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1.
刘恒  江南  魏楠 《计算机仿真》2006,23(6):220-223
阴影的生成在虚拟现实领域一直是个难题,特别是针对动态光源的大规模场景,目前还没有较成熟的阴影算法。通过对现有阴影生成算法和场景组织算法的研究,该文提出了基于二维空间分割树(BSP树)的启发式阴影生成算法:首先创建场景BSP树,随着观察者视点的改变,选取视剪裁体内的节点创建以光源为视点的遮挡体BSP树,然后通过对该BSP树的遍历拣选出阴影启发区内的物体,经过处理后BSP树只留下一些生成阴影必要的多边形大大减少了计算量,最后能够快速生成阴影。  相似文献   

2.
基于主要遮挡物的动态可见性算法   总被引:1,自引:0,他引:1       下载免费PDF全文
对景物密集的复杂场景 ,提出了基于主要遮挡物的动态可见性算法 .该算法通过场景中预先定义的主要遮挡物 ,动态地形成一个遮挡树 ,位于遮挡树遮挡区域中的景物将被剔除 .当场景按照 BSP树组织 ,并按从前向后的顺序绘制场景时 ,算法具有高效率 .对主要遮挡物采用简化的遮挡物代理 ,对盒子类型的遮挡物提出了一种有效的简化算法 .该算法已经被“RTG三维图形开发工具包”采用 ,经实际验证 ,对复杂场景 ,该算法可以明显地提高绘制速度  相似文献   

3.
This paper presents a new approach for the voxelization of volumetric scene graphs. The algorithm generates slices of each primitive intended to be voxelized using an FPGA based pixel processor. The Blist representation is used for the volume scene tree which reduces storage requirement for each voxel to the log(H+1) bits. The most important advantage of this voxelization algorithm is that any volume scene tree expression can be evaluated without using any computation or stack. Also the algorithm is not object specific, i.e. the same algorithm can be used for the voxelization of different types of objects (convex and concave objects, polygons, lines and surfaces).  相似文献   

4.
The Binary Space Partitioning (BSP) tree achieves fast hidden surface removal for most practical applications where an observer can move through a scene of static objects. However, the BSP algorithm generally increases the number of polygons in a scene due to its splitting stage resulting in a detrimental effect on the priority ordering and more significantly, the display calculations (shading, lighting, shadows, etc.) of the rendering pipeline.
We present the Conflict Neutralization algorithm which attempts to reduce the number of splits more effectively than existing techniques whilst maintaining the 'standard' model of a BSP tree. Our idea is similar to Conflict Minimization proposed by Fuchs; the significant difference is that our algorithm recognizes that a polygon suitable for selection in the Minimization criterion may subsequently stop the remainder of polygons achieving some reductions in cuts—with Conflict Neutralization, such a polygon is demoted.
We compare the results of Conflict Neutralization against Conflict Minimization, the Least-crossed with Most-crossed tie-breaking criterion and our own, enhanced implementation of Conflict Minimization. We show how these techniques fall into different 'depths of analysis'.  相似文献   

5.
The Priority Face Determination Tree for Hidden Surface Removal   总被引:1,自引:0,他引:1  
Many virtual environments are built from a set of polygons that form the basis of objects in the scene. Using priority-list algorithms, the sequence in which these polygons are drawn is dependent upon the location of an observer; the polygons must be ordered correctly before a realistic image can be displayed. It is necessary for a scene to be drawn correctly in real time from all locations before the observer can move interactively around the scene with complete freedom.
The binary-space partitioning (BSP) tree developed by Fuchs, Kedem and Naylor in 1980 stores the view independent priority of a set of polygons which can be used to obtain the correct order for any given view-point. However, the number of polygons grows significantly due to the BSP splitting stage, increasing the number of nodes in the tree. This affects linearly the number of tests necessary to traverse the tree to obtain the priority of the set of polygons.
The algorithm presented here is built using its associated BSP tree, but attempts to reduce the number of tests to, log4/3 n , at the cost of a tree of size of O ( N 1.5log4/3 n −1), where n is the initial number of polygons in the scene, and N the resulting number after BSP splitting. To achieve the increase in run-time efficiency, a height plane is used to restrict the view point of the observer to a fixed height, but the key to the efficiency of the algorithm is in the use of polygonal dependencies . In the scene; if we know our location relative to the front or back of a polygon, then our position relative to one-quarter of the remaining polygons, in the expected worst-case, can be determined.  相似文献   

6.
为解决多边形内外算法中BSP树退化为链表的问题,提出一种改进的点在多边形内外的判断算法。在构建水平扫描线的BSP树之前,对水平扫描线按照Y值进行排序,将排好序的水平扫描线按照二分法的顺序插入到BSP树中,其查找时间复杂度为O(lbn)。实验结果表明,该算法在不增加BSP构建时间复杂度的前提下,能够保证BSP树的查找效果总是最优的,且简单易行,具有较好的通用性。  相似文献   

