16.
王冲  李小奇  高明  张峰 《计算机仿真》2007,24(2):195-198
在传统的视景仿真开发过程中,研究人员需要将海量的航空影像照片经过数字化等一系列处理变成可使用的地表纹理,映射在地形表面,生成地景数据库.此法耗费大量人力,而且地景库一经生成就不可再改变,真实性降低.提出一种新的地表纹理的生成方法,以随机生成的高度信息作为约束,不同的地表纹理单元作为样图,采用带约束的基于样图纹理合成算法合成出真实地表纹理图像.实验中,通过改变高程约束和对多种地表纹理进行组合,可以方便快速地合成高质量的二维地表纹理图像.提出的纹理合成的方法,为今后与数字地图相结合开发地景数据库,积累一定的经验.对提高视景数据库的真实性具有实际意义.  相似文献   

17.
针对传统地形裂缝消除技术普遍存在构网速度慢,层次约束强等问题,提出了一种结合视点变换的地形无缝绘制算法。该方法首先根据精度生成LOD粗模型,然后利用纹理映射技术生成精细网格,并根据视点动态调整顶点位置以消除因层次细节过渡产生的T型裂缝。此外,通过CPU-GPU协同工作的方式,将批量构网及渲染的工作从CPU移植到GPU中,提升了整个系统的处理速度。实验结果表明,该方法可以有效消除地形裂缝,保证网格平滑过渡。  相似文献   

18.
文中提出一种基于复用计算的纹理合成方法,逐步地利用已合成的部分纹理来生成更大的纹理块,以进行后续的纹理合成计算.由此,该方法可节省大量耗时的纹理块选择及缝合计算,提高了合成效率.实验表明,新方法可实时合成2048×2048像素的大纹理,而已有工作至多只能以交互的速度进行这样的合成.  相似文献   

19.
Texture enhances haptic interaction by providing unique, distinguishable, and versatile surfaces. In computer haptics, texture can render environments more realistic and provide useful information. In this paper, an algorithm is proposed for virtual texture simulation by using solid noise, where only a few parameters need to be altered to generate a range of realistic and diverse textures by reproducing different frequencies similar to that of real vibrational signals in a virtual environment. The proposed method can capture the textural effect in a haptic simulation while retaining a simple overall geometry and stable update rate. This method also allows the user to change the texture at runtime and can be easily incorporated into any existing code and used in any traditional haptic device without affecting overall haptic-rendering performance. Moreover, the solid noise texture is independent of object geometry and can be applied to any shape without additional computations. We conducted a human-subject study to evaluate the recognition accuracy for each generated haptic texture as well as its realism and correspondence to real texture. The results indicated the high performance of the method and its ability to generate haptic textures with a very high recognition rate that were highly realistic.  相似文献   

20.
基于三角块的曲面纹理合成   总被引:6,自引:2,他引:4  
根据曲面网格上的切向矢量场,采用广度优先搜索策略从样本纹理空间中为每个三角面片映射纹理面片,直至完全覆盖整个网格.在搜索和映射过程中,首先使网格上相邻三角面片的纹理有最小的匹配误差;然后对相邻的三角面片纹理使用图的分割方法拼接纹理,得到曲面上连续的合成纹理;最后压缩存储合成的三角面片纹理.该算法适用于多种类型的样本纹理和任意的三角化曲面.  相似文献   

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