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1.
提出一个简单有效的基于样图的纹理合成新方法.现有纹理合成算法仅考虑两块待匹配块之间对应元素的颜色差别作为评价相似性的量度,对于一些纹理图象,找到的不一定是最相似的匹配块,因此合成后,没有得到令人满意的效果.为此,提出一个新的纹理合成算法,不仅考虑了两个匹配块之问的颜色相似性,还充分考虑了结构的差别,把结构的相似性作为匹配块之间相似性量度的重要因素之一.具体作法是:从样本图象产生一个基于结构的新的特征映射,降低结构上不连续的程度,从而获得比较理想的合成结果.  相似文献   

2.
In this paper we report on continuing research on the organization and functionalities of a certain type of computer-implemented associative memory. The associative memory in question is being created to serve as part of a feature-based design system, at present to be used primarily in support of the design, fabrication planning, or inspection planning of discrete mechanical machine parts. This present effort is consonant with prior related work in the realm of case-based reasoning, especially as related to the role of memory in design. Our associative memory innovations are in the use of fuzzy sets and neural net computing in the representation, storage and retrieval of design, fabrication, inspection and materials knowledge. We have designed and implemented a considerable portion of the associative memory and have demonstrated retrieval of previous designs on the basis of qualitative geometry. We have also demonstrated ability to explore materials composition with the objective of meeting critical materials properties constraints.  相似文献   

3.
提出了多样图纹理设计的概念,将块拼贴纹理合成方法和点匹配纹理合成方法相结合合成纹理图案。利用块拼贴合成方法合成背景及一些前景的部分,避免了基于点的纹理合成所产生的条带化、模糊等现象。同时,采用点匹配的合成方法合成一些前景及一些前景的部分,解决了块拼贴在小区域覆盖到其他区域的问题,并且利用图像平滑技术,使拼接处自然过渡。由于采用了以上两个算法相结合,在合成速度上已经大大超过了徐晓刚约束多样图纹理合成算法。  相似文献   

4.
Part design using manufacturing features   总被引:1,自引:0,他引:1  
This paper presents a methodology by which manufacturability data is used to drive the design process. The system allows a designer to determine the features to be considered. He provides the basic geometric parameters for each feature and passes them to the modeling system for instantiations. Tolerances and surface finish allow the system to derive manufacturing implications used by the designer to review the design. The physical parameters, in addition to the processing information, lead to an integrated model which may be used by both the designer and the manufacturing personnel. This procedure may be invoked at any level of the design process and contribute to a final manufacturable design. The philosophy employed in the development of this work is to define manufacturing features as instances of generic ones with specific properties and processing methods. The design features obtain their geometric superclasses from a commercially available package of solid primitives thus allowing for the part to be graphically displayed.  相似文献   

5.
基于不规则块的纹理合成方法   总被引:1,自引:0,他引:1       下载免费PDF全文
为了很好地保持纹理的边界结构特征,提出了一种利用人眼的视觉特性,采用不规则块、随机覆盖法和曲线最优匹配的纹理合成新方法.新方法分两个步骤:首先根据人眼的视觉特性,采用智能选择工具从样本纹理中抽取出具有明显边界特征的不规则块,然后采用随机覆盖法和曲线最优匹配法来决定如何把不规则块拷贝到目标纹理中.和已有的合成方法相比,新方法能更好地保持纹理的边界结构特征.实验表明该方法可以快速高效地合成高质量的纹元式纹理.  相似文献   

6.
基于样图的纹理合成方法是继纹理映射、过程纹理合成等方法后发展起来的一种新的纹理拼接技术。其中块拼贴的纹理合成算法由于合成速度快,效果良好,受到极大关注。对采用块拼接技术的纹理合成方法进行综述,运用图像切割方法较好解决了块拼贴算法中的最佳分割路径获取问题,并对合成的结果进行平滑优化。  相似文献   

7.
Analyzed the issues of stability of workpiece during clamping and machining. Discussed classification of the stability problem according to the forces acting on the part in the commonly used machining processes; gave the methods of calculating clamping force and measures to guarantee the stability of workpiece in the feature-based fixture planning design system.  相似文献   

