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1.
基于图像的光照   总被引:1,自引:0,他引:1  
基于图像的光照技术是利用现实世界的光照图像来照明现实的或计算机生成的场景及物体的一种方法。介绍了基于图像光照的基本方法和步骤,在LightWave 3D图形软件中建立三维物体模型,加入高动态范围图像作为场景照明环境,通过光通量与高动态范围图像的结合,获得了逼真的光照及环境映射图像。  相似文献   

2.
基于增强现实技术的景观规划系统   总被引:11,自引:0,他引:11       下载免费PDF全文
增强现实是把计算机产生的虚拟物体或其他信息合成到用户看到的真实世界中的一种技术,利用增强现实技术,设计人员能够有效地进行建筑布局的规划和设计,本文介绍了一个典型的增强现实系统-景观规划系统的实现,针对合成虚拟景物和真实场景过程中需要解决的几何一致性和光照一致性问题,采用了局部三维重建和交互的相机定标技术来实现几何一致性;对于光照一致性,则采用了光照交互指定和自动恢复相结合的方法,同时还考虑了虚拟物体投射的阴影,针对不同场景的实际应用,依据系统生成的结果合成图象,设计人员能够比较有效地完成对景观规划结果的直观评估。  相似文献   

3.
首先通过检测视频定位标记表面辐照度的变化和真实光源之间的关系建立模型;然后在交互过程中迭代计算真实场景中光源的强度和方向,并将它集成到一个高效的基于场景管理的增强现实应用开发框架中.实验结果表明,使用该算法自动生成的虚拟光源可以近似地逼近真实场景的光照,在具有一个或多个真实光源的增强现实环境中使虚拟物体和真实物体能产生近似一致的光照效果.  相似文献   

4.
针对高校图书馆导视系统响应时间长、图像重建效率低等问题,提出基于三维虚拟视觉的高校图书馆导视系统设计。首先获取高校图书馆空间数据参数,构建实景CAD平面模型;采用增强现实成像技术合并显示实景与虚拟信息,通过Cook Torrance光照模型构造虚拟结构的全局光照效果;最后采用基于信息反馈范围与方式的交互功能设计方法,结合Virtools软件整合三维虚拟视觉图像与相关标识、声音文件,通过液晶显示屏或手机APP等方式实现用户与导视系统间的交互。实验结果表明,系统界面转换时间控制在1 s以内,视觉模型清晰度更高,可更好地提升用户的交互体验。  相似文献   

5.
光照一致性是增强现实中实现虚实融合的重要方面,实时地估计出户外场景中的光照方向,对实现户外场景光照一致性和增强真实感具有重要意义.针对光照方向估计问题,首先归纳了户外场景光照方向估计的特点,把现有的光照方向估计方法分为借助光测球等特殊标定物的估算方法、立体视觉法和人工智能法3类方法.然后总结了各类方法的基本原理和有代表性的研究工作,并且比较了各类方法的优缺点和适用范围.最后,根据实际应用中存在的问题和挑战,展望了户外增强现实系统光照方向估计的研究方向.  相似文献   

6.
随着手持设备性能的提高,手持增强现实系统的研制成为近年来的研究热点。该文阐述了手持增强现实系统必备的软硬件环境,给出了手持增强现实系统的工作流程,概括了跟踪注册技术中的所使用的不同方法,以及虚拟模型建立与渲染中的一些技术,在此基础上对手持增强现实系统未来的发展进行了展望。  相似文献   

7.
基于增强现实的虚拟实景空间的研究与实现   总被引:1,自引:0,他引:1  
增强现实可以把计算机产生的虚拟物体或其他信息合成到用户看到的真实场景中.本文将增强现实技术与基于图像的绘制技术有机的结合起来,研究并实现了一个基于增强现实技术的虚拟实景空间系统.首先介绍了虚拟实景空间的构造,然后着重探讨了虚拟物体与实景空间的合成方法,主要解决合成中的几何一致性和光照一致性问题。  相似文献   

8.
云的动态实时仿真技术研究与实现   总被引:1,自引:0,他引:1  
云的建模和渲染是计算机图形学领域的一个研究难点,对其研究有着重要的现实和理论意义。该文从建模方法、光照模型、绘制效率三个方面对云的生成仿真系统进行了研究。提出了CA与粒子系统相结合的建模方法。对于光照模型,该文分析了云的光学特性,在单一扩散光照模型基础上提出了一种模拟多重光照的简化公式。该文还运用LOD技术、提前中断技术以及空间分割技术有效地提高了云的绘制效率。另外对上述方法的具体实现也进行了一定的描述。  相似文献   

