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1.
The term “color gamut” historically has been associated with color output such as optimal color stimuli and additive and subtractive imaging systems. Recently, this term has been used with input devices such as scanners and digital cameras. It is proposed that the term “color‐gamut rendering” should be used instead of input devices. This clarifies the distinction between input (analysis) and output (synthesis) color systems in terms of the effect of an input system on defining the colorimetric properties of an output system. © 2007 Wiley Periodicals, Inc. Col Res Appl, 32, 334–335, 2007  相似文献   
2.
The restoration of relatively old masonry buildings, 1870-1920, represents about 119930 flats and offices in the 4-5 largest cities in Norway. Driving rain and a severe climate are the key factors for deterioration. The paper describes a case study at the city campus of the University of Oslo.  相似文献   
3.
In the sort-last-sparse parallel volume rendering system on distributed memory multicomputers, one can achieve a very good performance improvement in the rendering phase by increasing the number of processors. This is because each processor can render images locally without communicating with other processors. However, in the compositing phase, a processor has to exchange local images with other processors. When the number of processors exceeds a threshold, the image compositing time becomes a bottleneck. In this paper, we propose three compositing methods to efficiently reduce the compositing time in parallel volume rendering. They are the binary-swap with bounding rectangle (BSBR) method, the binary-swap with run-length encoding and static load-balancing (BSLC) method, and the binary-swap with bounding rectangle and run-length encoding (BSBRC) method. The proposed methods were implemented on an SP2 parallel machine along with the binary-swap compositing method. The experimental results show that the BSBRC method has the best performance among these four methods.  相似文献   
4.
Every rendering process consists of two steps. The first is the computing of luminance values by methods like ray tracing or radiosity, and the second step is the mapping of the computed values to values appropriate for displaying. In the last years, as alternative to simple linear scaling which maps the average value to the medium luminance, some new ways of mapping were introduced. These new methods are based on photography analogies and on human vision models. All existing methods follow, implicitly or explicitly, the reflected light metering principle. The method introduced in this paper is the first that follows the incident light metering used in professional photography and in the movie industry. Actually the irradiances are measured using a set of diffusors, which are placed automatically in the scene, and a linear scale factor based on these measurements is used to map the computed radiances to the display device. The diffusors act as half space integrators, they collect the light energy from all half space directions. The light comes from the primary light sources, or it is the result of various interreflections. The newly introduced method reproduces original colors faithfully even for scenes with very low or very high average reflectivity.  相似文献   
5.
该文提出了一种基于支持力反馈的肝脏虚拟手术仿真系统,支持力反馈的肝脏虚拟手术仿真实现流程主要包括CT影像的肝脏三维重建、空间场景构建、实时动态交互设计、反馈力的手术操作仿真.虚拟仿真环境搭建完成后,用户能够通过头盔式显示设备HTC Vive Pro及其所配备力反馈手柄在虚拟手术场景中进行肝脏手术切割的沉浸式知识学习及实...  相似文献   
6.
金属卤化物灯具有光效高,显色性好的光电特性,能满足产业应用中的各种特殊要求。本文简要介绍了金属卤化物灯的种类,特性和近期的发展,以及在印刷,制板,光学仪器,汽车照明,水产,植物培育等产业方面的应用。  相似文献   
7.
Depth image-based rendering (DIBR), which is used to render virtual views with a color image and the corresponding depth map, is one of the key techniques in the 2D to 3D conversion process. One of the main problems in DIBR is how to reduce holes that occur on the generated virtual view images. In this paper, we make two main contributions to deal with the problem. Firstly, a region-wise rendering framework, which divides the original image regions into three special classes and renders each with optimal adaptive process respectively, is introduced. Then, a novel sparse representation-based inpainting method, which can yield visually satisfactory results with less computational complexity for high quality 2D to 3D conversion, is proposed. Numerical experimental results demonstrate the good performance of the proposed methods.  相似文献   
8.
文中剖析了Ogre渲染引擎的工作原理,描述了基于GPU的后处理技术,利用Ogre渲染引擎通过GPU实现了二维快速傅里叶变换,添加了探测器成像系统调制传递函数(MTF),实现了系统线性噪声和随机噪声的添加,模拟了实时三维红外场景中的探测器效应.  相似文献   
9.
KD树是三维场景渲染中常用的空间加速算法。由于SIMD计算平台不支持递归操作,导致KD树在GPU上的应用受到限制,因此提出了一个新的基于SIMD架构的并行KD树算法。通过创建时对KD树线索化,不仅省去堆栈使用,且因无需回溯到根节点而减少大量无效遍历操作,实现了基于GPU的高效并行加速。实验结果表明,线索KD树算法每秒计算的光线数与传统算法相比,提高3~8倍不等,最终显著提高光线跟踪渲染速度。  相似文献   
10.
    
Video endoscopy, a modality of minimally invasive surgery, has proven to be significantly less invasive to the patient. However, by relying on a video interface to observe the surgical scene, several nonintuitive effects need to be contended with. One of these is the reduction or removal of the discrepancy in view position and orientation between the surgeon and the endoscope. Eliminating artifacts in the visual feedback is important for the improvement of the effectiveness of the surgical procedures. This article presents a novel rendering technique to produce the scene from a “surgeon‐centric” viewpoint to create greater transparency for optimizing the visual precision of the endoscopic procedures. © 2005 Wiley Periodicals, Inc. Int J Imaging Syst Technol 14, 181–185, 2004; Published online in Wiley InterScience (www.interscience.wiley.com). DOI 10.1002/ima.20022  相似文献   
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