8.
纹理混合与纹理传输   总被引:5,自引:2,他引:5  
基于样本的纹理合成方法是继纹理映射、过程纹理合成等方法后发展起来的一种纹理拼贴方法 ,而在已有的算法中 ,绝大多数只能处理单纹理样本的合成 .提出一种新颖的可处理两个纹理样本的纹理混合方法 ,通过调整参数可以控制纹理在合成结果中所占的比例 ,利用之字形双向扫描提高合成纹理的质量 ,即第一行先按扫描线顺序 ,第二行从行尾点开始按反方向进行扫描 ,第三行又按扫描线顺序 ,如此往复 ,直至图像结尾 ;还提出一种简单的纹理传输方法 ,用户可以根据实际需求进行设计和调整 ,获得各种结果 .计算一幅 3 0 0× 3 0 0的图片可在几秒内完成 .  相似文献   

9.
Synthesis of transition textures is essential for displaying visually acceptable appearances on a terrain. This investigation presents a modified method for synthesizing the transition texture to be tiled on a terrain. All transition pattern types are recognized for a number of input textures. The proposed modified patch-based sampling texture synthesis approach, using the extra feature map of the input source and target textures for patch matching, can synthesize any transition texture on a succession pattern by initializing the output texture using a portion of the source texture enclosed in a transition cut. The transition boundary is further enhanced to improve the visual effect by tracing out the integral texture elements. Either the Game of Life model or Wang tiles method are exploited to present a good-looking profile of successions on a terrain for tiling transition textures. Experimental results indicate that the proposed method requires few input textures, yet synthesizes numerous tileable transition textures, which are useful for obtaining a vivid appearance of a terrain.  相似文献   

10.
某些样本纹理中包含按一定的特征分布的显著结构元素,而现有像素级别纹理合成算法难以保持样本纹理中显著结构元素的完整性以及分布特征等人眼更高感知层次的信息.本文提出了一种基于显著结构元素的纹理合成算法.首先,提取样本纹理中显著结构元素,根据各元素的空间位置建立邻接关系,分析每个结构元素的邻域信息,把结构元素的分布建模为Markov随机场模型.在合成过程中,采用邻域匹配算法,在样本纹理中查找最合适的结构元素,并将其添加到目标纹理中.另外,本文在后处理中通过添加噪声对显著结构元素进行各种随机变换,增加了目标纹理的多样性,实验结果表明,对于半结构性纹理,本文合成结果符合更高层次人眼感知特征.  相似文献   

11.
Material Space Texturing   总被引:1,自引:0,他引:1  
Many objects have patterns that vary in appearance at different surface locations. We say that these are differences in  materials,  and we present a  material-space  approach for interactively designing such textures. At the heart of our approach is a new method to pre-calculate and use a 3D texture tile that is periodic in the spatial dimensions ( s ,  t ) and that also has a material axis along which the materials change smoothly. Given two textures and their feature masks, our algorithm produces such a tile in two steps. The first step resolves the features morphing by a level set advection approach, improved to ensure convergence. The second step performs the texture synthesis at each slice in material-space, constrained by the morphed feature masks. With such tiles, our system lets a user interactively place and edit textures on a surface, and in particular, allows the user to specify which material appears at given positions on the object. Additional operations include changing the scale and orientation of the texture. We support these operations by using a global surface parameterization that is closely related to quad re-meshing. Re-parameterization is performed on-the-fly whenever the user's constraints are modified.  相似文献   

12.
基于样图的纹理合成技术研究   总被引:3,自引:0,他引:3  
基于样图的纹理合成方法是继纹理映射、过程纹理合成方法后发展起来的一种纹理技术,用于解决传统方法中出现的缝隙、扭曲、变形和参数调整等问题。在大规模场景的生成以及真实感图形绘制和非真实感绘制、计算机动画等方面具有广泛的应用前景;同时对图像编辑、数据压缩、网络数据的快速传输也有一定的指导意义。该文首先简要回顾了纹理技术的发展历程,总结出基于样图的纹理合成技术的基本原理,从基于Markov模型、侧重逼真显示、任意曲面等几个方面,对基于样图的纹理合成技术进行了较全面的总结和分析,对该领域未来的研究和应用前景做出了有益的探讨。  相似文献   

13.
特征设计中有向约束机制及算法研究   总被引:1,自引:0,他引:1  
几何约束求解是基于特征设计系统的核心算法之一,由于目前沿用的是非特征设计环境下的约束机制,采用的约束方法没有充分利用特征设计的特点,约束难于管理,所得约束解往往背离设计初衷,约束算法复杂度高,文中提出一种基于自由度分析的有向约束实现机制及相关算法,算法时间复杂度低,提高了三维参数化设计系统的交互性能。  相似文献   

