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1.
The estimating problem of 3D holograms orientation selectivity on angular, orthogonal, and azimuthal sensitivity parameters is formulated and solved. Tenfold increase of density 3D, 2D/3D holograms in comparison with 2D holograms at given selectivity for ones is shown in theory and experimentally.  相似文献   

2.
Direct3D(以下简称D3D)Player是测试显卡驱动所必须的工具软件,其设计并没有考虑到性能,渲染一帧画面通常需要很长时间,给显卡驱动程序的开发带来不便。提出针对D3D Player的性能优化方法,从其运行的机制上研究如何提高其性能,将其分成脚本编译子系统和编译后目标代码执行子系统,最后实现一个优化的D3D Player,并以3D MARK 2001-2005的若干个测试用例来测试D3D Player的优化效果,并比较优化前后的性能变化。  相似文献   

3.
基于人体行为3D模型的2D行为识别   总被引:4,自引:1,他引:4  
针对行为识别中行为者朝向变化带来的问题, 提出了一种基于人体行为3D模型的2D行为识别算法. 在学习行为分类器时, 以3D占据网格表示行为样本, 提取人体3D关节点作为描述行为的特征, 为每一类行为训练一个基于范例的隐马尔可夫模型(Exemplar-based hidden Markov model, EHMM), 同时从3D行为样本中选取若干帧作为3D关键姿势集, 这个集合是连接2D观测样本和人体3D关节点特征的桥梁. 在识别2D行为时, 2D观测样本序列可以由一个或多个非标定的摄像机采集. 首先在3D关键姿势集中为每一帧2D观测样本寻找与之最匹配的3D关键姿势帧, 之后由行为分类器对2D观测样本序列对应的3D关键姿势序列进行识别. 该算法在训练行为分类器时要进行行为者的3D重构和人体3D关节点的提取, 而在识别2D行为时不再需要进行3D重构. 通过在3个数据库上的实验, 证明该算法可以有效识别行为者在任意朝向下的行为, 并可以适应不同的行为采集环境.  相似文献   

4.
基于二维视图特征的三维重建   总被引:22,自引:0,他引:22  
高玮  彭群生 《计算机学报》1999,22(5):481-485
在分析现有CAD二维参数化设计,三维参数化设计以及三维重建方法的基础上,基于工程图图形的整体宏观性,图形拓扑性及三维视图的投影规律,提出了二维视图特征的概念及一种新的工程图处理方法。  相似文献   

5.
基于弹簧质点模型的二维/三维映射算法*   总被引:19,自引:1,他引:19  
樊劲  周济  王启付  袁铭辉 《软件学报》1999,10(2):140-148
提出了一种用于服装设计的二维/三维映射算法.该算法基于弹簧质点变形模型,服装裁剪片二维到三维映射及三维到二维映射可以在该模型中得到统一的实现.在服装裁剪片二维到三维的映射过程中,二维裁剪片被放置在人体模型附近的初始位置,在缝合力的作用下,裁剪片自动变形并缝合到人体模型上.在服装裁剪片三维到二维映射的过程中,三维裁剪片被初始映射到指定的平面内,在弹性变形力的作用下,逐步变形并得到最终的二维裁剪片.在进行服装裁剪片二维到三维映射的过程中,考虑了干涉检验的问题.  相似文献   

6.
Directional backlight unit (BLU) design concept was applied to realize full‐resolution field alternate auto‐stereoscopic liquid crystal displays (LCDs) with built‐in 3D/2D and 2D/3D. The application‐oriented BLU design requires priority in realizing 2D mode or 3D mode. The switching characteristic of BLU with two confronting illuminating sets was applied to build 2D mode into 3D display and 3D mode into 2D display. An LCD with 2D mode as primary function requires higher double‐sided luminance uniformity than 3D mode. On the other hand, an LCD with 3D mode requires higher single‐sided luminance uniformity than 2D mode. For increasing the double‐sided luminance uniformity for 2D mode as a primary function of the display, the former BLU design was realized by using uniform prismatic structure, that is, using uniform bilateral prismatic structure with a cross section of isosceles triangle on the back surface of the light‐guide plate. For increasing single‐sided luminance uniformity for 3D mode as a primary function of the display, the latter was realized by using graded angle design, that is, unilateral prisms with a cross section of a scalene triangle on the back surface of the light‐guide plate. The LCDs of small‐sized‐handheld game devices and still cameras were fabricated using the 3D/2D and 2D/3D displays.  相似文献   