9.
基于图像的光照模型的研究与实现   总被引:3,自引:0,他引:3  
为了把计算机生成的虚拟物体更好地融入真实场景的实拍照片中,实现光照一致性的效果,提出了一个基于图像的光照模型,它使用光测图作为光源从而实现对场景的照明。在研究基于图像的局部光照模型时,又提出了双向折射率分布函数这一概念,从而简化了局部光照模型的设计。在实现阶段,采用立方体环境映照来表示场景,采用光测图记录环境映照中光辐射的分布信息,从而提高了绘制效率。实验表明,本模型较成功地实现了光照一致性,在增强现实、图像合成等方面具有很大的应用价值。  相似文献   

10.
电磁场的体数据可视化   总被引:1,自引:0,他引:1  
本文基于面向对象方法,建立了一个电磁场可视化实验系统。文中根据电磁场数据及可视化要求,采用对象表示可视化过程,建立了电磁场可视化流水线模型;同时,在DE光照模型的基础上,给出了一个统一的电磁场可视化绘制模型,并给出了该系统的一个实例。  相似文献   

11.
StOMP algorithm is well suited to large-scale underdetermined applications in sparse vector estimations. It can reduce computation complexity and has some attractive asymptotical statistical properties.However,the estimation speed is at the cost of accuracy violation. This paper suggests an improvement on the StOMP algorithm that is more efficient in finding a sparse solution to the large-scale underdetermined problems. Also,compared with StOMP,this modified algorithm can not only more accurately estimate parameters for the distribution of matched filter coefficients,but also improve estimation accuracy for the sparse vector itself. Theoretical success boundary is provided based on a large-system limit for approximate recovery of sparse vector by modified algorithm,which validates that the modified algorithm is more efficient than StOMP. Actual computations with simulated data show that without significant increment in computation time,the proposed algorithm can greatly improve the estimation accuracy.  相似文献   

12.
Achieving convincing visual consistency between virtual objects and a real scene mainly relies on the lighting effects of virtual-real composition scenes. The problem becomes more challenging in lighting virtual objects in a single real image. Recently,scene understanding from a single image has made great progress. The estimated geometry,semantic labels and intrinsic components provide mostly coarse information,and are not accurate enough to re-render the whole scene. However,carefully integrating the estimated coarse information can lead to an estimate of the illumination parameters of the real scene. We present a novel method that uses the coarse information estimated by current scene understanding technology to estimate the parameters of a ray-based illumination model to light virtual objects in a real scene. Our key idea is to estimate the illumination via a sparse set of small 3D surfaces using normal and semantic constraints. The coarse shading image obtained by intrinsic image decomposition is considered as the irradiance of the selected small surfaces. The virtual objects are illuminated by the estimated illumination parameters. Experimental results show that our method can convincingly light virtual objects in a single real image,without any pre-recorded 3D geometry,reflectance,illumination acquisition equipment or imaging information of the image.  相似文献   

13.
增强现实技术的目的在于将计算机生成的虚拟物体叠加到真实场景中。实现良好的虚实融合需要对场景光照进行估算,针对高光场景,利用场景中的不同反射光信息对场景进行有效的光照估计,首先通过基于像素聚类方法的图像分解对图像进行反射光的分解,得到漫反射图和镜面反射图,对漫反射图进行进一步的本征图像分解,得到反照率图和阴影图;之后结合分解结果和场景深度对输入图像的光照信息进行计算;最后使用全局光照模型对虚拟物体进行渲染,可以得到虚实场景高度融合的光照效果。  相似文献   

14.
This paper describes a new method for superimposing virtual objects with correct shadings onto an image of a real scene. Unlike the previously proposed methods, our method can measure a radiance distribution of a real scene automatically and use it for superimposing virtual objects appropriately onto a real scene. First, a geometric model of the scene is constructed from a pair of omnidirectional images by using an omnidirectional stereo algorithm. Then, radiance of the scene is computed from a sequence of omnidirectional images taken with different shutter speeds and mapped onto the constructed geometric model. The radiance distribution mapped onto the geometric model is used for rendering virtual objects superimposed onto the scene image. As a result, even for a complex radiance distribution, our method can superimpose virtual objects with convincing shadings and shadows cast onto the real scene. We successfully tested the proposed method by using real images to show its effectiveness  相似文献   

