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1.
在织物动态模拟中,纹理映射是实现真实感的关键。该文采用了质点-弹簧模型进行建模,提出一种快速、实用的方法,把纹理空间中的三角形单元映射到景物空间中三角形单元上,并实现了反走样。实验结果表明,该算法达到了较好的实时性和真实感。  相似文献   

2.
在图形处理中,一个重要的研究方向是图形的真实感问题。纹理映射是高质量图像生成的一种重要技术,使三维图形更富真实感。Mip-Map纹理映射技术中,常常用一个正方形来近似表示象素在纹理空间的投影,但是像素投影并非正方形,是各向异性的,所以这种方法不符合反走样的要求,本文提出改进d值算法和长方形区域采样两种改进的算法来实现反走样。  相似文献   

3.
Multidimensional scaling is a must‐have tool for visual data miners, projecting multidimensional data onto a two‐dimensional plane. However, what we see is not necessarily what we think about. In many cases, end‐users do not take care of scaling the projection space with respect to the multidimensional space. Anyway, when using non‐linear mappings, scaling is not even possible. Yet, without scaling geometrical structures which might appear do not make more sense than considering a random map. Without scaling, we shall not make inference from the display back to the multidimensional space. No clusters, no trends, no outliers, there is nothing to infer without first quantifying the mapping quality. Several methods to qualify mappings have been devised. Here, we propose CheckViz, a new method belonging to the framework of Verity Visualization. We define a two‐dimensional perceptually uniform colour coding which allows visualizing tears and false neighbourhoods, the two elementary and complementary types of geometrical mapping distortions, straight onto the map at the location where they occur. As examples shall demonstrate, this visualization method is essential to help users make sense out of the mappings and to prevent them from over interpretations. It could be applied to check other mappings as well.  相似文献   

4.
Space-Optimized Texture Maps   总被引:1,自引:0,他引:1  
Texture mapping is a common operation to increase the realism of three‐dimensional meshes at low cost. We propose a new texture optimization algorithm based on the reduction of the physical space allotted to the texture image. Our algorithm optimizes the use of texture space by computing a warping function for the image and new texture coordinates. Neither the mesh geometry nor its connectivity are modified by the optimization. Our method uniformly distributes frequency content of the image in the spatial domain. In other words, the image is stretched in high frequency areas, whereas low frequency regions are shrunk. We also take into account distortions introduced by the mapping onto the model geometry in this process. The resulting image can be resampled at lower rate while preserving its original details. The unwarping is performed by the texture mapping function. Hence, the space‐optimized texture is stored as‐is in texture memory and is fully supported by current graphics hardware. We present several examples showing that our method significantly decreases texture memory usage without noticeable loss in visual quality.  相似文献   

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Texture mapping has become an essential tool in any synthetic rendering scheme that aims at photorealism. Texture mapping typically associates any point on the surface of the rendered object with a location in the texture space. The surface point is then assigned rendering attributes, such as color or translucency from the respective location found in the texture space. Texture mapping techniques have also been used in attempts to emulate highly detailed geometry on the surfaces of objects. The proposed surface detail synthesis approach closes the loop from modeling to rendering using computer graphics texture mapping techniques, bringing them back into the geometric modeling phase. This article focuses primarily on texturing techniques that relate to shape modeling and surface geometry alteration.  相似文献   

7.
In this article, we propose a method to find corresponding object-set pairs between image and map polygon object data sets by means of latent semantic analysis. Latent semantic analysis assigns each polygon object of both data sets to feature vectors in a continuous geometric space in which the similarities between the vectors are proportional to the priorities to constitute a corresponding object-set pair. Thus, object clusters can be obtained by applying an agglomerative hierarchical clustering to the feature vectors. These object clusters are separated into object-set pairs according to the data sets to which the objects belong and are evaluated with a geometric matching criterion to find corresponding object-set pairs. We applied the proposed method to the segmentation result of a composite image with six normalized difference vegetation index (NDVI) images and a forest inventory map. The proposed method was compared to a graph-embedding-based method. The results showed that the proposed method found more corresponding object-set pairs with a similar accuracy in terms of shape similarities and shared information of found pairs.  相似文献   

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当前,面对科学、工程和商业领域中海量的多维数据,用户迫切需要使用有效的可视化工具在知识发现、信息认知及信息决策过程中对其进行理解。针对传统基于降维映射的数据可视化方法计算复杂度高且无法提供维度分布信息的缺点,提出一种基于正2k边形的多维数据可视化方法RPES,通过建立多维数据空间的低维"参照物"——正2k边形坐标系,以减小多维对象在正2k边形坐标系及多维数据空间中的坐标差别为准则,使用最优化方法对其进行降维,以点云的形式标绘在低维可视空间中,完成多维数据的降维可视展现。实验证明,RPES的降维算法高效、容易实现,适用于数据量较大、维度较高的数据集,可视化结果不仅易于理解,而且能够有效提供维度分布信息,有利于用户发掘隐性知识,辅助其进行基于多维数据的决策。  相似文献   