7.
Maturing software for creating real-time interactive 3D (3D/VR) and hardware enabling its delivery give us the chance to explore practical issues involved in making commercially viable 3D/VR content. In October 1996, The Learning Company released the educational title Logic Quest, built using Sense8's WorldToolKit software. One of the first commercial 3D/VR children's titles for Windows 95, Logic Quest provides an example of what is involved in converting a 2D title (Think Quick!) to 3D. Studying the process the company followed lets us evaluate some of the challenges and benefits of moving a 2D title to 3D  相似文献   

8.
郑珂  马骏  陈明 《微机发展》2008,18(5):25-27
介绍了二维概念格图形向三维空间转化和延伸的必要性和现状。通过对传统概念格图形分层定位布局方法的研究与分析,提出并实现了一种新的以具有大量的平行四边形和有向线段为基本特征的概念格在三维空间的自动布局算法,描述了一种基于该算法的二维概念格图形的三维重构机制,有效地解决了节点横向过度扩张的问题并减少了线段交叉,较好地实现了复杂概念格图形的三维可视化,为知识发现和知识处理提供了良好的基础。  相似文献   

9.
In this paper, we introduce new sets of 2D and 3D rotation, scaling and translation invariants based on orthogonal radial Racah moments. We also provide theoretical mathematics to derive them. Thus, this work proposes in the first case a new 2D radial Racah moments based on polar representation of an object by one-dimensional orthogonal discrete Racah polynomials on non-uniform lattice, and a circular function. In the second case, we present new 3D radial Racah moments using a spherical representation of volumetric image by one-dimensional orthogonal discrete Racah polynomials and a spherical function. Further 2D and 3D invariants are extracted from the proposed 2D and 3D radial Racah moments respectively will appear in the third case. To validate the proposed approach, we have resolved three problems. The 2D/ 3D image reconstruction, the invariance of 2D/3D rotation, scaling and translation, and the pattern recognition. The result of experiments show that the Racah moments have done better than the Krawtchouk moments, with and without noise. Simultaneously, the mentioned reconstruction converges rapidly to the original image using 2D and 3D radial Racah moments, and the test 2D/3D images are clearly recognized from a set of images that are available in COIL-20 database for 2D image, and PSB database for 3D image.  相似文献   

10.
Extending distortion viewing from 2D to 3D   总被引:2,自引:0,他引:2  
Addresses the visual exploration of 3D information layouts. Several visual exploration techniques have been proposed for 2D information layouts. Many of these try to take advantage of humans' natural visual pattern-recognition abilities to understand global relationships while simultaneously integrating this knowledge with local details. This desire for detail-in-context views (also called fisheye, multiscale and distortion views) has fueled considerable research in the development of distortion viewing tools. Generally, these tools provide space for magnification of local detail by compressing the rest of the image. In considering a possible detail-in-context view for 3D layouts, we first examine 2D distortion techniques, bearing in mind the particular 3D problem of occlusion. Comparing 2D and 3D information layout adjustment tools leads directly to a 3D visual access tool that clears a line of sight to any region of interest. While our technique can extend to any type of 3D information display, we focus on graphs  相似文献   

11.
提出一种2D和3D模式相融合的人耳识别方法.利用基于Adaboost算法的人耳检测器在2D图像上进行人耳检测,在对应的深度图像中定位出人耳区域.对于2D人耳图像,利用核Fisher鉴别分析法进行特征提取,再利用最近邻分类器进行识别;对于3D人耳深度图,利用3D局部二值模式进行特征提取,结合几何约束和位置约束在测试耳和注册原型耳上进行特征点匹配,并利用匹配点数进行识别.最后将两者进行决策层融合.在UND人耳图像库上的实验结果表明,与单独2D或3D人耳识别相比,文中提出的2D+3D人耳融合识别方法在光照变化情况下能取得更好的识别性能.  相似文献   

12.
人脸识别:从二维到三维   总被引:1,自引:0,他引:1       下载免费PDF全文
人脸识别是生物特征识别技术的一个重要方向。虽然目前大部分研究都还只是针对二维人脸图像,但是3D人脸模型包含更丰富的人脸信息,有助于机器对人脸的识别。从二维到三维,人脸识别研究进入了一个新的阶段。从3D人脸数据的获取方式入手,介绍最近提出的一系列3D人脸识别算法,并进行归类。最后提出"有针对性地获取3D人脸模型数据是进行有效识别的基础"这一结论。  相似文献   

13.
2D/3DIsometricTransformationUsingSpring_MasSystemFanJin1MathewM.F.Yuen2QifuWang1ZhouJi11TheCADCenterofTheHuazhongUnviersityof...  相似文献   

