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1.
虚拟现实中基于图象的绘制技术   总被引:14,自引:0,他引:14  
对目前出现的各种基于图象的绘制方法进行分类介绍和综述,同时结合作者的研究工作,指出了需要进一步研究的内容。  相似文献
2.
Systems using numerous cameras are emerging in many fields due to their ease of production and reduced cost, and one of the fields where they are expected to be used more actively in the near future is in image-based rendering (IBR). Color correction between views is necessary to use multi-view systems in IBR to make audiences feel comfortable when views are switched or when a free viewpoint video is displayed. Color correction usually involves two steps: the first is to adjust camera parameters such as gain, brightness, and aperture before capture, and the second is to modify captured videos through image processing. This paper deals with the latter, which does not need a color pattern board. The proposed method uses scale invariant feature transform (SIFT) to detect correspondences, treats RGB channels independently, calculates lookup tables with an energy-minimization approach, and corrects captured video with these tables. The experimental results reveal that this approach works well.  相似文献
3.
基于图形与图像的混合绘制技术   总被引:2,自引:0,他引:2  
随着虚拟现实技术的发展,对基于图形与图像的混合绘制技术提出了越来越高的要求。基于图形与图像的混合绘制技术是虚拟现实、动态仿真、实时可视化、高品质动画等越来越多的图像、图形应用技术的实现基础。该文对各种基于图形与图像的混合绘制技术进行分类综述、研究和展望。  相似文献
4.
基于特征点的视频流拼接帧选择优化算法   总被引:1,自引:0,他引:1  
提出了一种具有公共视野的视频流拼接中视频帧的选择优化算法,算法计算候选帧与基准帧特征匹配对的特征向量差值的算术均值,选择均值最小的候选帧作为最佳拼接帧,与基准帧进行拼接.实验结果表明,基于该算法拼接的视频流全景视图效果较好,算法很好地解决了视频流拼接中最佳拼接帧的自动选择问题.  相似文献
5.
IBR技术是近几年来在基于传统几何图形建模方法基础上发展起来的一种新的绘制方法,它用数码相机拍摄到的或计算机生成的照片来绘制新视点处的图像,具有绘制速度与场景的复杂度无关的特点。论文从实际应用的角度,提出并实现了图像拼合的新算法,新算法结合了手动拼合与自动拼合算法的优点,既可用于全景空间图像拼合,亦可用于普通图像的拼合,效率高。  相似文献
6.
提出一种在一张室内场景照片基础上,绘制新的光照效果的方法,主要内容包括:给出模拟不同时间太阳光照效果的基本方法;为简化阴影的计算,推导出一种在新的光照条件下计算阴影的简单算法;给出一种模糊阴影边界的生成方法。文中方法适合于动画制作、虚拟房产观察,室内灯光设计等。  相似文献
7.
One of the major challenges in the fields of computer vision and computer graphics is the construction and representation of life-like virtual 3D scenarios within a computer. The VISIRE project attempts to reconstruct photo-realistic 3D models of large scenarios using as input multiple freehand video sequences, while rendering the technology accessible to the non-expert. VISIRE is application oriented and hence must deal with multiple issues of practical relevance that were commonly overlooked in past experiences. The paper presents both an innovative approach for the integration of previously unrelated experiences, as well as a number of novel contributions, such as: an innovative algorithm to enforce closedness of the trajectories, a new approach to 3D mesh generation from sparse data, novel techniques dealing with partial occlusions and a method for using photo-consistency and visibility constrains to refine the 3D mesh. Tomas Rodriguez was born in Madrid in 1961. Bachelor in Physics and Master in Electronics by the Universidad Complutense de Madrid. He started his career in the private R&D sector in 1987, when he specialized in computer vision and parallel processing systems. In the early nineties he participated in the EVA project; one of the most outstanding traffic monitoring system of the time. For more than 10 years, he has been involved in international research projects within the ambit of EUREKA, ESPRIT, V and VI Framework programmes. During this time, he coordinated eight international projects (CAMELOT, CITRONE, ON-LIVE, SAID, VISIRE, EVENTS, ITALES, HOLONICS) and acted as principal investigator in two additional ones (CITRUS and VICTORIA). Since the early days, he had the opportunity to collaborate with some of the most prestigious research institutions in Europe: Franhoufer Inst., INRIA, CNRS, University of Oxford, University of Lund, DFKI, Siemens C-Lab, Philips Research Labs, etc. Evaluator of R&D projects for the Spanish Ministry for Science and reviewer of international scientific journals, he is currently the R&D manager and coordinator for European projects at Eptron SA. His recent interests include: computer vision, real time software, industrial control, parallel processing, iTV, and mobile technologies, etc.  相似文献
8.
提出了一种半透明体建模方法:对采集的图像学习生成过程纹理,对纹理进行边界合成得到划分了颜色区域的图像,对颜色区域边界进行扫描,勾勒出图像的轮廓线网格,并根据当前颜色为每个网格边界赋颜色值,根据网格的颜色值生成三维模型。实验证明这种动态景物的建模方法能够满足虚拟场景实时绘制的要求,而且具有很好的鲁棒性和连续性。  相似文献
9.
蒋纯  石教英 《软件学报》2001,12(4):537-543
提出了一种新的基于图像的绘制技术:平面狭缝图像场,即利用狭缝图像的集合来表示和生成场景.在分析平面狭缝图像场性质的基础上,提出了相似狭缝图像概念,从而推导出用有限采样拟合平面狭缝图像场,进而可以实时生成具有高真实感漫游场景的方法.据此提出了采样和拟合的实现.最后,提出了分段狭缝图像映射的方法,大大压缩了所用到的数据量.  相似文献
10.
描述了一个新的结合细节层次算法和基于图像渲染的森林渲染系统,平衡了基于图像的渲染方法在渲染质量上的不足与几何渲染方法在效率上的缺陷。提出了一种新的基于四叉树纹理拼图的替代物渲染加速算法,有效地提升了替代物创建与渲染速度。最后,在一个实际的室外场景漫游程序中的运行结果表明了该系统可以用较小的渲染代价获得很高的渲染质量。  相似文献
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