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1.
Visual simulation of forest scenery is a challenging problem which includes the following tough sub-problems: generation of vegetation, representation of trees, simulation of colour change of leaves, and rendering of numerous trees. Among those sub-problems, this paper treats mainly the last one. A conventional polygon-based rendering algorithm often produces troublesome aliasing effects when it is applied to the objects having complex fine surfaces, such as forest scenery. In this paper, we show that an extended volume rendering technique applied to 3D textures, i.e. volume data in this paper, of trees is effective in the concerned problem. Kajiya left, as further work, the problem of rendering forest scenery by applying his 3D texture called texel. Our rendering method consists of the following three steps: we first generate 3D textures of trees from their polygon-based geometric models, we next arrange the 3D textures, allowing their possible mutual intersections, on the surface of a given polygon-based terrain model according to a simulated vegetation, and we finally produce an image of forest scenery by applying the ray-tracing algorithm including our slightly extended volume rendering technique. © 1997 John Wiley & Sons, Ltd.  相似文献   

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针对真实物体进行三维数字化重建的工程中,物体的空间位置及色彩等特征的数据采集始终是一项困难的,同时却又是十分重要的工作,设计的三维光学数字成像系统可以同时采集物体在同一个方向的深度图像和与它精确对应的纹理图像,在深度图像合成的同时进行纹理图像的融合.在进行多视角的纹理图像融合时,对权函数的设定提出了新的准则,使融合后的纹理图像更加逼真,可以产生高真实感的物体三维数字化模型.  相似文献   

4.
An efficient technique to visualize primary and secondary results for combined finite element method/boundary element method models as contours is presented. The technique is based on dividing higher-order surfaces into triangles and on using texture interpolation to produce contour plots. Since results of high accuracy with significant gradients can be obtained using sparse meshes of boundary elements and finite elements, special attention is devoted to element face subdivision. Subdivision density is defined on the basis of both face edge curvature and ranges of result fields over element faces. Java 3D API is employed for code development.  相似文献   

5.
4D Video Textures (4DVT) introduce a novel representation for rendering video‐realistic interactive character animation from a database of 4D actor performance captured in a multiple camera studio. 4D performance capture reconstructs dynamic shape and appearance over time but is limited to free‐viewpoint video replay of the same motion. Interactive animation from 4D performance capture has so far been limited to surface shape only. 4DVT is the final piece in the puzzle enabling video‐realistic interactive animation through two contributions: a layered view‐dependent texture map representation which supports efficient storage, transmission and rendering from multiple view video capture; and a rendering approach that combines multiple 4DVT sequences in a parametric motion space, maintaining video quality rendering of dynamic surface appearance whilst allowing high‐level interactive control of character motion and viewpoint. 4DVT is demonstrated for multiple characters and evaluated both quantitatively and through a user‐study which confirms that the visual quality of captured video is maintained. The 4DVT representation achieves >90% reduction in size and halves the rendering cost.  相似文献   

6.
偏头痛是一种严重危害人类健康的脑疾病,其中无先兆偏头痛在临床中占比最多且诊断困难.当前无先兆偏头痛辅助诊断算法研究中,基于机器学习的脑影像功能连接分析方法是最主要的研究方向.由于此类方法多依赖于预定义的脑图谱模板,受模板选择主观因素及分类器性能影响,现有方法的智能化程度和准确率较低,难以满足临床及研究需求.基于设计的新...  相似文献   

7.
We present an integrated system for training ultrasound (US) guided needle puncture. Our aim is to provide a validated training tool for interventional radiology (IR) that uses actual patient data. IR procedures are highly reliant on the sense of touch and so haptic hardware is an important part of our solution. A hybrid surface/volume haptic rendering of an US transducer is proposed to constrain the device to remain outside the bony structures when scanning the patient's skin. A volume haptic model is proposed that implements an effective model of needle puncture. Force measurements have been made on real tissue and the resulting data is incorporated into the model. The other input data required is a computed tomography (CT) scan of the patient that is used to create the patient specific models. It is also the data source for a novel simulation of a virtual US scanner, which is used to guide the needle to the correct location. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

