共查询到20条相似文献,搜索用时 0 毫秒
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This paper is concerned with a new parallel thinning algorithm for three-dimensional digital images that preserves the topology and maintains their shape. We introduce an approach of selecting shape points and outer-layer used for erosion during each iteration. The approach produces good skeleton for different types of corners. The concept of using two image versions in thinning is introduced and its necessity in parallel thinning is justified. The robustness of the algorithm under pseudo-random noise as well as rotation with respect to shape properties is studied and the results are found to be satisfactory. 相似文献
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鲁棒的二值图像并行细化算法 总被引:4,自引:0,他引:4
通过分析两种典型的并行细化算法,提出一种新的增强并行细化算法(Enhanced Parallel Thinning Algorithm,EPTA).经过大量对比实验表明,新算法能很好解决斜线信息丢失、冗余像素和多余枝杈问题,且效率高、鲁棒性强. 相似文献
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Thomas Canhao XuAuthor Vitae Alexander Wei YinAuthor Vitae Pasi LiljebergAuthor Vitae Hannu TenhunenAuthor Vitae 《Microprocessors and Microsystems》2011,35(7):603-612
In this paper, we implement, analyze and compare different Network-on-Chip (NoC) architectures aiming at higher efficiencies for MPEG-4/H.264 coding. Two-dimensional (2D) and three-dimensional (3D) NoCs based on Non-Uniform Cache Access (NUCA) are analyzed. We present results using a full system simulator with realistic workloads. Experiments show the average network latencies in two 3D NoCs are reduced by 28% and 34% respectively, comparing with 2D design. It is also shown that heat dissipation is a trade-off in improving performance of 3D chips. Our analysis and experiment results provide a guideline to design efficient 3D NoCs for data parallel H.264 coding applications. 相似文献
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提出一种只用整数运算的沿三维直线的体素遍历算法,适用的体素空间可以分割成非单位的和非正方体的.首先研究了二维平面中的体素直线遍历算法,然后提出一种以二维平面中的遍历算法为基础的沿三维直线的体素遍历算法.该算法是一个多步整数遍历算法,每一步可以遍历最多3个体素,且所用的判断公式非常精炼,不仅计算量很小而且没有累计误差.与现有的体素遍历算法进行比较的结果表明,该算法不仅没有累计误差,而且执行速度也是最快的. 相似文献
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目前有关曲线及曲面的生成,大量的研究致力于从控点和节点的设置到曲率、切线矢量进一步精确的调整.然而其繁琐的几何参数计算、复杂的数学概念局限了设计者的使用,尤其他们更不适合早期的概念设计。此研究描述了基于笔输入的自由3D曲线的绘制.识别及直观的修改算法,此算法支持任意3D自由曲线的绘制,通过优化的采样机制自动识别产生适应性的B样条逼近曲线,它扩展了基于约束的曲线的生成方法,进而提出的简单的局部修改技术,引入了比例因子及区域间距的控制,有效的解决了曲线的光滑性,并通过实践检验了它们的高效性。 相似文献
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一种改进的八元树三维目标表示方法 总被引:2,自引:0,他引:2
利用八元树表示三维物体是一种十分有效的方法。传统指针表示的八元树结构具有占据内存容量大、节点间关系少等缺点。在分析了物体的空间布局和八元树结构的基础上,文章提出了一种改进的八元树三维表示方法。从医学图像三维重建的实验结果看,提出的方法可行并且在内存存储结构和访问方式等方面优于传统的表示方法。 相似文献
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提出一种基于MRG骨架树的三维模型检索方法。根据多分辨率Reeb图(MRG)的原理,提取反映模型拓扑特征的Reeb图骨架并且映射成树形结构,分析了节点的拓扑属性。针对拓扑属性在形状特征上的表达能力不足,在节点相应区域提取离散曲率和面积比例描绘局部的形状特征。有效地结合了模型的拓扑特征和形状特征计算模型的相似度。该方法突出了模型的整体拓扑特征和形状特征,实验结果表明了该方法的高效性和鲁棒性。 相似文献
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利用类体素法进行三维图像重建,速度快,精度高,本文主要从片间并行着手讨论了它的并行化设计技术,分析了在不同的数据存储情况下的计算时间和通信开锁。并在曙光一号并行上实现了基于片间并行的多线程化算法,对算法的性能进行了测试分析。 相似文献
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A fast algorithm for ICP-based 3D shape biometrics 总被引:2,自引:0,他引:2
In a biometrics scenario, gallery images are enrolled into the database ahead of the matching step, which gives us the opportunity to build related data structures before the probe shape is examined. In this paper, we present a novel approach, called “Pre-computed Voxel Nearest Neighbor”, to reduce the computational time for shape matching in a biometrics context. The approach shifts the heavy computation burden to the enrollment stage, which is done offline. Experiments in 3D ear biometrics with 369 subjects and 3D face biometrics with 219 subjects demonstrate the effectiveness of our approach. 相似文献
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基于骨架的三维网格局部编辑 总被引:1,自引:0,他引:1
复杂网格的编辑是三维动画设计的关键技术,已经出现了多种比较成功的方案和算法。在研究了三维网格的骨架生成及其优化方法的基础上,提出了一种基于骨架的局部网格编辑算法。先由用户确定编辑区域,绘出与变形后的骨架相对应的编辑曲线,再根据网格顶点与骨架曲线及编辑曲线之间的对应关系,实现网格结点的平移和旋转等编辑操作。实验证明,该算法的实现具有编辑直观、易于控制等特点,能够很好地应用于网格的局部特征编辑。 相似文献
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We consider the problem of finding all minimal transversals of a hypergraph H⊆V2, given by an explicit list of its hyperedges. We give a new decomposition technique for solving the problem with the following advantages: (i) Global parallelism: for certain classes of hypergraphs, e.g., hypergraphs of bounded edge size, and any given integer k, the algorithm outputs k minimal transversals of H in time bounded by polylog(|V|,|H|,k) assuming poly(|V|,|H|,k) number of processors. Except for the case of graphs, none of the previously known algorithms for solving the same problem exhibit this feature. (ii) Using this technique, we also obtain new results on the complexity of generating minimal transversals for new classes of hypergraphs, namely hypergraphs of bounded dual-conformality, and hypergraphs in which every edge intersects every minimal transversal in a bounded number of vertices. 相似文献