15.
We propose a novel approach to simulate the illumination of augmented outdoor scene based on a legacy photograph. Unlike previous works which only take surface radiosity or lighting related prior information as the basis of illumination estimation, our method integrates both of these two items. By adopting spherical harmonics, we deduce a linear model with only six illumination parameters. The illumination of an outdoor scene is finally calculated by solving a linear least square problem with the color constraint of the sunlight and the skylight. A high quality environment map is then set up, leading to realistic rendering results. We also explore the problem of shadow casting between real and virtual objects without knowing the geometry of objects which cast shadows. An efficient method is proposed to project complex shadows (such as tree's shadows) on the ground of the real scene to the surface of the virtual object with texture mapping. Finally, we present an unified scheme for image composition of a real outdoor scene with virtual objects ensuring their illumination consistency and shadow consistency. Experiments demonstrate the effectiveness and flexibility of our method.  相似文献   

16.
VECW:一个虚拟环境的构造和漫游系统   总被引:7,自引:0,他引:7  
如何真实地在计算机中表达现实世界是计算机图形学的一个重要研究方向。基于几何造型的图像绘制混合是一种很有应用前景的方法。文中在实现前人提出的从建筑物照片中提取建筑物的几模型和相应纹理映射的算法的基础上,给出了一个虚拟环境的构造和漫游系统,简称VECW。  相似文献   

17.
Interactive virtual relighting of real scenes   总被引:2,自引:0,他引:2  
Computer augmented reality (CAR) is a rapidly emerging field which enables users to mix real and virtual worlds. Our goal is to provide interactive tools to perform common illumination, i.e., light interactions between real and virtual objects, including shadows and relighting (real and virtual light source modification). In particular, we concentrate on virtually modifying real light source intensities and inserting virtual lights and objects into a real scene; such changes can be very useful for virtual lighting design and prototyping. To achieve this, we present a three-step method. We first reconstruct a simplified representation of real scene geometry using semiautomatic vision-based techniques. With the simplified geometry, and by adapting recent hierarchical radiosity algorithms, we construct an approximation of real scene light exchanges. We next perform a preprocessing step, based on the radiosity system, to create unoccluded illumination textures. These replace the original scene textures which contained real light effects such as shadows from real lights. This texture is then modulated by a ratio of the radiosity (which can be changed) over a display factor which corresponds to the radiosity for which occlusion has been ignored. Since our goal is to achieve a convincing relighting effect, rather than an accurate solution, we present a heuristic correction process which results in visually plausible renderings. Finally, we perform an interactive process to compute new illumination with modified real and virtual light intensities  相似文献   

18.
虚拟环境建模及实时性改善方法   总被引:1,自引:0,他引:1       下载免费PDF全文
提出了虚拟现实软件实现方法的概念,利用交互方式的,比较,阐明了虚拟现实与仿真的区别,通过计算机三维实体造型和真实感环境泻染技术,实现了虚拟环境建模,通过融入增强现实的思想,把握虚实结合尺度,将基于图象的方法与基于建模的相结合,从而改善了眯拟环境下交互的实时性。  相似文献   

19.
自动驾驶评估数据集的构建在很大程度上取决于能否覆盖复杂多样的交通场景。但是通过人工获取数据工作量巨大,且难以覆盖所有场景,在这种情况下,虚拟引擎可以提供极大的便利。利用UE4(Unreal Engine 4)虚拟引擎构建常见驾驶场景,并结合设计的后处理系统和自动标注算法高效获取、标注复杂场景图像。针对虚拟引擎生成图像逼真度不足这一问题,搭建ObjectGAN域适应模型,基于虚拟数据重建逼真图像,该模型针对目标数据,引入特征一致性监督,无须另外标注信息便可有效缩小与真实数据间域差异。创建了一个新颖的复杂场景虚拟自动驾驶数据集,其中包含多种天候、光照、驾驶场景数据。通过该数据集验证ObjectGAN模型可以有效缩小虚拟数据与真实数据间域差异,经过域适应处理后的数据可以在复杂场景中对主流检测器进行有效的性能评估。  相似文献   

20.
为提高路径追踪渲染3D场景的速度,提出3D场景渲染的视觉显著性驱动间接光照复用算法。首先,根据视觉感知中感兴趣区域显著性高、其他区域显著性低的特点得到场景画面的2D显著性图,该显著性图由图像的颜色信息、边缘信息、深度信息以及运动信息构成。然后,重新渲染高显著性区域的间接光照,而低显著性区域则在满足一定条件的情况下复用上一帧的间接光照,达到加速渲染的目的。实验结果表明:该算法生成画面的全局光照效果真实,在多个实验场景下的渲染速度均有提升,速度最高能达到高质量渲染的5.89倍。  相似文献   

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