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1.
现代艺术的形态丰富多样,对它的阐释同样是多纬度的,这样的多纬度也因此注定了解释将会来自不同的视角。从社会视野生发出的见解为现代艺术的产生提供出诸多解释上的有效证据,而基于它的诠释在对现代艺术的产生作出具有开放性的合理结论的同时也有可能逐渐廓清其中的神秘性。  相似文献   

2.
Distance is an integral concept in perspective, both ancient and modern. Tomás García-Salgado provides a historical survey of the concept of distance, then goes on to draw some geometric conclusions that relate distance to theories of vision, representation, and techniques of observation in the field. This paper clarifies the principles behind methods of dealing with the perspective of space, in contrast to those dealing with the perspective of objects, and examines the perspective method of Pomponius Gauricus, contrasting it with the method of Alberti. Finally the symmetry of the perspective plane is discussed.  相似文献   

3.
从设计的历史叙事角度来看,艺术设计教育呈现出共时性和历史性的形态存在,无论是从"绘画教育"到"图案教育"的观念变化,还是21世纪在艺术家身上发展出来的具有艺术和技艺两个维度的实践活动,它所构置具有强大的时空涵容来描摹着设计教育自我生命的生成、情感视角,显示出宁静而又现实的民族教育观念遗存,设计教育从专业发展以来的每一种思考和洞悉都是在本土人文历史观的基础上的内涵启蒙进程。  相似文献   

4.
第—人称就是指我,第三人称就是指他。人在玩游戏的时候。自然是要代入游戏的角色和场景中的。如果你看不到代入的这个角色(部分肢体还是算得),但是却可以看到这个角色所处的场景,那么这个游戏就是第—人称视角的,现在的大部分射击游戏都是用的这种视角,因为这种视角是鼹能够给人冲击力的。也是最身临其境的,比如使命召唤系列、战地系列等等;如果你能看到代入的这个角色及其周边的场景,但是这个场景却不是这个角色能够看到的(人是看不到自己后面的东西的),那么这个游戏就是第三人称视角,战略类动作类的游浅基本上都是采用的这种视角,因为它的可操作性强.而且易于上手。有些游戏能够做到一起包含这两种视角,但是却不能同时做到,比如极品飞车系列.你可以把视角调到车内.那便是第—人称视角,也可把视角调到车外,这便是第三人称视角。  相似文献   

5.
’85思潮是一场与期刊类美术传播媒介有多层复杂关系的美术思潮。由于美术期刊的深度介入,’85思潮更显得像是一系列传媒事件的组合,而不是单纯的美术运动。这些期刊所留下的图文信息,也构成了早期中国现代艺术史书写的前文本。对比现有历史文本,观察美术期刊与’85思潮的关系,可以观察到美术期刊在艺术史视野中的地位。  相似文献   

6.
从实践设计中对不同立体表达的要求出发,阐述环境艺术效果图绘制时需要用到的各种立体感表达的形式,分析每种立体感表达形式的优缺点。谈到了常用的透视,也提出了一些独创的观点,同时介绍了计算机在立体感表现上的各种使用情况。  相似文献   

7.
图像中基本元素特征点的透视反求及实现   总被引:1,自引:0,他引:1       下载免费PDF全文
利用透视图的形成原理,对一点透视、两点透视和三点透视的形成原理用矩阵表示的方法作了全面的阐述,并对这三种透视的形成原理进行反推,推导出透视反求的一种基本方法,利用这种基本方法反求出图片的一些特征点的坐标,然后用这些特征点的坐标来完成重建物体的三维模型,并以图像中面、体两种基本元素为例进行了验证。  相似文献   

8.
透视图是描述工程形体的一种立体图。透视图画法很多,但它的画法一般来说都比较繁琐,不宜掌握,量点法作为透视图最常用的基本画法之一,也是如此。本文作者结合多年的教学经验,总结出根据透视要素按所属量点去画透视图中基透视的规律,以便大家能更好、更快地掌握透视图的画法。  相似文献   

