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1.
泊松方程的数值解法在许多物理或者工程问题上得到广泛应用,但是由于大部分三维泊松方程的离散化格式不具有明显的并行性,实际中使用整体迭代的思想,这使得计算效率和稳定性受到了限制。摒弃了传统数值解法中整体迭代的思想,结合离散正弦变换理论(DST),基于27点四阶差分格式,将三维泊松方程求解算法在算法级进行修改和并行优化,把整个求解问题转化成多个独立的问题进行求解,稳定性和并行性能得到大幅提升。对于确定的离散化形式,可以使用同一套参数解决不同的泊松方程,大大提高了编程效率。基于共享存储并行模型实现了该算法,实验结果显示,对于给出的实例,新算法具有较好的加速效果,计算结果精度误差约为10e-5,在可接受范围内,并且计算精度随着维数的升高具有一定提升。  相似文献   

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We present an efficient implementation of 7-point and 27-point stencils on high-end Nvidia GPUs. A new method of reading the data from the global memory to the shared memory of thread blocks is developed. The method avoids conditional statements and requires only two coalesced instructions to load the tile data with the halo (ghost zone). Additional optimizations include storing only one XY tile of data at a time in the shared memory to lower shared memory requirements, common subexpression elimination to reduce the number of instructions, and software prefetching to overlap arithmetic and memory instructions, and enhance latency hiding. The efficiency of our implementation is analyzed using a simple stencil memory footprint model that takes into account the actual halo overhead due to the minimum memory transaction size on the GPUs. Through experiments we demonstrate that in our implementation the memory overhead due to the halos is largely eliminated by good reuse of the halo data in the memory caches, and that our method of reading the data is close to optimal in terms of memory bandwidth usage. Detailed performance analysis for single precision stencil computations, and performance results for single and double precision arithmetic on two Tesla cards are presented. Our stencil implementations are more efficient than any other implementation described in the literature to date. On Tesla C2050 with single and double precision arithmetic our 7-point stencil achieves an average throughput of 12.3 and 6.5 Gpts/s, respectively (98 GFLOP/s and 52 GFLOP/s, respectively). The symmetric 27-point stencil sustains a throughput of 10.9 and 5.8 Gpts/s, respectively.  相似文献   

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为了区分和识别不同属的浮游植物,选择了Daubechies-3小波的二阶低频分量对10种浮游植物的离散三维光谱进行了特征提取.Bayes判别分析结果表明此类特征谱对不同属间浮游植物的正确判别率可达96.75%.利用非负最小二乘法,依据此类特征谱建立的标准谱库可对加入不同噪声的某些藻进行100%的定性识别.可对绝大多数混合样中优势种进行定性识别;并可使某些优势种的识别量达到真实量的75% 以上.小波分析可对浮游植物在属的层次上进行有效的特征提取.  相似文献   

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针对离散曲率估计对噪声敏感且特征值计算量大的特点提出了基于区域离散曲率的三维网格分水岭分割算法。寻找三维模型显著特征点;对三维模型进行预分割,确定分割带;在分割带区域上计算离散曲度极值点,利用测地距离和曲度极值点对三维模型进行分水岭分割。算法在分割前无需进行网格去噪,实验结果证明,对主体分支明显的模型具有较高的分割边缘准确度和较快的分割速度。  相似文献   

6.
徐伟  陶亮 《计算机工程与应用》2012,48(7):177-180,223
介绍了基于2-DDHT的二维实值离散Gabor变换(2-DRDGT)及其快速算法。然后比较了2-DRDGT与2-DDCT和小波变换在图像压缩编码方面的性能差异,结果表明利用2-DRDGT方法重建的图像,图像细节恢复得比利用2-DDCT以及小波变换方法要好,因此2-DRDGT在图像识别、纹理分割方面有很好的用途。  相似文献   

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Direct X是 Microsoft公司开发的运行于计算机平台的多媒体控制处理引擎。在 Direct X中 ,要实现三维旋转 ,需要通过世界转换、视图转换和投影转换 ,三种转换则要通过矩阵相乘来实现。论述了三维旋转的机理 ,然后给出了一个简单的程序实例  相似文献   

8.
Associating normal vectors to surfaces is essential for many rendering algorithms. We introduce a new method to compute normals on discrete surfaces in object space. Assuming that the surface separates space locally into two disjoint subsets, each of these subsets contains implicitly information about the surface inclination. Considering one of these subsets in a small neighbourhood of a surface point enables us to derive the surface normal from this set. We show that this leads to exact results for C1 continuous surfaces in R3. Furthermore, we show that good approximations can be obtained numerically by sampling the considered area. Finally, we derive a method for normal computation on surfaces in discrete space.  相似文献   

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摘 要 本文提出了一种在临界抽样条件下基于2D DCT的二维实值离散Gabor变换(2D RDGT),介绍了其快速算法。并比较了该变换与二维复值离散Gabor变换(2D CDGT)的算法复杂性。  相似文献   

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3D object segmentation is important in computer vision such as target detection in biomedical image analysis. A new method, called B-Surface algorithm, is generated for 3D object segmentation. An improved 3D external force field combined with the normalized GVF is utilized. After the initialization of a surface model near the target, B-Surface starts to deform to locate the boundary of the object. First, it overcomes the difficulty that comes from analyzing 3D volume image slice by slice. And the speed of B-Surface deformation is enhanced since the internal forces are not needed to compute in every iteration deformation step. Next, the normal at every surface point can be calculated easily since B-Surface is a continuous deformable model. And it has the ability to achieve high compression ratio (ratio of data to parameters) by presenting the whole surface with only a relatively small number of control points. Experimental results and analysis are presented in this paper. We can see that the B-Surface algorithm can find the surface of the target efficiently.  相似文献   