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一种快速有效实现三维实体重建的算法 总被引:1,自引:2,他引:1
从图的数组表示法这一基本表示方法,作为基点出发,将点、线、面、面环等信息用数组形式存储,从数组元素出发逐步实现了基于三视图的三维重建。实践表明,该方法充分利用数组形式的有序、对应、直接等特点,大大提高了三维重建的效率,减少了传统方法庞大的搜索空间和降低了时间复杂度。 相似文献
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In the traditional design process for a 3D environment, people usually depict a rough prototype to verify their ideas, and iteratively modify its configuration until they are satisfied with the general layout. In this activity, one of the main operations is the rearrangement of single and composite parts of a scene. With current desktop virtual reality (VR) systems, the selection and manipulation of arbitrary objects in 3D is still difficult. In this work, we present new and efficient techniques that allow even novice users to perform meaningful rearrangement tasks with traditional input devices. The results of our work show that the presented techniques can be mastered quickly and enable users to perform complex tasks on composite objects. Moreover, the system is easy to learn, supports creativity, and is fun to use. 相似文献
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《国际计算机数学杂志》2012,89(3-4):435-440
This paper presents a parallel algorithm for solving the implicit diffusion difference equations. The basic idea is based on vectorization of the tridiagonal Toeplitz difference equations. This method is superior to the algorithm showed by H. Stone [8]. We computed some examples on an NEC SX-3/44R supercomputer by our method. The results showed a good parallelism with this algorithm. 相似文献
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无线传感器网络(WSNs)寿命受到电池能量的制约,利用无线能量传输技术对传感器节点进行充电,可以解决无线传感器网络的能量问题.以三维无线传感器网络为研究对象,证明三维最短Hamilton回路为无线充电设备遍历网络中节点的最优路径,提出了网络的连续时变模型,并简化复杂度为多项式的离散T+1阶段线性规划模型.仿真结果表明:通过运算离散T+1阶段线性规划模型能够使无线传感器网络持续运行. 相似文献
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S. Subramani Author Vitae Author Vitae B. Gurumoorthy Author Vitae 《Computer aided design》2004,36(8):701-721
This paper describes an algorithm based on 3D clipping for mapping feature models across domains. The problem is motivated by the need to identify feature models corresponding to different domains. Feature mapping (also referred to as feature conversion) involves obtaining a feature model in one domain given a feature model in another. This is in contrast to feature extraction which works from the boundary representation of the part. Most techniques for feature mapping have focused on obtaining negative feature models only. We propose an algorithm that can convert a feature model with mixed features (both positive and negative) to a feature model containing either only positive or only negative features.The input to the algorithm is a feature model in one domain. The algorithm for mapping this model to another feature model is based on classification of faces of features in the model and 3D clipping. 3D clipping refers to the splitting of a solid by a surface. The feature mapping process involves three major steps. In the first step, faces forming the features in the input model are classified with respect to one another. The spatial arrangement of faces is used next to derive the dependency relationship amongst features in the input model and a Feature Relationship Graph (FRG) is constructed. In the second step, using the FRG, features are clustered and interactions between features (if any) are resolved. In the final step, the 3D clipping algorithm is used to determine the volumes corresponding to the features in the target domain. These volumes are then classified to identify the features for obtaining the feature model in the target domain. Multiple feature sets (where possible) can be obtained by varying the sequence of faces used for clipping. Results of implementation are presented. 相似文献
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Research efforts on parallel exact algorithms for the 0–1 knapsack problem have up to now concentrated on solving small problems (at most 1,000 objects) and in many cases results have only been obtained by simulation of the parallel algorithm. After a brief review of a well known sequential branch-and-bound algorithm we discuss a new parallel algorithm for the 0–1 knapsack problem which exploits the potential parallelism that exists during the backtracking steps of the branch-and-bound algorithm. We report results for our parallel algorithm on a transputer network for problems with up to 20,000 objects. The speedup obtained is nearly linear for 2, 4, and 8 processors except when there is a strong correlation between the profit and weight of the objects. 相似文献
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E. S. Borisov 《Cybernetics and Systems Analysis》2004,40(1):137-140
Parallelizm of the real-time visualization of 3D objects is considered in the paper. A 3D space model and its implementation using parallel programming are proposed. 相似文献