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41.
This paper introduces the Precise Rendering Method, which generates accurately anti-aliased and highlighted images from tessellated polygons. The Precise Rendering Method first solves the aliasing problems of hidden surface removal by using the Cross Scanline Algorithm. This algorithm can exactly calculate polygon areas projected onto each pixel by using horizontal and vertical scanlines. Aliasing artifacts in shading are then prevented by the Reflection Intergration Method, which analytically integrates the intensity of reflection in the solid angle defined by surface normals at vertices of the projected area. Several synthesized images are created to show the efficiency of the Precise Rendering Method.  相似文献   
42.
文中讨论了一种基于窗口的对象用户界面设计思想及方法,详细描述了各种类的定义。在DOS环境下运用WatcomC++语言在微机上开发运行。它可以使用户方便地进行再开发工作,界面运用事件处理方式由窗口、弹出菜单、图标、按钮等组成。效果良好。  相似文献   
43.
We present a technique for approximating isotropic BRDFs and precomputed self-occlusion that enables accurate and efficient prefiltered environment map rendering. Our approach uses a nonlinear approximation of the BRDF as a weighted sum of isotropic Gaussian functions. Our representation requires a minimal amount of storage, can accurately represent BRDFs of arbitrary sharpness, and is above all, efficient to render. We precompute visibility due to self-occlusion and store a low-frequency approximation suitable for glossy reflections. We demonstrate our method by fitting our representation to measured BRDF data, yielding high visual quality at real-time frame rates.  相似文献   
44.
Due to their simplicity and intuitiveness, swept surfaces are widely used in many surface modelling applications. In this paper, we present a versatile swept surface technique called the boundary constrained swept surfaces. The most distinct feature is its ability to satisfy boundary constraints, including the shape and tangent conditions at the boundaries of a swept surface. This permits significantly varying surfaces to be both modelled and smoothly assembled, leading to the construction of complex objects. The representation, similar to an ordinary swept surface, is analytical in nature and thus it is light in storage cost and numerically very stable to compute. We also introduce a number of useful shape manipulation tools, such as sculpting forces, to deform a surface both locally and globally. In addition to being a complementary method to the mainstream surface modelling and deformation techniques, we have found it very effective in automatically rebuilding existing complex models. Model reconstruction is arguably one of the most laborious and expensive tasks in modelling complex animated characters. We demonstrate how our technique can be used to automate this process.  相似文献   
45.
配置高压共轨电控喷油系统的锡柴CA6110发动机性能研究   总被引:2,自引:0,他引:2  
本文采用自行开发的高压共轨电控喷油系统在锡柴CA6110发动机上进行了匹配试验,摸索了电控系统关键参数对发动机性能的影响规律,并给出了详细的结果,通过对发动机进行的负荷特性和外特性对比试验结果表明,高压共轨电控喷油系统在提高发动机经济性和改善排放方面具有巨大潜力。本次试验积极有效的结果为该系统的实用化研究奠定了基础。  相似文献   
46.
In this paper, a technique is proposed for the rendering of transparent objects interactively using the method of refractive rendering. In the proposed technique, the refractive rendering algorithm is performed in two stages, namely the pre‐computation stage and the shading stage. In the pre‐computation stage, ray‐traced information, including directions and positions of rays, are generated by a ray tracing process and are stored in a set of ray lists. In the shading stage, these data are retrieved from the ray lists for computing the shading of an object. Using the proposed technique, photorealistic image of transparent objects and gemstones with various cuttings, material properties, lighting and background can be rendered interactively. By combining the refractive rendering technique with conventional shading techniques, jewelry and crystal designs can be rendered at a much higher speed comparing with conventional ray tracing techniques.  相似文献   
47.
Exploiting synergies afforded by a host of recently available national-scale data sets derived from interferometric synthetic aperture radar (InSAR) and passive optical remote sensing, this paper describes the development of a novel empirical approach for the provision of regional- to continental-scale estimates of vegetation canopy height. Supported by data from the 2000 Shuttle Radar Topography Mission (SRTM), the National Elevation Dataset (NED), the LANDFIRE project, and the National Land Cover Database (NLCD) 2001, this paper describes a data fusion and modeling strategy for developing the first-ever high-resolution map of canopy height for the conterminous U.S. The approach was tested as part of a prototype study spanning some 62,000 km2 in central Utah (NLCD mapping zone 16). A mapping strategy based on object-oriented image analysis and tree-based regression techniques is employed. Empirical model development is driven by a database of height metrics obtained from an extensive field plot network administered by the USDA Forest Service-Forest Inventory and Analysis (FIA) program. Based on data from 508 FIA field plots, an average absolute height error of 2.1 m (r = 0.88) was achieved for the prototype mapping zone.  相似文献   
48.
We present a new post processing method of simulating depth of field based on accurate calculations of circles of confusion. Compared to previous work, our method derives actual scene depth information directly from the existing depth buffer, requires no specialized rendering passes, and allows easy integration into existing rendering applications. Our implementation uses an adaptive, two‐pass filter, producing a high quality depth of field effect that can be executed entirely on the GPU, taking advantage of the parallelism of modern graphics cards and permitting real time performance when applied to large numbers of pixels.  相似文献   
49.
50.
We propose a generic pigment model suitable for digital painting in a wide range of genres including traditional Chinese painting and water-based painting. The model embodies a simulation of the pigment-water solution and its interaction with the brush and the paper at the level of pigment particles; such a level of detail is needed for achieving highly intricate effects by the artist. The simulation covers pigment diffusion and sorption processes at the paper surface, and aspects of pigment particle deposition on the paper. We follow rules and formulations from quantitative studies of adsorption and diffusion processes in surface chemistry and the textile industry. The result is a pigment model that spans a continuum from the very wet to the very dry brush stroke effects. We also propose a new pigment mixing method based on machine learning techniques to emulate pigment mixing in real life as well as to support the creation of new artificial pigments. To experiment with the proposed model, we embedded the model in a sophisticated digital brush system. The combined system exhibits interactive speed on a modest PC platform. http://www.cs.hku.hk/~songhua/pigment provides supplementary materials for this paper.  相似文献   
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