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To solve the problem of estimating velocities of gas bubbles in melted glass, a method based on optical flow constraint (OFC) has been extended to the 3D case. A single camera, whose distance to the fluid is variable in time, is used to capture a sequence of frames at different depths. Since objects are not static, we cannot obtain two frames of different height values at the same time, and to our knowledge, this prevents the use of common 3D motion estimation techni ques. Since the information will be rather sparse, our estimation takes several measures around a given pixel and discards the erroneous ones, using a robust estimator. Along with the exposition of the practical application, the estimation proposed here is first contrasted in the 2D case to common benchmarks and then evaluated for a synthetic problem where velocities are known. Received: 9 July 2001 / Accepted: 5 August 2002 Published online: 3 June 2003 This work has been supported by Saint Gobain Cristaleria S.A., under contract FUO-EM-034-01 with Oviedo University, Spain.  相似文献   

14.
《Pattern recognition》2014,47(2):509-524
This paper presents a computationally efficient 3D face recognition system based on a novel facial signature called Angular Radial Signature (ARS) which is extracted from the semi-rigid region of the face. Kernel Principal Component Analysis (KPCA) is then used to extract the mid-level features from the extracted ARSs to improve the discriminative power. The mid-level features are then concatenated into a single feature vector and fed into a Support Vector Machine (SVM) to perform face recognition. The proposed approach addresses the expression variation problem by using facial scans with various expressions of different individuals for training. We conducted a number of experiments on the Face Recognition Grand Challenge (FRGC v2.0) and the 3D track of Shape Retrieval Contest (SHREC 2008) datasets, and a superior recognition performance has been achieved. Our experimental results show that the proposed system achieves very high Verification Rates (VRs) of 97.8% and 88.5% at a 0.1% False Acceptance Rate (FAR) for the “neutral vs. nonneutral” experiments on the FRGC v2.0 and the SHREC 2008 datasets respectively, and 96.7% for the ROC III experiment of the FRGC v2.0 dataset. Our experiments also demonstrate the computational efficiency of the proposed approach.  相似文献   

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针对三维分数阶积分去噪后,三维数据对比度较低的缺点,提出一种基于三维分数阶微积分去噪增强的重构算法,综合运用三维分数阶微分和三维分数阶积分。用三维分数阶积分去噪,利用三维分数阶微分增强对比度较低的三维数据,重构出更多的细节纹理信息。实验结果表明,该算法在去除噪声的同时可很好地保持细节纹理信息,去噪增强效果显著,应用性强,可高效重构高精度的三维图像边缘曲面。  相似文献   

16.
This paper presents a novel interactive framework for 3D content-based search and retrieval using as query model an object that is dynamically sketched by the user. In particular, two approaches are presented for generating the query model. The first approach uses 2D sketching and symbolic representation of the resulting gestures. The second utilizes non-linear least squares minimization to model the 3D point cloud that is generated by the 3D tracking of the user’s hands, using superquadrics. In the context of the proposed framework, three interfaces were integrated to the sketch-based 3D search system including (a) an unobtrusive interface that utilizes pointing gesture recognition to allow the user manipulate objects in 3D, (b) a haptic–VR interface composed by 3D data gloves and a force feedback device, and (c) a simple air–mouse. These interfaces were tested and comparative results were extracted according to usability and efficiency criteria.  相似文献   

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将三维重建中捆集调整算法用于优化重建结果,是非常关键的步骤,然而传统单核串行算法耗时量大不太适合大场景重建。对此,首先对捆集调整算法本身进行了改进;然后在此基础上提出了多核并行捆集调整算法并采用图像处理器(GPU)实现该算法。实验表明,所提出的多核并行捆集调整算法提高了算法优化参数的精度和处理速度。  相似文献   

19.
针对3D扫描技术的近期发展情况,以及市场关于被摄物体特征有效提取的迫切需求,通过系统的对照相机和投影仪测量的方法与计算,利用离散点三维重建算法、标准化算法详细分析了,作为3D扫描原型系统的关键技术,并深入的对三维坐标重复演算的过程,进行了实践研究与计算,论证了基于投影光编码技术的3D扫描仪原型系统,在物体特征有效提取和离散点三维重建中完全可以高效应用;同时,使用焦距标准化运算、逆向倾角变形运算、逆向扭曲变形运算三种方法,综合论述了物体特征有效提取和离散点三维重建过程的相关内容,测试了原型系统对真实文物的扫描情况,展开了该原型系统可应用于不同材料,不同种类物体的扫描,并能有效的进行数字化物体特征识别的研究结论。  相似文献   

20.
The paper proposes a novel, pose-invariant face recognition system based on a deformable, generic 3D face model, that is a composite of: (1) an edge model, (2) a color region model and (3) a wireframe model for jointly describing the shape and important features of the face. The first two submodels are used for image analysis and the third mainly for face synthesis. In order to match the model to face images in arbitrary poses, the 3D model can be projected onto different 2D viewplanes based on rotation, translation and scale parameters, thereby generating multiple face-image templates (in different sizes and orientations). Face shape variations among people are taken into account by the deformation parameters of the model. Given an unknown face, its pose is estimated by model matching and the system synthesizes face images of known subjects in the same pose. The face is then classified as the subject whose synthesized image is most similar. The synthesized images are generated using a 3D face representation scheme which encodes the 3D shape and texture characteristics of the faces. This face representation is automatically derived from training face images of the subject. Experimental results show that the method is capable of determining pose and recognizing faces accurately over a wide range of poses and with naturally varying lighting conditions. Recognition rates of 92.3% have been achieved by the method with 10 training face images per person.  相似文献   

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