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1.
Difering from common 2D images,a texture map,since it is used to project onto a 3D model in 3D space,not only contains 2D texture information,but also implicitly associates certain 3D geometric information.Related to this,an efective 3D geometry-dependent texture map compression method with hybrid region of interest(ROI)coding is proposed in this paper.We regard the visually important area of the texture map as the ROI.To acquire the visually important areas of the texture map,we take into account information from both the 3D geometry and 2D texture maps,depicting the saliency of the textured model,distortion of the texture mapping,and boundary of the texture atlas.These visually important areas are expressed as a visual importance map.According to the particularity of the texture map,a hybrid ROI coding method that utilizes Max-Shift and an improved post compression rate distortion(PCRD)technique is presented,guided by this visual importance map.To find the exact wavelet coefcients pertaining to these ROIs before carrying out the hybrid ROI coding,this paper proposes a stochastic coefcient priority mask map computational method.Experimental results show that the visually important areas of the texture image have a better visual efect and that a good rendering result can be obtained from the texture mapping.  相似文献   

2.
基于三维几何视觉重要性的纹理图像选择压缩算法   总被引:1,自引:0,他引:1  
不同于传统二维图像,映射到三维模型上的纹理图像隐式包含了三维几何视觉信息. 然而,目前已有的纹理图像压缩方法并未考虑此特性. 本文提出了一种与三维模型几何视觉特性相关的纹理图像选择压缩算法. 首先给出一种结合纹理图像的显著性及其纹理走样的视觉重要性图构建方法, 将纹理图像划分为具有不同优先级别区域.之后,利用提出的选择压缩方法对它们进行不同比例压缩. 实验结果表明当选择本压缩算法时,纹理化三维模型能够获取较好的视觉效果.  相似文献   

3.
《Graphical Models》2000,62(6):391-410
While 2D texture mapping is one of the most effective of the rendering techniques that make 3D objects appear visually interesting, it often suffers from visual artifacts produced when 2D image patterns are wrapped onto the surfaces of objects with arbitrary shapes. On the other hand, 3D texture mapping generates highly natural visual effects in which objects appear carved from lumps of materials rather than laminated with thin sheets as in 2D texture mapping. Storing 3D texture images in a table for fast mapping computations, instead of evaluating procedures on the fly, however, has been considered impractical due to the extremely high memory requirement. In this paper, we present a new effective method for 3D texture mapping designed for real-time rendering of polygonal models. Our scheme attempts to resolve the potential texture memory problem by compressing 3D textures using a wavelet-based encoding method. The experimental results on various nontrivial 3D textures and polygonal models show that high compression rates are achieved with few visual artifacts in the rendered images and a small impact on rendering time. The simplicity of our compression-based scheme will make it easy to implement practical 3D texture mapping in software/hardware rendering systems including real-time 3D graphics APIs such as OpenGL and Direct3D.  相似文献   

4.
Traditional video compression methods consider the statistical redundancy among pixels as the only adversary of compression, with the perceptual redundancy totally neglected. However, it is well-known that none criterion is as eloquent as the visual quality of an image. To reach higher compression ratios without perceptually degrading the reconstructed signal, the properties of the human visual system (HVS) need to be better exploited. Recent research indicates that HVS has different sensitivities towards different image content, based on which a novel perceptual video coding method is explored in this paper to achieve better perceptual coding quality while spending fewer bits. A new texture segmentation method exploiting just noticeable distortion (JND) profile is first devised to detect and classify texture regions in video scenes. To effectively remove temporal redundancies while preserving high visual quality, an auto-regressive (AR) model is then applied to synthesize the texture regions and combine with other regions which are encoded by the traditional hybrid coding scheme. To demonstrate the performance, the proposed scheme is integrated into the H.264/AVC video coding system. Experimental results show that on various sequences with different types of texture regions, we can reduce the bit-rate for 15% to 58% while maintaining good perceptual quality.  相似文献   

