共查询到20条相似文献,搜索用时 15 毫秒
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Variable Resolution 4-k Meshes: Concepts and Applications 总被引:2,自引:0,他引:2
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Automatic Creation of Object Hierarchies for Ray Tracing 总被引:7,自引:0,他引:7
Intersection calculations dominate the run time of canonical ray tracers. A common algorithm to reduce the number of intersection tests required is the intersection of rays with a tree of extents, rather than the whole database of objects. A shortcoming of this method is that these trees are difficult to generate. Additionally, manually generated trees can be poor, greatly reducing the run-time improvement available. We present methods for evaluation of these trees in approximate number of intersection calculations required and for automatic generation of good trees. These methods run in O(nlogn) expected time where n is the number of objects in the scene. We report some examples of speedups. 相似文献
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Jean-Marc Hasenfratz Cyrille Damez Franois Sillion & George Drettakis 《Computer Graphics Forum》1999,18(3):221-232
The calculation of radiant energy balance in complex scenes has been made possible by hierarchical radiosity methods based on clustering mechanisms. Although clustering offers an elegant theoretical solution by reducing the asymptotic complexity of the algorithm, its practical use raises many difficulties, and may result in image artifacts or unexpected behavior. This paper proposes a detailed analysis of the expectations placed on clustering and compares the relative merits of existing, as well as newly introduced, clustering algorithms. This comparison starts from the precise definition of various clustering strategies based on a taxonomy of data structures and construction algorithms, and proceeds to an experimental study of the clustering behavior for real-world scenes. Interestingly, we observe that for some scenes light is difficult to simulate even with clustering. Our results lead to a series of observations characterizing the adequacy of clustering methods for meeting such diverse goals as progressive solution improvement, efficient ray casting acceleration, and faithful representation of object density for approximate visibility calculations. 相似文献
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To achieve the exponential rates of convergence possible with the p-version finite element method requires properly constructed meshes. In the case of piecewise smooth domains, these meshes are characterized by having large curved elements over smooth portions of the domain and geometrically graded curved elements to isolate the edge and vertex singularities that are of interest. This paper presents a procedure under development for the automatic generation of such meshes for general three-dimensional domains defined in solid modeling systems. Two key steps in the procedure are the determination of the singular model edges and vertices, and the creation of geometrically graded elements around those entities. The other key step is the use of general curved element mesh modification procedures to correct any invalid elements created by the curving of mesh entities on the model boundary, which is required to ensure a properly geometric approximation of the domain. Example meshes are included to demonstrate the features of the procedure.
相似文献
Mark W. BeallEmail: |
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While using hierarchical search structures has been proved as one of the most efficient acceleration techniques when rendering complex scenes, automatic creation of appropriate hierarchies is not solved yet. Well‐known algorithms for automatic creation of bounding volume hierarchies are not enough. Higher performance is achieved by introducing spatial uniform subdivision, although algorithms proposed up to now are not truly automatic, as they need some parameters to be adjusted. In this paper we present a full‐automatic hierarchy creation scheme that structures the scene in a hybrid way, combining bounding volumes and voxel grids in the same tree, selecting the search structure that best fits to each scene region. It uses no parameters at all. This efficient proposal relies on a new cost model that estimates the goodness of a hybrid hierarchy if used for rendering the scene. ACM CSS: I.3.7 Computer Graphics—Three‐Dimensional Graphics and Realism 相似文献
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一种自动推断复杂系统层次结构任务模型的方法 总被引:1,自引:0,他引:1
支撑Internet服务的复杂系统难于调试与分析.理解系统运行时行为是调试与分析这些复杂系统的关键.现有的技术将系统动态运行时行为用因果执行路径抽象描述,并在此基础上分析系统的行为.但是这些方法或者需要手动标注系统代码,或者需要使用者描述系统的执行结构,都需要使用者很多人工辅助.文中描述了一种自动推断复杂系统层次结构任务模型的方法.通过使用插装技术动态观察系统执行过程,文中的方法能够根据一组启发自动推断出系统运行时的任务模型,包括任务的边界和任务之间的因果依赖关系.通过使用聚类方法,能够进一步推断出任务模型的层次结构.通过在实际系统(Apache和PacificA)上应用推断方法,可以看出,使用得到的模型能够帮助理解系统的动态运行过程,并帮助分析解决系统的性能问题. 相似文献
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In this article we present a new parallel programming environment, called distributed object-oriented virtual computing environment (DOVE), for clustered computers based on distributed object model. In DOVE, a parallel program is built as a collection of concurrent objects each of which has its own computing power and which interacts with one another by remote method invocation. The parallelism is encapsulated within distributed objects, which can be handled the same way as local objects. The main goal of DOVE is to provide users with an easy-to-use transparent parallel programming environment while supporting efficient parallelism encapsulated and distributed among objects. For the experiment and evaluation of DOVE, two parallel application programs have been developed both on DOVE and PVM. 相似文献