7.
A multilayer background modeling technique is presented for video surveillance. Rather than simply classifying all features in a scene as either dynamically moving foreground or long-lasting, stationary background, a temporal model is used to place each scene object in time relative to each other. Foreground objects that become stationary are registered as layers on top of the background layer. In this process of layer formation, the algorithm deals with ”fake objects” created by moved background, and noise created by dynamic background and moving foreground objects. Objects that leave the scene are removed based on the occlusion reasoning among layers. The technique allows us to understand and visualize a scene with multiple objects entering, leaving, and occluding each other at different points in time. This scene understanding leads to a richer representation of temporal scene events than traditional foreground/background segmentation. The technique builds on a low-cost background modeling technique that makes it suitable for embedded, real-time platforms.  相似文献   

8.
多风格融合的复杂森林场景自适应可视化   总被引:1,自引:0,他引:1       下载免费PDF全文
为了保证森林场景可视化时的真实感,同时保持动态森林场景生成时间的恒定性,本文提出了一种多风格融合的复杂森林场景自适应可视化方法。该方法利用基于视距的模型分布函数来控制树木模型的分布比例,从而建立多风格融合的森林可视化模型;在此基础上,根据复杂森林场景中树木生长模型的计算时间、三维树木绘制时间的估算结果,以及树木的视觉重要性,确定生成森林场景的最佳方案。该方法能够使复杂动态森林场景的生成时间保持较好的稳定性,并且在可视化过程中根据仿真效果动态调整绘制策略。为了验证该方法的有效性和实用性,在动态生长的森林仿真场景中对本文的方法进行了实验和应用。应用结果表明,多风格融合的森林场景自适应可视化方法能在保证森林场景可视化真实感的基础上,有效地提升复杂森林场景的绘制速度,使森林场景的快速漫游具有更好的稳定性和流畅性。  相似文献   

9.
This paper describes and compares three different approaches to computing shadows. Each is based on the idea of shadow volumes: basic algorithm, Shadow Volume BSP Tree algorithm, and Shadow Tiling, based on 2D space subdivision. Binary Space Partition trees are used to organise the polygons in the scene in a front-toback order from the point of view of the light source, and then shadows on a polygon are computed by clipping the polygon to the shadow volumes of polygons closer to the light source. The three algorithms differ in their approach to minimising the number of comparisons of a polygon with the shadow volumes of its predecessors, and one of the algorithms represents the total shadow volume itelf by a BSP tree. The algorithms are compared analytically and statistically.  相似文献   

10.
11.
Motion based Painterly Rendering   总被引:1,自引:0,他引:1  
Previous painterly rendering techniques normally use image gradients for deciding stroke orientations. Image gradients are good for expressing object shapes, but difficult to express the flow or movements of objects. In real painting, the use of brush strokes corresponding to the actual movement of objects allows viewers to recognize objects' motion better and thus to have an impression of the dynamic. In this paper, we propose a novel painterly rendering algorithm to express dynamic objects based on their motion information. We first extract motion information (magnitude, direction, standard deviation) of a scene from a set of consecutive image sequences from the same view. Then the motion directions are used for determining stroke orientations in the regions with significant motions, and image gradients determine stroke orientations where little motion is observed. Our algorithm is useful for realistically and dynamically representing moving objects. We have applied our algorithm for rendering landscapes. We could segment a scene into dynamic and static regions, and express the actual movement of dynamic objects using motion based strokes.  相似文献   

12.
This paper presents a new heuristic algorithm for computing a compact hierarchical representation of the objects contained in a 3D static scene. The algorithm first builds a fully-connected adjacency graph that keeps the costs of grouping the different pairs of objects of the scene. Afterward, the graph’s minimum spanning tree is computed and its edges sorted in ascending order according to their cost. Next, from that sorted list, a cost-based clustering technique is applied, thus generating new objects at a higher level in the hierarchy. A new object can be defined after merging two or more objects according to their corresponding linking costs. The algorithm starts over by generating a new adjacency graph from those new objects, along with the objects that could not be merged before. The iterative process is applied until an adjacency graph with a single object is obtained. The latter is the root of the hierarchical representation. Balance and coherence of the hierarchy, in which spatially close objects are also structurally close, is achieved by defining an appropriate cost function. The proposed technique is evaluated upon several 3D scenes and compared to a previous technique. In addition, the benefits of the proposed technique with respect to techniques based on octrees and kd-trees are analyzed in terms of a practical application.  相似文献   