5.
针对三维透视投影视图中对三维物体表面纹理直接进行喷绘,以获得复杂纹理图这一计算机图形交互技术这一新问题,研究了一种将纹理图的象素位置信息转换成彩色信息,然后利用纹理映射将纹理坐标连同该点上的颜色值一起传递到与屏幕象素对应的可见点上的方法,其中颜色值依该点处的入射光线方向和表面法向被进一步转换为光强值,而纹理坐标则被解码后还原成与该可见点对应的纹理坐标,被存入信息缓冲器中,供以后使用,通过解码,可根据屏幕点直接得到纹理象素点的坐标,经过算法优化,实现了对三维物体表面纹理的实时喷绘;同时阐述了在三维图象生成技术中使用附加纹理信息的应用实例以及相关定义。  相似文献   

6.
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   

7.
蔡兴泉  孙辰  葛亚坤 《计算机应用》2019,39(10):3034-3039
针对当前网格参数化效率较低、映射失真较严重的问题,提出一种限制失真的网格参数化方法。首先,预处理原始网格模型。输入原3D网格模型,采用Half-Edge数据结构来重新组织网格并切割网格模型产生相应的切缝;构建Tutte映射把3D网格映射到一个2D凸多边形域,即构建2D网格模型。然后,进行限制失真的网格参数化计算。将Tutte映射后的2D网格模型作为限制失真计算的初始数据,建立相对于原3D模型网格的失真度量函数;求得该度量函数的最小值点,即为映射后的网格坐标集合;将映射后的网格作为限制失真映射的输入网格,设定迭代终止条件,循环迭代直至迭代结束,得到收敛的最优网格坐标;在计算映射失真度时,针对等距映射失真采用Dirichlet能量函数度量,针对共形映射失真采用尽可能等距(MIPS)能量函数度量;在求解映射失真度量函数的最小值点时采用代理函数法结合组合牛顿法的最优解方法。最终,实现了该方法并开发了一个原型系统。在原型系统中,分别设计了限制等距失真和限制共形失真的网格参数化实验,对程序执行时间和失真能量下降情况进行了统计和对比,提供了相应的纹理映射效果展示。实验数据表明,所提出的方法执行效率高、映射失真能量下降快,最优值收敛质量稳定;纹理映射时纹理着色均匀、布局紧致、线条均匀,符合实际应用的标准。  相似文献   

8.
针对JPEG2000标准使用的两种感兴趣编码方法,最大位移法和一般位移法对医学图像处理的不足,采用了一种分步提升方法,以完成医学图像感兴趣区域编码,以及图像中病灶区域和非病灶区域图像质量的自由调整。并根据率失真优化策略组织压缩码流,实现医学图像的感兴趣区域编码与渐进传输。实验结果表明,该方法可在低码率下实现感兴趣区域的高保真度压缩,有效提高图像压缩和传输的效率。  相似文献   

9.
In this paper, we present a novel constrained texture mapping method based on the harmonic map. We first project the surface of a 3D model on a planar domain by an angle-based-flattening technique and perform a parametrization. The user then specifies interactively the constraints between the selected feature points on the parametric domain of the 3D model and the corresponding pixels on the texture image; the texture coordinates of other sample points on the 3D model are determined based on harmonic mapping between the parametric domain of the model and the texture image; finally we apply an adaptive local mapping refinement to improve the rendering result in real-time. Compared with other interactive methods, our method provides an analytically accurate solution to the problem, and the energy minimization characteristic of the harmonic map reduces the potential distortion that may result in the constrained texture mapping. Experimental data demonstrate good rendering effects generated by the presented algorithm.  相似文献   

10.
刘小丹  佟鹏 《计算机科学》2012,39(11):291-293
基于局部摄影测量学的随意图像纹理映射是一种新的三维模型纹理映射方法,但其存在由局部纹理缺失引 起的纹理失真问题。提出一种纹理映射的补偿方法,即在局部摄影测量学和约束参数纹理映射方法的基础上,根据随 意图像与模型的关系确定纹理缺失区域,采用刚体转动惯量极小值测定方法和镜像方法寻找模型待映射范围内的对 称面,用对称点的纹理信息对纹理缺失区域进行纹理映射补偿。实验结果表明,对于有局部对称面的三维模型,补足 了缺失的纹理,消除了纹理拉伸失真现象。  相似文献   