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自深度神经网络出现以来,目标跟踪技术领域的发展也取得了长足的进步。当前目标跟踪领域的研究大多数都集中在算力充沛的计算环境下提升算法的准确度与效率,在运算资源受限环境下的目标跟踪算法研究相对较少。因此,开发在运算资源受限环境下仍然有效的跟踪网络至关重要。对近年目标跟踪技术所取得的进展与设计理念进行了系统性的梳理,并总结其在适配运算资源受限环境下的改进。介绍了目标跟踪任务的整体工作流程,并根据各跟踪方法的侧重点做出归纳。总结了目标跟踪任务中已有的数据集与可用于模型评估的评价指标,以便于研究人员根据实际任务的需求来确定具体使用的数据集;结合现有的工作,发掘未来的研究方向。 相似文献
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采用统计推断的自动视频对象分割 总被引:14,自引:7,他引:7
在新一代MPEG-4视频编码标准中,为了支持面向对象编码和实现基于内容的应用,视频对象(VO)的自动分割成为关键技术之一,减背景法是视频对象自动分割的基本方法,但是不同的环境光照条件常常给视频对象的分割带来困难,提出一种基于统计推断的减背景法。该方法首先建立背景统计模型,然后对后续帧进行假设检验,从而分割出视频对象。文中算法采用HSV颜色空间,通过对背景统计模型中各颜色分量的有效分析和区别使用,能够很好地适应不同的环境光照条件。实验表明,文中算法能够在各种光照环境下自动地实现视频对象的准确分割。 相似文献
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用全息干涉计量术对轴对称位相物体进行了测量,对测量结果用图象处理技术进行了自动分析与处理,指出在插值和反演计算中应注意的问题,提出采用“探索数”提取中心线的方法,提高了测量精度,最后给出计算结果。 相似文献
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Two approaches are described that improve the efficiency of optical flow computation without incurring loss of accuracy. The first approach segments images into regions of moving objects. The method is based on a previously defined Galerkin finite element method on a triangular mesh combined with a multiresolution segmentation approach for object flow computation. Images are automatically segmented into subdomains of moving objects by an algorithm that employs a hierarchy of mesh coarseness for the flow computation, and these subdomains are reconstructed over a finer mesh on which to recompute flow more accurately. The second approach uses an adaptive mesh in which the resolution increases where motion is found to occur. Optical flow is computed over a reasonably coarse mesh, and this is used to construct an optimal adaptive mesh in a way that is different from the gradient methods reported in the literature. The finite element mesh facilitates a reduction in computational effort by enabling processing to focus on particular objects of interest in a scene (i.e. those areas where motion is detected). The proposed methods were tested on real and synthetic image sequences, and promising results are reported. 相似文献
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快速搜索和发现密度峰值的聚类算法(CFSFDP)具有不能自动确定聚类中心的缺点,文中提出自动确定聚类中心的CFSFDP.首先针对变量分布不均匀的问题,将密度和距离进行归一化处理.再通过切比雪夫不等式确定归一化后的密度阈值上限,利用标准差确定归一化后的距离阈值上限.最后根据决策函数确定决策阈值上限,统筹考虑两种决定因素,避免中心点选取遗漏,自动确定聚类中心.实验表明,文中算法可以有效地自适应选择聚类中心,具有较好的鲁棒性和有效性. 相似文献
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We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the compression of adaptively triangulated digital elevation models (DEMs). A compression factor of 8–9 is achieved by employing a generalized strip representation of quadtree meshes to incrementally encode vertex positions. In combination with adaptive error-controlled triangulation, this allows us to significantly reduce bandwidth requirements in the rendering of large DEMs that have to be paged from disk. The compression scheme is specifically tailored for GPU-based decoding, since it minimizes dependent memory access operations. We can thus trade CPU operations and CPU–GPU data transfer for GPU processing, resulting in twice faster streaming of DEMs from main memory into GPU memory. A novel storage format for decoded DEMs on the GPU facilitates a sustained rendering throughput of about 300 million triangles per second. Due to these properties, the proposed scheme enables scalable rendering with respect to the display resolution independent of the data size. For a maximum screen-space error below 1 pixel it achieves frame rates of over 100 fps, even on high-resolution displays. We validate the efficiency of the proposed method by presenting experimental results on scanned elevation models of several hundred gigabytes. 相似文献
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Bandyopadhyay S. Saha S. 《Knowledge and Data Engineering, IEEE Transactions on》2008,20(11):1441-1457
In this article, a new symmetry based genetic clustering algorithm is proposed which automatically evolves the number of clusters as well as the proper partitioning from a data set. Strings comprise both real numbers and the don't care symbol in order to encode a variable number of clusters. Here, assignment of points to different clusters are done based on a point symmetry based distance rather than the Euclidean distance. A newly proposed point symmetry based cluster validity index, {em Sym}-index, is used as a measure of the validity of the corresponding partitioning. The algorithm is therefore able to detect both convex and non-convex clusters irrespective of their sizes and shapes as long as they possess the point symmetry property. Kd-tree based nearest neighbor search is used to reduce the complexity of computing point symmetry based distance. A proof on the convergence property of variable string length GA with point symmetry based distance clustering (VGAPS-clustering) technique is also provided. The effectiveness of VGAPS-clustering compared to variable string length Genetic K-means algorithm (GCUK-clustering) and one recently developed weighted sum validity function based hybrid niching genetic algorithm (HNGA-clustering) is demonstrated for nine artificial and five real-life data sets. 相似文献