9.
关于透视变换的研究   总被引:5,自引:2,他引:3  
针对透视图形变换中“二点透视图、三点透视图是经过旋转平移方法获得的”的提法进行了研究,认为该提法获得的透视图与二点透视、三点透视的基本概念不相符,实际是属于一点透视下二个灭点,三个灭点的透视图,文中分别给出二点透视图和一点透视下二个灭点的透视图,并进行了论证。  相似文献   

10.
E. Theunissen 《Displays》1994,15(4):241-254
Many types of modern commercial aircraft are equipped with an Electronic Flight Instrument System, comprising several programmable displays. The flexibility in information presentation of these systems offers the possibility to improve the pilot-aircraft interface significantly. Future concepts, such as enhanced and synthetic vision, will further increase these possibilities. To benefit from this, research into new display concepts is being performed to allow the pilot to operate in a four-dimensional (4D) air-traffic environment, to provide improved spatial and navigational awareness, and to enable a better transition from supervisory to manual control. A possible display format is the so-called perspective flight path display, which originated approximately 40 years ago. The design of perspective flight path displays for guidance and short-term navigation requires the specification of several parameters. Suitable values for these parameters depend on requirements with respect to range and resolution of the required information, the properties of the positioning and attitude determination system, and the abilities of the human operator with respect to perception, interpretation and evaluation of information. In this paper, a review of the various factors to be considered in the design of perspective flight path displays is presented. The relations between the guidance/short-term navigation task-related requirements and the design parameters of a perspective flight path display are discussed, and the consequences of the differences between today's guidance displays and perspective flight path displays for algorithms controlling the display symbology are explained.  相似文献   

11.
Frequently, the shooting angles available to photograph an object are limited, and the resultant images contain perspective distortions. These distortions make more difficult to perform subsequent tasks like feature extraction and information identification. This paper suggested a perspective correction method that extracts automatically distortion features through edge detection. Results showed that this method is powerful in correcting images with perspective distortions. The corrected image has virtually little information missing, clear features and high recovery rate.  相似文献   

12.
中国传统绘画透视超出西方(绘画)裸视透视范围。其透视效应,从意识 上加大透视反向畸变。依据“龟纹图”从透视效应分析,人眼裸视透视至轴测透视(WMY) 之间是相关、连续的。用科学方法对中国传统绘画透视效应按视距分段剖析、研究,同时对 中国人文文化等方面因素影响进行分析。用新视角和新方法解读中国传统绘画透视,并按新 观念、新理论构建科学的中国传统绘画透视。  相似文献   

13.
Shape-from-Shading Under Perspective Projection   总被引:7,自引:1,他引:6  
Shape-from-Shading (SfS) is a fundamental problem in Computer Vision. A very common assumption in this field is that image projection is orthographic. This paper re-examines the basis of SfS, the image irradiance equation, under a perspective projection assumption. The resultant equation does not depend on the depth function directly, but rather, on its natural logarithm. As such, it is invariant to scale changes of the depth function. A reconstruction method based on the perspective formula is then suggested; it is a modification of the Fast Marching method of Kimmel and Sethian. Following that, a comparison of the orthographic Fast Marching, perspective Fast Marching and the perspective algorithm of Prados and Faugeras on synthetic images is presented. The two perspective methods show better reconstruction results than the orthographic. The algorithm of Prados and Faugeras equates with the perspective Fast Marching. Following that, a comparison of the orthographic and perspective versions of the Fast Marching method on endoscopic images is introduced. The perspective algorithm outperformed the orthographic one. These findings suggest that the more realistic set of assumptions of perspective SfS improves reconstruction significantly with respect to orthographic SfS. The findings also provide evidence that perspective SfS can be used for real-life applications in fields such as endoscopy.This research has been supported in part by Tel-Aviv University fund, the Adams Super-Center for Brain Studies, the Israeli Ministry of Science, the ISF Center for Excellence in Applied Geometry, the Minerva Center for geometry, and the A.M.N. fund.  相似文献   