11.
感兴趣区域(ROI)编码技术具有在不丢失重要信息的同时又有效地压缩了数据量的特点,非常适用于遥感图像的压缩.提出一种遥感图像多级感兴趣区域的压缩方法,以边缘梯度方向为图像分割的准则,利用了遥感图像纹理信息丰富的特点,通过提取图像的边缘区域和纹理区域,得到较好的分割效果;然后采用通用部分位平面偏移方法(GPBShift)进行位平面编码,对所得数据进行SPIHT编码得到最终的压缩结果.仿真结果证明,在相同的压缩比下,可以使感兴趣区域得到更好的恢复质量.从而使全图获得更好的恢复效果,而且,恢复后图像也更符合人眼视觉特性.  相似文献   

12.
基于感兴趣区的图象近无损压缩   总被引:1,自引:0,他引:1       下载免费PDF全文
无损感兴趣区(Lossless Region of Interest (ROI)图象压缩方法,即在感兴趣区采用无损压缩,而在其他区域采用有损压缩,从而保证了重要信息不丢失,并尽可能提高衅象的压缩比,在整形小波变换(IWT)和嵌入式零树编码的基础上,实现了无损感兴趣区(Lossless ROI)的图象近无损压缩,并提出了一种小波变换域形状编码算法--树映射形状编码,同时给出了算法的原理及实现,并进行了相关实验,实验结果表明,该算法能够提高压缩效率,且压缩效率取决于感兴趣区的大小以及对不感兴趣区图象的质量要求。  相似文献   

13.
在面向社区楼道或门栋监控中,人脸信息尤为重要。通过NB-IoT(窄带物联网)接入,可以满足低成本、广覆盖和多接入的需求,但是常规编码方法在窄带低码率下无法保障人脸质量。针对该问题,提出一种面向人脸业务的混合分辨率监控视频压缩方法。利用监控视频统计特性优化人脸检测速度,采用不同分辨率区别编码人脸和非人脸区域,在高倍率压缩下提高了人脸的可辨识性。实验表明,该方法相较于主流感兴趣区域编码,人脸区域PSNR提高了5.57 dB,编码速度提高了5.12倍,具备NB-IoT环境下的实用性。  相似文献   

14.
The use of attribute maps for 3D surfaces is an important issue in geometric modeling, visualization and simulation. Attribute maps describe various properties of a surface that are necessary in applications. In the case of visual properties, such as color, they are also called texture maps. Usually, the attribute representation exploits a parametrization g:U??2→?3 of a surface in order to establish a two-dimensional domain where attributes are defined. However, it is not possible, in general, to find a global parametrization without introducing distortions into the mapping. For this reason, an atlas structure is often employed. The atlas is a set of charts defined by a piecewise parametrization of a surface, which allows local mappings with small distortion. Texture atlas generation can be naturally posed as an optimization problem where the goal is to minimize both the number of charts and the distortion of each mapping. Additionally, specific applications can impose other restrictions, such as the type of mapping. An example is 3D photography, where the texture comes from images of the object captured by a camera [4]. Consequently, the underlying parametrization is a projective mapping. In this work, we investigate the problem of building and manipulating texture atlases for 3D photography applications. We adopt a variational approach to construct an atlas structure with the desired properties. For this purpose, we have extended the method of Cohen–Steiner et al. [6] to handle the texture mapping set-up by minimizing distortion error when creating local charts. We also introduce a new metric tailored to projective maps that is suited to 3D photography.  相似文献   

