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提出了一种联合多种约束条件的体元重建方法。首先将场景空间离散为体元,并从多视获取的二维图像中提取目标轮廓信息;其次利用侧影轮廓约束及颜色一致性约束,恢复目标三维信息;针对重建模型存在漂浮体元和毛刺现象,提出加入平滑约束解决该问题;最后提出模型修复算法对模型表面空洞进行填补,解决重建模型空洞问题。实验结果表明,该方法可重建颜色纹理信息准确的目标外形,且模型光滑细腻,表面空洞得到有效填补。  相似文献   

3.
庞昆  许继恒  刘建永 《计算机工程与设计》2011,32(10):3477-3480,3498
针对现代仿真系统对作战实体的多层次、高分辨粒度的应用需求,提出了基于多分辨率实体的战场三维仿真系统的总体结构,设计了系统的主要功能,给出了多分辨率实体三维建模与简化、实体模型库维护管理以及实体间分辨率匹配等关键技术途径与算法,并以坦克交战可视化仿真为例,分析了多分辨率实体建模及系统的集成方法,为基于多分辨实体的高精度、多层次战场三维仿真系统的研究提供了一种可行的技术途径。  相似文献   

4.
为克服传统基于互信息的多模医学图像配准算法容易陷入局部最优的问题,提出了一种改进的多分辨率三维医学图像配准算法.该算法通过高斯滤波将三维医学图像进行多尺度化,形成多分辨率图像金字塔,以Mattes互信息作为配准框架的相似性测度.在图像金字塔的低分辨率层使用粒子群优化算法进行全局变换参数的搜索,然后以全局变换参数作为高分辨率层配准的初始参数,并以鲍威尔优化算法进行优化,完成最终的三维医学图像配准.实验结果表明,改进的算法不仅使待配准两幅图像空间位置对齐,而且较传统互信息算法提高了配准精度,鲁棒性更强,有效地解决了基于互信息的配准算法陷入局部最优的可能.  相似文献   

5.
Multi-slice images obtained from computer tomography and magnetic resonance imaging represent a 3D image volume. For its visualization we use a raycasting algorithm working on a gray-scale voxel data model. This model is extended by additional attributes such as membership to an organ or a second imaging modality (generalized voxel model). It is shown that the combination of different surface-rendering algorithms together with cutting and transparent display allow a realistic visualization of the human anatomy.The investigations were supported in part by the Deutsche Forschungsgemeinschaft and the Werner Otto Foundation, Hamburg.  相似文献   

6.
Wakulla Springs-a group of deep, underground, water-filled caves south of Tallahassee, FL, USA-is an example where mapping has proved challenging. The Wakulla 2 expedition of the US Deep Caving Team Inc. had one primary goal-to automatically build the first fully 3D cave map. To make the map, divers had to survive the hostile environment. The divers' attention mostly focuses on staying alive, so the more automatic the surveying, the better. The critical piece of equipment for the Wakulla 2 expedition was the Digital Wall Mapper (DWM). The device was designed specifically for the project to gather survey data to make the 3D map. 32 sonar transducers were spirally arrayed around the nose of the 2-m long, 150-kg instrument. Thus, four times a second, the DWM sends and receives 32 equally spaced radial readings. The distance to the walls was important but not useful unless we knew the DWM's exact position and orientation. To record this information, we used an inertial measurement unit (IMU), which is located in the center of the DWM  相似文献   

7.
In the emerging Virtual/Augmented Reality (VR/AR) era, three dimensional (3D) content will be popularized just as images and videos today. The security and privacy of these 3D contents should be taken into consideration. 3D contents contain surface models and solid models. Surface models include point clouds, meshes and textured models. Previous work mainly focused on the encryption of solid models, point clouds and meshes. This work focuses on the most complicated 3D textured model. We propose a 3D Lu chaotic mapping based encryption method for 3D textured models. We encrypt the vertices, polygons, and textures of 3D models separately using the 3D Lu chaotic mapping. Then the encrypted vertices, polygons and textures are composited together to form the final encrypted 3D textured model. The experimental results reveal that our method can encrypt and decrypt 3D textured models correctly. Furthermore, typical statistic and brute-force attacks can be resisted by the proposed method.  相似文献   

