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1.
The high resolution of digital cameras has made single‐shot, single‐sensor acquisition of light fields feasible, though considerable design effort is still necessary in order to construct the necessary collection of optical elements for particular acquisition scenarios. This paper explores a pipeline for designing, fabricating and utilizing faceted mirror arrays which simplifies this task. The foundation of the pipeline is an interactive tool that automatically optimizes for mirror designs while exposing to the user a set of intuitive parameters for light field quality and manufacturing constraints. We investigate two manufacturing processes for automatic fabrication of the resulting designs: one is based on CNC milling, polishing, and plating of one solid work piece, while the other involves assembly of CNC‐cut mirror facets. We demonstrate results for refocusing in a macro photography scenario. In addition, we observe that traditional photographic parameters take novel roles in the faceted mirror array setup and discuss their influence.  相似文献   
2.
In projection-based Virtual Reality (VR) systems, typically only one headtracked user views stereo images rendered from the correct view position. For other users, who are presented a distorted image, moving with the first user's head motion, it is difficult to correctly view and interact with 3D objects in the virtual environment. In close-range VR systems, such as the Virtual Workbench, distortion effects are especially large because objects are within close range and users are relatively far apart. On these systems, multi-user collaboration proves to be difficult. In this paper, we analyze the problem and describe a novel, easy to implement method to prevent and reduce image distortion and its negative effects on close-range interaction task performance. First, our method combines a shared camera model and view distortion compensation. It minimizes the overall distortion for each user, while important user-personal objects such as interaction cursors, rays and controls remain distortion-free. Second, our method retains co-location for interaction techniques to make interaction more consistent. We performed a user experiment on our Virtual Workbench to analyze user performance under distorted view conditions with and without the use of our method. Our findings demonstrate the negative impact of view distortion on task performance and the positive effect our method introduces. This indicates that our method can enhance the multi-user collaboration experience on close-range, projection-based VR systems.  相似文献   
3.
The aim of the conceptual step in database design is to describe data involving in the application in a formal and abstract way, without any concern to the specific model and language chosen for the implementation. In statistical applications, data are described at different levels of aggregation, from elementary facts of the reality to complex aggregations such as classifications, time series, indexes. The paper describes a methodology for conceptual design of statistical databases that provides the designer suitable strategies for defining such different levels of aggregation starting from user requirements, and checking the completeness, coherence and minimality of the conceptual schema at the different levels. The methodology makes use of two data models for the representation of data: for elementary data the Entity-Relationship model, widely used in database applications, and for summary data a new model is proposed, designed to be an effective trade-off between expressive power and simplicity of use.  相似文献   
4.
A mixed reality (MR) represents an environment composed both by real and virtual objects. MR applications are used more and more, for instance in surgery, architecture, cultural heritage, entertainment, etc. For some of these applications it is important to merge the real and virtual elements using consistent illumination. This paper proposes a classification of illumination methods for MR applications that aim at generating a merged environment in which illumination and shadows are consistent. Three different illumination methods can be identified: common illumination, relighting and methods based on inverse illumination. In this paper a classification of the illumination methods for MR is given based on their input requirements: the amount of geometry and radiance known of the real environment. This led us to define four categories of methods that vary depending on the type of geometric model used for representing the real scene, and the sdifferent radiance information available for each point of the real scene. Various methods are described within their category. The classification points out that in general the quality of the illumination interactions increases with the amount of input information available. On the other hand, the accessibility of the method decreases since its pre‐processing time increases to gather the extra information. Recent developed techniques managed to compensate unknown data with clever techniques using an iterative algorithm, hardware illumination or recent progress in stereovision. Finally, a review of illumination techniques for MR is given with a discussion on important properties such as the possibility of interactivity or the amount of complexity in the simulated illumination.  相似文献   
5.
Studying transformation in a chemical system by considering its energy as a function of coordinates of the system's components provides insight and changes our understanding of this process. Currently, a lack of effective visualization techniques for high‐dimensional energy functions limits chemists to plot energy with respect to one or two coordinates at a time. In some complex systems, developing a comprehensive understanding requires new visualization techniques that show relationships between all coordinates at the same time. We propose a new visualization technique that combines concepts from topological analysis, multi‐dimensional scaling, and graph layout to enable the analysis of energy functions for a wide range of molecular structures. We demonstrate our technique by studying the energy function of a dimer of formic and acetic acids and a LTA zeolite structure, in which we consider diffusion of methane.  相似文献   
6.
SecondSkin estimates an appearance model for an object visible in a video sequence, without the need for complex interaction or any calibration apparatus. This model can then be transferred to other objects, allowing a non‐expert user to insert a synthetic object into a real video sequence so that its appearance matches that of an existing object, and changes appropriately throughout the sequence. As the method does not require any prior knowledge about the scene, the lighting conditions, or the camera, it is applicable to video which was not captured with this purpose in mind. However, this lack of prior knowledge precludes the recovery of separate lighting and surface reflectance information. The SecondSkin appearance model therefore combines these factors. The appearance model does require a dominant light‐source direction, which we estimate via a novel process involving a small amount of user interaction. The resulting model estimate provides exactly the information required to transfer the appearance of the original object to new geometry composited into the same video sequence.  相似文献   
7.
A hidden‐picture puzzle contains objects hidden in a background image, in such a way that each object fits closely into a local region of the background. Our system converts image of the background and objects into line drawing, and then finds places in which to hide transformed versions of the objects using rotation‐invariant shape context matching. During the hiding process, each object is subjected to a slight deformation to enhance its similarity to the background. The results were assessed by a panel of puzzle‐solvers.  相似文献   
8.
Ontologies: How can They be Built?   总被引:8,自引:1,他引:7  
Ontologies are an important component in many areas, such as knowledge management and organization, electronic commerce and information retrieval and extraction. Several methodologies for ontology building have been proposed. In this article, we provide an overview of ontology building. We start by characterizing the ontology building process and its life cycle. We present the most representative methodologies for building ontologies from scratch, and the proposed techniques, guidelines and methods to help in the construction task. We analyze and compare these methodologies. We describe current research issues in ontology reuse. Finally, we discuss the current trends in ontology building and its future challenges, namely, the new issues for building ontologies for the Semantic Web.  相似文献   
9.
10.
A good transfer function in volume rendering requires careful consideration of the materials present in a volume. A manual creation is tedious and prone to errors. Furthermore, the user interaction to design a higher dimensional transfer function gets complicated. In this work, we present a graph-based approach to design a transfer function that takes volumetric structures into account. Our novel contribution is in proposing an algorithm for robust deduction of a material graph from a set of disconnected edges. We incorporate stable graph creation under varying noise levels in the volume. We show that the deduced material graph can be used to automatically create a transfer function using the occlusion spectrum of the input volume. Since we compute material topology of the objects, an enhanced rendering is possible with our method. This also allows us to selectively render objects and depict adjacent materials in a volume. Our method considerably reduces manual effort required in designing a transfer function and provides an easy interface for interaction with the volume.  相似文献   
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