14.
Reactive 2D/3D garment pattern design modification   总被引:1,自引:0,他引:1  
This paper presents a new 3D garment simulation result update algorithm for the 2D garment pattern design modification. The proposed algorithm enables the 3D garment fitting simulation result directly to react to the modification in the 2D patterns. The algorithm performs a topological invariant deformation of the 2D pattern mesh after the boundary of the 2D pattern undergoes a topological consistent modification. The length of each of the edges in the mesh defined as the equilibrium state parameter is updated and then directly used in the 3D garment fitting simulation to update the original simulation result. The advantage of the proposed algorithm is that the mesh topology of the 2D garment pattern is preserved and thus simplifies the numerical scheme by maintaining the consistency of the matrix equation. With this approach, the 3D garment fitting simulation does not need to repeat the entire simulation for every modification and can react to the 2D pattern modification efficiently and speedily.  相似文献   

15.
An evaluation of multimodal 2D+3D face biometrics   总被引:5,自引:0,他引:5  
We report on the largest experimental study to date in multimodal 2D+3D face recognition, involving 198 persons in the gallery and either 198 or 670 time-lapse probe images. PCA-based methods are used separately for each modality and match scores in the separate face spaces are combined for multimodal recognition. Major conclusions are: 1) 2D and 3D have similar recognition performance when considered individually, 2) combining 2D and 3D results using a simple weighting scheme outperforms either 2D or 3D alone, 3) combining results from two or more 2D images using a similar weighting scheme also outperforms a single 2D image, and 4) combined 2D+3D outperforms the multi-image 2D result. This is the first (so far, only) work to present such an experimental control to substantiate multimodal performance improvement.  相似文献   

16.
Methods of 3D recovery in computer vision for computing the shape and motion of an object from projected images when an object model is available are classified into two types: the 3D Euclidean approach, which is based on geometrical constraints in 3D Euclidean space, and the 2D non-Euclidean space. Implications of these two approaches are discussed, and some illustrating examples are presented  相似文献   

17.
研究了主流的二维和三维显示技术,WGS84坐标和墨卡托投影坐标变换方法,消息中间件和AAR存档系统等态势可视化技术,提出了数据库API网关.设计并实现了一种二三维联动的态势可视化系统,采用消息中间件同步仿真过程信息,用数据库API网关统一管理实体的二三维模型,用AAR存档系统记录和回放仿真过程,经测试,态势可视化系统能够正确的,有效的完成仿真功能,且二维和三维显示部分显示的态势是联动的.  相似文献   

18.
针对终端间直接通信技术(Device-to-Device,D2D)共享蜂窝通信上行链路资源,研究多对D2D链路共享资源对蜂窝系统性能的影响,在多对D2D通信链路累积干扰条件下推导系统中断概率并进行了仿真分析,仿真结果表明,增加D2D链路会增大对基站的干扰,但当D2D链路分布满足一定的距离条件,较大的D2D链路数不仅能够保证系统中断概率,还可使引入多对D2D通信后的系统容量得到提升。  相似文献   

19.
页面描述语言是一种新型的程序设计语言,具有很强的图形描述功能。PostScript-3D是对PostScript语言的三维扩充,它支持三维观察变换、裁剪、3D路径、隐藏线和隐藏面消除、三维线框图和具有浓淡效应的真实感图形。本文对PostScript-3D的实现技术进行讨论,并把它与GKS-3D进行比较。  相似文献   

20.
The success of physics sandbox applications and physics‐based puzzle games is a strong indication that casual users and hobbyists enjoy designing mechanisms, for educational or entertainment purposes. In these applications, a variety of mechanisms are designed by assembling two‐dimensional shapes, creating gears, cranks, cams, and racks. The experience is made enjoyable by the fact that the user does not need to worry about the intricate geometric details that would be necessary to produce a real mechanism. In this paper, we propose to start from such casual designs of mechanisms and turn them into a 3D model that can be printed onto widely available, inexpensive filament based 3D printers. Our intent is to empower the users of such tools with the ability to physically realize their mechanisms and see them operate in the real world. To achieve this goal we tackle several challenges. The input 2D mechanism allows for some parts to overlap during simulation. These overlapping parts have to be resolved into non‐intersecting 3D parts in the real mechanism. We introduce a novel scheme based on the idea of including moving parts into one another whenever possible. This reduces bending stresses on axles compared to previous methods. Our approach supports sliding parts and arbitrarily shaped mechanical parts in the 2D input. The exact 3D shape of the parts is inferred from the 2D input and the simulation of the mechanism, using boolean operations between shapes. The input mechanism is often simply attached to the background. We automatically synthesize a chassis by formulating a topology optimization problem, taking into account the stresses exerted by the mechanism on the chassis through time.  相似文献   

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