8.
This research address several issues related to mangrove above-ground carbon stock (AGC) mapping using the integration of remote-sensing images and field data. These issues are (1) remote-sensing image availability for specific mangrove AGC mapping scale and precision, (2) the impact on mangrove AGC modelling due to the difference between images spatial resolution and plot size of field mangrove AGC measurement, which follow the standardized procedure and not specially developed to be integrated with remote-sensing data, and (3) the accuracy of performing mangrove AGC mapping using image at different spatial resolutions using similar field size mangrove AGC data. Four multispectral data sets, namely Worldview-2, Advanced Land Observation System Advanced Visible and Near-Infrared Radiometer-2 (ALOS AVNIR-2), Advanced Spectral and Thermal Radiometer (ASTER) Visible Near-Infrared (VNIR) and Landsat 8 Operational Land Imager (OLI), and a Hyperion hyperspectral image were tested for their performance for mangrove AGC mapping. These images represent various spatial, spectral, and radiometric resolutions of remote-sensing data available to date. The mapping was performed using their original spatial resolution, and for Worldview-2 the mapping was also conducted using 10 m spatial resolution. Image radiometric corrections, vegetation indices, principal component analysis and minimum noise fraction were applied to each image. These were used as input in the empirical modelling of mangrove AGC. The results indicate that (1) it is not possible to perform empirical modelling of mangrove AGC using image with sub-canopy spatial resolution, (2) decreasing the spatial resolution may be beneficial to obtaining a significant correlation with mangrove AGC, and (3) it is possible to perform empirical modelling of mangrove AGC mapping using field data not specially intended to be integrated with remote-sensing data, along with some adjustments. This opens up the possibility of utilizing the available field mangrove AGC data collected by stakeholders, that is, government institutions, NGOs, academics, private sector, to assist mangrove AGC mapping across the nation.  相似文献   

9.
Flurries of terminals with large differences in terminal capabilities currently consume information and multi-media content. Their different processing capabilities make it challenging to guarantee satisfactory quality in all possible situations. This paper proposes a systematic methodology for interactive 3D graphics applications to adapt the complexity of the content automatically to the terminal’s available resources. Our contribution is an off-line/online partitioned optimisation that increases the visual quality with respect to previous work at the same rendering cost, while the overhead of the optimisation is minimal.  相似文献   

10.
In this paper, we describe a probabilistic voxel mapping algorithm using an adaptive confidence measure of stereo matching. Most of the 3D mapping algorithms based on stereo matching usually generate a map formed by point cloud. There are many reconstruction errors. The reconstruction errors are due to stereo reconstruction error factors such as calibration errors, stereo matching errors, and triangulation errors. A point cloud map with reconstruction errors cannot accurately represent structures of environments and needs large memory capacity. To solve these problems, we focused on the confidence of stereo matching and probabilistic representation. For evaluation of stereo matching, we propose an adaptive confidence measure that is suitable for outdoor environments. The confidence of stereo matching can be reflected in the probability of restoring structures. For probabilistic representation, we propose a probabilistic voxel mapping algorithm. The proposed probabilistic voxel map is a more reliable representation of environments than the commonly used voxel map that just contains the occupancy information. We test the proposed confidence measure and probabilistic voxel mapping algorithm in outdoor environments.  相似文献   