15.
立体图像质量评价对立体视频技术的发展起着非常重要的作用。常用的PSNR(峰值信噪比)方法不能反映人类视觉感知特性,也不能直接应用到立体图像质量评价中。针对人类视觉对立体图像深度感知和重点关注感兴趣区的特点,提出基于纹理图和深度图感兴趣区的质量评价方法。首先对纹理图和对应的深度图利用视觉关注度提取工具提取感兴趣区,然后在评价的过程中对各感兴趣区根据感兴趣程度分配基于像素的权重系数,最后将权重系数应用在立体图像的各个区域中进行评价。实验结果表明该方法得到的立体图像质量客观评价结果与主观评价结果之间具有更好的一致性,符合人眼视觉系统感知特性。  相似文献   

16.
罗晓林  罗雷 《计算机科学》2016,43(Z6):171-174, 183
针对多视点视频的压缩问题,提出一种基于视觉显著性分析的编码算法。该算法根据人眼对显著性区域的失真更加敏感这一特性,通过控制显著性区域与非显著性区域的编码质量来有效提高多视点视频编码的效率。首先,利用融合颜色与运动信息的视频显著性滤波器提取出多视点视频图像像素级精度的视觉显著性图;然后,将所有视点视频的视觉显著性图转换为编码宏块的显著性表示;最后,利用感知视频编码的原理实现基于显著性的宏块质量自适应控制。实验结果表明,该算法有效地提高了多视点视频编码的率失真效率及主观视频质量。  相似文献   

17.
在机载通信链路带宽有限的条件下,SAR图像的有损压缩是解决实时性和带宽限制的可行方案。提出了一种基于图像分解的敏感目标区域自动提取与保护的SAR图像压缩策略。首先将SAR图像分解为结构分量和纹理分量,然后在纹理分量中对包含潜在目标的区域进行检测,生成敏感目标区域掩码,最后对潜在目标区域进行保护性的低损压缩,对背景区域进行高损压缩。实验结果表明,恢复后的图像与标准的JPEG2000算法相比在同样的码率条件下具有更好的视觉效果。  相似文献   

18.
Mesh geometry can be used to model both object shape and details. If texture maps are involved, it is common to let mesh geometry mainly model object shapes and let the texture maps model the most object details, optimising data size and complexity of an object. To support efficient object rendering and transmission, model simplification can be applied to reduce the modelling data. However, existing methods do not well consider how object features are jointly represented by mesh geometry and texture maps, having problems in identifying and preserving important features for simplified objects. To address this, we propose a visual saliency detection method for simplifying textured 3D models. We produce good simplification results by jointly processing mesh geometry and texture map to produce a unified saliency map for identifying visually important object features. Results show that our method offers a better object rendering quality than existing methods.  相似文献   

19.
在许多的图像应用中,基于感兴趣区域(ROI)图像编码技术占有重要地位。在ROI图像编码中,感兴趣区域采用低压缩比以得到较高的图像质量,而背景区域(ROB)则采用高压缩比以达到相对低一点的图像质量。因此,这种技术能很好地解决图像质量和压缩比之间的矛盾。在JPEG2000中已采用了General Scaling Based Method和Maxshift Method的ROI编码技术,但在一些应用中它们仍不能满足要求。为此提出了一种基于多级位平面交错(MBI)的编码算法。该算法具有多ROI编码、ROI-ROB重要性编码等特点,能够满足不同应用场合下的编码要求。  相似文献   

20.
As an alternative method to optical endoscopy, visual quality and interactivity are crucial for virtual endoscopy. One solution is to use the 3D texture map based volume rendering method that offers high rendering speed without reducing visual quality. However, it is difficult to apply the method to virtual endoscopy. First, 3D texture mapping requires a high-end graphic workstation. Second, texture memory limits reduce the frame-rate. Third, lack of shading reduces visual quality significantly. As 3D texture mapping has become available on personal computers recently, we developed an interactive navigation system using 3D texture mapping on a personal computer. We divided the volume data into small cubes and tested whether the cubes had meaningful data. Only the cubes that passed the test were loaded into the texture memory and rendered. With the amount of data to be rendered minimized, rendering speed increased remarkably. We also improved visual quality by implementing full Phong shading based on the iso-surface shading method without sacrificing interactivity. With the developed navigation system, 256 x 256 x 256 sized brain MRA data was interactively explored with good image quality.  相似文献   

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