10.
针对三维重建物体纹理不真实与不精确问题,提出了基于PTM(Polynomial Texture Maps)模型的文物纹理映射算法,该算法利用了多项式颜色依赖性的特质,采取表征颜色与亮度依赖关系的双二次多项式系数进行存储纹素数据,从而实现在变化的光照条件下重建物体的表面纹理。此外针对原PTM模型中存在的原始采集图像漫反射异常、亮度信息分布不均匀、重建拟合系数不精确,导致的重建图像纹理模糊、存在重影、物体细节纹理缺失等问题,提出了改进多项式的基函数和优化拟合系数的PTM算法以及PTM图像采集设备的优化方法,最后经实验验证,提出的算法使得重建物体纹理的真实性与精确度均得到了有效提高。  相似文献   

11.
一种改进的人脸纹理映射方法   总被引:1,自引:0,他引:1  
识别人脸图像优化问题,由于人脸纹理映射时容易出现的纹理扭曲和畸变现象,影响图像的真实性,提出一种改进的纹理图像映射方法。根据人脸特征点信息,利用特征块匹配法配准正侧面人脸图像,并使用加权平滑算法和金字塔方法对图像进行双重融合实现图像的平滑过渡;然后利用一种特殊的定位方法来计算三维人脸模型上顶点对应的纹理坐标;最后根据纹理坐标将纹理图像映射到三维特定人脸模型表面上,可得到具有真实感的三维人脸模型。实验结果表明,纹理合成方法简捷有效,纹理映射结果生动逼真,有效的避免了纹理图像的扭曲和畸变现象,具有较高的鲁棒性。  相似文献   

12.
在基于计算机的人脸动画领域中,人脸视点无关纹理图对增强人脸的真实感和加快绘制速度起着关键的作用.本文阐述了从多张照片合成人脸纹理图的关键问题和解决方案,介绍了一个用OpenGL快速生成视点无关纹理图的方法,并将其应用到一个MPEG-4兼容的人脸动画系统,满足了实时调整的要求.  相似文献   

13.
陈维南  张颖 《自动化学报》1993,19(5):621-624
将物体表面细节看成纹理,就可以通过覆盖技术描绘物体表面细节。本文提出一种基于边界生长反混淆的快速纹理覆盖技术,它不仅加快了覆盖速度,还保证了图形显示质量,有较强的适应性。文中给出了在人体模型上纹理覆盖的实验结果。  相似文献   

14.
在计算机仿真和虚拟现实领域,如何构造具有高度真实感的视觉与动力学特征的物体,以模拟被研究对象在真实世界中的表现和作用,一直是人们研究的重要课题。纹理合成技术,则是真实再现表面效果和性能的重要手段之一,具有巨大的实用价值。纹理合成就是在样本图像有限并已知的情况下生成与其近似的纹理图像,并且新图像不能是原样本的复制。  相似文献   

15.
如何模拟具有动态性、不规则性和随机性的自然雪景是当前虚拟现实领域研究的热点,采用位移映射构造近处多边形构造的雪块的方法,采用3ds Max创建雪景模型,导入OpenGL中加纹理映射,结合VC++2010的程序编写,以较小的系统资源消耗达到了更加实时逼真的效果,实现了整片雪花飘荡效果和虚拟雪景的真实模拟,为相关领域的动画模拟研究提供了新的思路。  相似文献   

16.
Texture analysis by using the Peano curve does not provide sufficient discriminatory power to classify natural textures. An improved method by simultaneously using several space filling curves to the texture analysis and classification is proposed.  相似文献   

17.
A method for the extrusion of arbitrary polygon meshes is introduced. This method can be applied to model a large class of complex 3-D closed surfaces. It consists of defining a (typically small) set of connected polygons in 3-D that form a skeleton of the final object, and assigning extrusion distances to all polygons. The two sides of a polygon may have different extrusion distances. An automatic extrusion algorithm constructs a closed 3-D polygon mesh around the skeleton, making use of the indicated extrusion distances. We call this process inflating the polygons of the skeleton. Unlike traditional extrusion, the method works for non-planar skeleton configurations, and it also supports branching skeleton structures (i.e. edges with more than two incident polygons). © 1997 by John Wiley & Sons, Ltd.  相似文献   

18.
地形纹理映射方法研究   总被引:6,自引:2,他引:4  
三维真实感地形的生成一直是计算机图形学领域中关注的焦点,而地形纹理映射是实现它的一个不可或缺的要素。采用不同的纹理映射方法会导致地形渲染的帧频率、真实感以及对系统资源需求等特性显著不同,因而如何选择适合的纹理映射方法使得地形渲染效果最佳是开发人员必须面对问题。该文参考了各方面的研究和应用成果,针对不同的应用领域提出了真实图片法、多纹理过渡法和多纹理计算法这三种不同地形纹理映射方法,并对它们各自的优点、缺点和适用范围进行了详尽的论述。  相似文献   

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20.
We give a parallel method for triangulating a simple polygon by two (parallel) calls to the trapezoidal map computation. The method is simpler and more elegant than previous methods. Along the way we obtain an interesting partition of one-sided monotone polygons. Using the best-known trapezoidal map algorithm, ours run in timeO(logn) usingO(n) CREW PRAM processors.This research was supported by NSF Grants No. DCR-84-01898 and No. DCR-84-01633, and ONR Contract N00014-85-K-0046.  相似文献   

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