11.
Surface mapping brain function on 3D models   总被引:2,自引:0,他引:2  
A flexible graphics system for displaying functional and anatomic data on arbitrary collections of surfaces on or within the brain is presented. The system makes it possible to show complex, convoluted surfaces with the shading cues necessary to understand their shapes; to vary viewpoint, object position, illumination, and perspective easily; to show multiple-objects in one view, with or without transparency, in order to examine internal surfaces and intersecting objects in relation to each other; and to superimpose quantitative information on biological or otherwise defined surfaces anywhere within the volume, thus furthering understanding of both quantitative and positional information in its global context. These display techniques are applied to a new form of biological surface model, the removed surface. The surface-removal method creates a set of surfaces internal to a given object, so that, given a specified distance, every point on the created surfaces is equidistant from the surface of the enclosing object. The method is based on thresholding a derived scalar field, the minimum distance field. Models made by this method have applications in 3-D neurobiology and provide an alternative to cutaways for viewing patterns of internal functional activity  相似文献   

12.
Ladner  R. Abdelguerfi  M. Shaw  K. 《Computer》2000,33(3):35-39
Traditional geospatial information systems (GIS) use geographically referenced data to produce highly accurate digital maps. These two-dimensional maps include well-recognized symbols that represent features such as mountains, forests, buildings, and transportation networks. Although this flat view provides an excellent means of orienting the user to the general nature and location of the geographic features for a given area, it does not provide the full experiential value that comes from immersion within a 3D environment. The authors, working in conjunction with the University of New Orleans' Computer Science Department, developed a 3D-GIS to assist the US Marine Corps with mission preparation and rehearsal. It also provides on-site awareness during actual field operations in urban areas. Going beyond presenting stereoscopic views of an area or merely applying photo textures to highly simplified geometric shapes, they created an environment that replicates its real-world counterpart by including detailed 3D objects. The article details the design considerations they faced as well as the implementation and structural overview for the entire system  相似文献   

13.
Abstract— Conventional stereoscopic displays require viewers to unnaturally keep eye accommodation fixed at one focal distance while they dynamically change vergence to view objects at different distances. This forced decoupling of reflexively linked processes fatigues eyes, causes discomfort, compromises image quality, and may lead to pathologies in developing visual systems. Volumetric displays can overcome this conflict, but only for small objects placed within a limited range of viewing distances and accommodation levels, and cannot render occlusion cues correctly. Our multi‐planar True 3‐D displays generate accommodation cues that match vergence and stereoscopic retinal disparity demands and can display images and objects at viewing distances throughout the full range of human accommodation (from 6.25 cm to infinity), better mimicking natural vision and minimizing eye fatigue.  相似文献   

14.
Li  Zhongguo  Oskarsson  Magnus  Heyden  Anders 《Applied Intelligence》2022,52(6):6739-6759
Applied Intelligence - The task of reconstructing detailed 3D human body models from images is interesting but challenging in computer vision due to the high freedom of human bodies. This work...  相似文献   

15.
We present a data-driven method for automatically generating a 3D cartoon of a real 3D face. Given a sparse set of 3D real faces and their corresponding cartoon faces modeled by an artist, our method models the face in each subspace as the deformation of its nearby exemplars and learn a mapping between the deformations defined by the real faces and their cartoon counterparts. To reduce the exemplars needed for learning, we regress a collection of linear mappings defined locally in both face geometry and identity spaces and develop a progressive scheme for users to gradually add new exemplars for training. At runtime, our method first finds the nearby exemplars of an input real face and then constructs the result cartoon face from the corresponding cartoon faces of the nearby real face exemplars and the local deformations mapped from the real face subspace. Our method greatly simplifies the cartoon generation process by learning artistic styles from a sparse set of exemplars. We validate the efficiency and effectiveness of our method by applying it to faces of different facial features. Results demonstrate that our method not only preserves the artistic style of the exemplars, but also keeps the unique facial geometric features of different identities.  相似文献   