14.
在局部纹理映射加速曲面纹理合成的算法的基础上,提出通过方向经验模型分解算法对其进行改进.方向经验模型分解算法利用纹理固有方向,在局部纹理的合成区和映射区实现了无缝接的纹理合成。实验结果表明,该算法合成质量高、算法简单、运行快速,能够达到令人满意的合成效果。  相似文献   

15.
针对当前非均匀纹理合成方法或无法保持非均匀纹理的大尺度结构,或受网络结构限制,无法合成任意大小的纹理的问题,提出基于相对坐标控制的非均匀纹理合成方法.该方法基于全卷积金字塔结构生成对抗网络SinGAN,首先,引入相对坐标信息作为条件输入进行引导控制合成,从而保留非均匀纹理样图的整体结构特性;然后引入旋转图块增强训练,通过下采样和角度旋转,获得大量纹理图块训练数据,从而进一步提升纹理合成的细节质量.最后,通过对多张挑战性非均匀纹理进行任意比例合成实验,结果表明,该方法可合成具有任意大小的新纹理样本,合成结果能够有效地保持源图像的全局结构和局部精细纹理.此外,用户还可根据需要选择源纹理区域进行扩展合成,从而带来更好的可控纹理合成体验.  相似文献   

16.
Process planning is a decision-making process. Decisions on machining operations for a particular feature have to be made on various independent conditions such as which operation should be performed with which tools and under what cutting parameters. An integrated knowledge-based CAPP system called ProPlanner has been developed. The system has five modules namely information acquisition, feature recognition, machining operation planning and tool selection, set-up planning, and operation sequencing. Most process-planning systems do not produce alternative process plans. Usually, a fixed sequence created by a process plan is not necessarily the best possible sequence. Therefore, the aim should be to generate all possible operation sequences and use some optimality criteria to obtain the best sequence for the given operating environment. This paper presents an efficient heuristic algorithm, belongs to the system's operation sequencing module, for finding near-optimal operation sequences from all available process plans in a machining set-up. The costs of the various machining schemes are calculated and the machining scheme with the lowest cost is chosen. All feasible cutting tools are identified for each particular feature and the corresponding machining operations. This process is repeated for all the features in the machining set-up. All possible feature sequence combinations allowed by the current feature constraints are then generated. Appropriate cutting tools are identified and assigned to different operations. The feature sequence with the smallest number of tool changes is adopted.  相似文献   

17.
基于特征点法和直接法VSLAM的研究   总被引:1,自引:0,他引:1  
基于视觉的同时定位和建图(VSLAM)分为前端和后端,前端包括视觉里程计和回环检测,后端包括后端优化和建图.按照估计相机运动的不同方式,将VSLAM分为特征点法和直接法,首先从这两个方面对前端进行综述,阐述其中的关键技术和最新的研究进展,对比分析不同方法的优缺点;然后详细分析优化后端与滤波器后端的区别,进一步对多个开源...  相似文献   

18.
用户控制的纹理合成   总被引:9,自引:3,他引:9  
提出一种基于用户控制的纹理合成算法.该算法适用于任意二维平面和任意拓扑的三维网格.可方便地控制纹理合成时方向和尺度的连续变化.对于任意平面区域需剖分成较均匀的三角网格,以剖分得到的二角形作为基本的合成单元来进行合成.根据用户在此三角网格上指定表示纹理方向和大小的矢量来插值生成矢量场,用以控制合成纹理的变化.该算法可以自然扩展到三维三角网格,以三角面片作为合成单元,合成后直接输出每个顶点的纹理坐标.该算法对二维和三维纹理合成给出了统一实现的框架.实验结果表明,该算法可以在任意目标区域根据用户的交互生成令人满意的纹理合成效果.  相似文献   

19.
在渐变纹理合成过程中,纹理尺度和方向的变化需要不断对原样图进行重采样。为避免不断重采样对纹理合成速度的影响,在基于块合成方法的基础上,以线性函数作为纹理尺度的过渡函数,在二维空间生成渐变纹理,将二维渐变纹理作为新的样本,利用矢量场控制曲面纹理合成,采用灰度图像辅助合成,以避免纹元破裂。实验结果表明,该方法对自然界中大多数纹理进行合成时能取得较好的效果,能保持纹理的视觉连续性,合成效率较高。  相似文献   

20.
文中提出一种基于复用计算的纹理合成方法,逐步地利用已合成的部分纹理来生成更大的纹理块,以进行后续的纹理合成计算.由此,该方法可节省大量耗时的纹理块选择及缝合计算,提高了合成效率.实验表明,新方法可实时合成2048×2048像素的大纹理,而已有工作至多只能以交互的速度进行这样的合成.  相似文献   

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