14.
From the quattrocento to the end of the nineteenth century perspective has been the main tool of artists aiming to paint a naturalistic representation of our environment. In painters’ perspective we find a combination of affine projection and similitude. We recognise the original object in the painting because perspective is a symmetry transformation preserving certain features. The subject of the transformation, in the case of perspectival representation, is visible reality, and the transformed object is the artwork. The application of symmetry transformations developed from the origin of perspective through the centuries to the present day. The single vanishing point could be moved (translated), and even doubled, developments that made it possible to represent an object from different points of view. In the twentieth century, the application of topological symmetry combined with similitude resulted in new ways of seeing, new tools for artists such as cubists and futurists.  相似文献   

15.
从一幅简单的图形出发,利用图像中隐藏的透视信息进行三维重构,计算产品特征点的坐标及其相对位置.进行了透视元素、基本体素到组合体素的反求研究,并且给出了其相应的原理和算法.对于几何残缺信息的视觉补偿与推理等关键算法进行了研究,并利用非几何信息的处理与特征建模,搭建基于产品多感知因素的三维重构系统框架,实现了设计重用辅助产品创新设计.  相似文献   

16.
透视和透视投影变换 --论图形变换和投影的若干问题之三   总被引:4,自引:0,他引:4  
讨论了透视变换的基本原理.由于与画面成一角度的平行线簇经透视变换后交于灭点,因此可采用两种不同的方法来获得透视图:一是保持画面铅垂,通过旋转物体使之与画面构成角度达到透视变换效果,得到了三种最佳透视变换矩阵;二是通过倾斜投影画面达到透视变换效果,给出了通过倾斜画面得到三灭点透视图的齐次透视变换矩阵.两种方法的灭点都是可预先控制(即可先决定灭点再决定变换矩阵)的,比较彻底地解决了透视变换矩阵元素的产生方法.给出了“对一个空间物体,一定存在另一个空间物体,使前者在画面上的透视投影与后者的平行投影是一样的,且保留了深度方向的对应关系”的证明.这个性质可使复杂的透视投影转化成简单的平行投影,使得立体图形的处理大为简化.  相似文献   

17.
在计算机视觉中,二维形状的识别有着十分重要的意义.为了实现二维形状的透视投影不变性识别,本文推导出了一种共面二次曲线对的透视投影不变量,提出了一种基于椭圆的平面曲线的透视不变性表示方法,并且给出了用该不变量和不变性表示方法实现二维形状识别的算法.实验结果证实了该算法的有效性.  相似文献   

18.
文章从透视图作图的理论范畴与本质方面入手,比较发现照片影像与透视图的成像原理的一致性,并在透视图反求中可以将照片影像作为透视图看待。重点剖析了透视图中建筑师法和量点法两种基本画法,并通过这两种画法来分析影像反求与透视图画法之间的联系。  相似文献   

19.
Time perspective is a predictor of addictive behaviors. As the number of Internet and Facebook users is increasing, it is worth investigating the role of time perspective in maladaptive types of usage. In this study, we examined the potential relationship of time perspective with Internet addiction and Facebook intrusion. The participants were 756 Internet users with Facebook accounts. We used the Zimbardo Time Perspective Inventory, the Facebook Intrusion Questionnaire, the Facebook Intensity Scale, and the Internet Addiction Test. We analyzed similar associations between time perspective and the two types of addiction. Age and daily time spent online were predictors of Internet addiction, Facebook intensity, and Facebook intrusion. Past Negative and Present Fatalistic orientations were positive predictors for both types of addiction, whereas Future time perspective was a negative predictor. Present Hedonistic orientation was a negative predictor only of Internet addiction. The findings of this study may contribute to the development of health promotion interventions and workshops aimed at preventing maladaptive online behaviors.  相似文献   

20.
马晓丽  张桂华 《计算机仿真》2003,20(5):66-67,73
在影像反求设计中,透视图反求作图方法是由新产品的照片求解其立体外形的主要设计方法。该文研究了透视图反求作图中各个步骤的计算机仿真算法,如对透视条件的反求;透视图的平、立面投影图的反求以及透视图上点的反求。给出了应用该算法开发的CAD系统反求产品外形的实例。  相似文献   

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