13.
A fast ray tracing algorithm of CSG tree is presented. The algorithm uses an adaptive space subdivisions approach, based on the conversion of the objects of the scene into the volumetric Sticks representation scheme. This conversion scheme, which requires O(kn2) memory space to represent data in a n3 grid, makes it possible either to obtain very fast low-quality frontal orthographic projections, or to produce a high-quality rendering of the scene in time less than that needed by classical ray tracing and nearly independent of the number of objects in the scene. Furthermore, the characteristics of the Sticks scheme can be exploited to compute geometric or topological properties of the represented objects. Comparative analyses between the Sticks representation scheme and classical space subdivision schemes and between our Sticksbased ray tracing and classical algorithms are presented.  相似文献   

14.
针对自然场景理解问题,利用图像中的层次结构,提出了一种基于分层合并的图像场景理解方法。该方法通过不断合并相邻区域,直到合并出图像中的各个对象为止;最终得到一个合并森林,森林里的每棵树对应图像中的一个对象。我们设计了一个机器学习模型来描述合并过程、一种贪心推理方法来求解最优的合并森林以及一种基于最大间隔的学习方法来训练模型中的参数,同时采用分层聚类来进行参数的初始化。本文方法可以看成为图像语义理解而设计的一种深度学习方法。实验效果令人满意。  相似文献   

15.
屈伸  王庆  池哲儒 《计算机应用》2005,25(4):766-768
由于缺少结构化的表示,基于内容的图像分类存在一定的问题,据此提出了一种基于迭 代神经网络的自然图像表示和分类的方法。利用Berkeley分割算法将图像分割成不同的区域,采用 基于人工的多叉树或基于邻接区域的二叉树的方法进行区域合并,同时提取区域统计特征,得到图像 的树型结构表示。根据BPTS算法对网络进行训练,训练好的网络就具备了图像分类的功能。实验 结果表明,基于迭代神经网络的结构表示和分类方法具有很强的结构学习能力,同时人工生成的多叉 树涵盖更多的语义信息且能得到较好的分类结果。  相似文献   

16.
In this paper we describe an algorithm to recover the scene structure, the trajectories of the moving objects and the camera motion simultaneously given a monocular image sequence. The number of the moving objects is automatically detected without prior motion segmentation. Assuming that the objects are moving linearly with constant speeds, we propose a unified geometrical representation of the static scene and the moving objects. This representation enables the embedding of the motion constraints into the scene structure, which leads to a factorization-based algorithm. We also discuss solutions to the degenerate cases which can be automatically detected by the algorithm. Extension of the algorithm to weak perspective projections is presented as well. Experimental results on synthetic and real images show that the algorithm is reliable under noise.  相似文献   

17.
This paper presents sample-based cameras for rendering high quality reflections on convex reflectors at interactive rates. The method supports change of view, moving objects and reflectors, higher order reflections, view-dependent lighting of reflected objects, and reflector surface properties. In order to render reflections with the feed forward graphics pipeline, one has to project reflected vertices. A sample-based camera is a collection of BSP trees of pinhole cameras that jointly approximate the projection function. It is constructed from the reflected rays defined by the desired view and the scene reflectors. A scene point is projected by invoking only the cameras that contain it in their frustums. Reflections are rendered by projecting the scene geometry and then rasterizing in hardware  相似文献   

18.
在此提出了一种基于速度分布的HR树索引结构,首先在速度域中对移动对象集进行规则划分,根据速度标量大小将移动对象划分到不同的速度树中,每棵速度树中移动对象具有相近的速度;对每棵速度树中的移动对象,则利用时间间隔进行划分。HR树索引增加了两个分别建于叶节点和根节点之上的Hash辅助索引结构,并基于HR树提出了反向最近邻查询算法,具有很好的动态更新性能和并发性。实验结果与分析表明,基于HR树索引的反向最近邻查询算法具有良好的更新及查询性能,优于通用的TPR树索引。  相似文献   

19.
针对稠密采样的网格模型.提出一种基于面片中心点索引的新的场景BSP树结构.与常规RSP树构造方式不同,文中RSP树以面片中心点位置作为场景中各面片二叉分类的依据,避免了常规BSP树构造方法中因分割与削分平面相交的面片引起的场景复杂度的增加,大大简化了BSP树的构造过程.实验结果表明:对稠密网格场景,文中的BSP树比常规方式构造的BSP树任加速光线跟踪算法中的求交测试具有明显的优势.  相似文献   

20.
虚拟场景漫游技术及其系统实现   总被引:2,自引:0,他引:2       下载免费PDF全文
从媒体的角度看待虚拟现实技术的发展,介绍了基于Vega Prime和Creator的虚拟场景漫游系统的结构及其实现流程,并紧紧围绕虚拟场景的真实性和系统的实时性重点讨论了一些关键技术,如模型的创建、LOD技术的实现以及BSP动态碰撞检测算法等,最后介绍了一种动态物体模拟的方法,结果表明该方法不仅使系统的场景更加真实、生动,而且也能使系统高效地实现,很好地满足了虚拟场景漫游系统的实时性要求。  相似文献   

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