16.
This paper describes an algorithm based on 3D clipping for mapping feature models across domains. The problem is motivated by the need to identify feature models corresponding to different domains. Feature mapping (also referred to as feature conversion) involves obtaining a feature model in one domain given a feature model in another. This is in contrast to feature extraction which works from the boundary representation of the part. Most techniques for feature mapping have focused on obtaining negative feature models only. We propose an algorithm that can convert a feature model with mixed features (both positive and negative) to a feature model containing either only positive or only negative features.The input to the algorithm is a feature model in one domain. The algorithm for mapping this model to another feature model is based on classification of faces of features in the model and 3D clipping. 3D clipping refers to the splitting of a solid by a surface. The feature mapping process involves three major steps. In the first step, faces forming the features in the input model are classified with respect to one another. The spatial arrangement of faces is used next to derive the dependency relationship amongst features in the input model and a Feature Relationship Graph (FRG) is constructed. In the second step, using the FRG, features are clustered and interactions between features (if any) are resolved. In the final step, the 3D clipping algorithm is used to determine the volumes corresponding to the features in the target domain. These volumes are then classified to identify the features for obtaining the feature model in the target domain. Multiple feature sets (where possible) can be obtained by varying the sequence of faces used for clipping. Results of implementation are presented.  相似文献   

17.
Cai  Bo  Zhao  Jianhui  Yu  Xiangyu 《Multimedia Tools and Applications》2019,78(20):28703-28713
Multimedia Tools and Applications - Using 3D visualization models to exhibit geological structure has become a trend in geological studies. Compared to 2D geological mapping, 3D geological mapping...  相似文献   

18.
Learning with multi-resolution overlapping communities   总被引:1,自引:0,他引:1  
A recent surge of participatory web and social media has created a new laboratory for studying human relations and collective behavior on an unprecedented scale. In this work, we study the predictive power of social connections to determine the preferences or behaviors of individuals such as whether a user supports a certain political view, whether one likes a product, whether she would like to vote for a presidential candidate, etc. Since an actor is likely to participate in multiple different communities with each regulating the actor’s behavior in varying degrees, and a natural hierarchy might exist between these communities, we propose to zoom into a network at multiple different resolutions and determine which communities reflect a targeted behavior. We develop an efficient algorithm to extract a hierarchy of overlapping communities. Empirical results on social media networks demonstrate the promising potential of the proposed approach in real-world applications.  相似文献   

19.
三维模型的构建是虚拟现实及视景仿真系统中最基本、最重要的组成部分之一。构建三维模型需考虑到场景浏览的真实感与实时性,因而需要建立一个最优化的可视化模型。本文比较了在虚拟现实系统中模型优化的方法,采用了纹理映射代替多边形建模创建高效真实感模型的优化手段,着重介绍了颜色纹理和凹凸纹理的相关理论和方法,并应用于视景仿真系统中,极大的提高了实时性,并保证了真实感。  相似文献   

20.
Land use/land cover change, particularly that of tropical deforestation and forest degradation, has been occurring at an unprecedented rate and scale in Southeast Asia. The rapid rate of economic development, demographics and poverty are believed to be the underlying forces responsible for the change. Accurate and up-to-date information to support the above statement is, however, not available. The available data, if any, are outdated and are not comparable for various technical reasons. Time series analysis of land cover change and the identification of the driving forces responsible for these changes are needed for the sustainable management of natural resources and also for projecting future land cover trajectories. We analysed the multi-temporal and multi-seasonal NOAA Advanced Very High Resolution Radiometer (AVHRR) satellite data of 1985/86 and 1992 to (1) prepare historical land cover maps and (2) to identify areas undergoing major land cover transformations (called ‘hot spots’). The identified ‘hot spot’ areas were investigated in detail using high-resolution satellite sensor data such as Landsat and SPOT supplemented by intensive field surveys. Shifting cultivation, intensification of agricultural activities and change of cropping patterns, and conversion of forest to agricultural land were found to be the principal reasons for land use/land cover change in the Oudomxay province of Lao PDR, the Mekong Delta of Vietnam and the Loei province of Thailand, respectively. Moreover, typical land use/land cover change patterns of the ‘hot spot’ areas were also examined. In addition, we developed an operational methodology for land use/land cover change analysis at the national level with the help of national remote sensing institutions.  相似文献   

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