8.
Terrestrial Laser Scanning (TLS) systems have gained increasing popularity in the forestry domain and are today widely used for the automatic measurement of forest inventory attributes. Nevertheless, to the best of our knowledge the problem of tree species recognition from TLS data has received very little attention from the scientific community. It is in this context that we present a novel Computer-Aided Tree Species Identification method based on 3D bark texture analysis. The novelty of our approach resides in the following three key points: (1) 3D salient regions extraction using a new morphological segmentation method that we have called Burst Wind Segmentation, (2) the extraction and pre-annotation of a collection of typical 3D bark patterns, known as scars, from each of the tree species. The pre-annotated scars are stored in a dictionary that we have called ScarBook and they are used as a reference for the comparison of the 3D salient segmented regions, (3) a wide variety of advanced shape, saliency, curvature and roughness features are extracted from the 3D salient segmented regions. To study the performance of our method, an experiment has been carried out on a dataset composed of 969 patches which correspond to 30 cm long segments of the trunk at breast height. Six species among the most dominant species in European forests have been tested with patches of different diameter at breast height values so as to study the identification accuracy with respect to age. The results obtained are very encouraging and promising and they confirm the possibility of identifying tree species using TLS data.  相似文献   

9.
Multimedia Tools and Applications - Understanding the multimodal rendering of 3D shapes is becoming an important research topic as multimedia and virtual reality technologies are rapidly advancing....  相似文献   

10.
Rich, interesting patterns create an oasis of aesthetic pleasure between the arid lands of complete randomness and complete order. In addition to their inherent beauty, patterns prove useful in graphics when we use them as textures. Textures were originally used to add color detail to shapes. Today, textures control everything from shape details to the placement of extras in digital crowd scenes. Though not appropriate for everything, such patterns can be used for applications from ornamentation to creating complex 3D structures and motion. One easy and powerful way to create rich textures is to start with something simple, and then use that seed along with some rules to “grow” something more complicated. Lots of growing schemes produce both repeating and non-repeating patterns. One of the simplest techniques is called “tiling”, where you place down multiple copies of a single starting shape, or tile, according to some (usually simple) rules. You can create rich tilings in surprisingly many ways. I look at a tiling technique based on using a set of simple symmetry operations  相似文献   

11.
Mosaic models for textures   总被引:1,自引:0,他引:1  
This paper deals with a class of image models based on random geometric processes. Theoretical and empirical results on properties of patterns generated using these models are summarized. These properties can be used as aids in fitting the models to images.  相似文献   

12.
不管有多灵活,矢量艺术有时还是显得过于平滑和不自然。加上一点磨损感就完美了——Derek Lea  相似文献   

13.
Segmentation of color textures   总被引:6,自引:0,他引:6  
This paper describes an approach to perceptual segmentation of color image textures. A multiscale representation of the texture image, generated by a multiband smoothing algorithm based on human psychophysical measurements of color appearance is used as the input. Initial segmentation is achieved by applying a clustering algorithm to the image at the coarsest level of smoothing. The segmented clusters are then restructured in order to isolate core clusters, i.e., patches in which the pixels are definitely associated with the same region. The image pixels representing the core clusters are used to form 3D color histograms which are then used for probabilistic assignment of all other pixels to the core clusters to form larger clusters and categorise the rest of the image. The process of setting up color histograms and probabilistic reassignment of the pixels to the clusters is then propagated through finer levels of smoothing until a full segmentation is achieved at the highest level of resolution  相似文献   

14.
Project Aura: toward distraction-free pervasive computing   总被引:17,自引:0,他引:17  
The most precious resource in a computer system is no longer its processor, memory, disk, or network, but rather human attention. Aura aims to minimize distractions on a user's attention, creating an environment that adapts to the user's context and needs. Aura is specifically intended for pervasive computing environments involving wireless communication, wearable or handheld computers, and smart spaces. Human attention is an especially scarce resource in such environments, because the user is often preoccupied with walking, driving, or other real-world interactions. In addition, mobile computing poses difficult challenges such as intermittent and variable-bandwidth connectivity, concern for battery life, and the client resource constraints that weight and size considerations impose. To accomplish its ambitious goals, research in Aura spans every system level: from the hardware, through the operating system, to applications and end users. Underlying this diversity of concerns, Aura applies two broad concepts. First, it uses proactivity, which is a system layer's ability to anticipate requests from a higher layer. In today's systems, each layer merely reacts to the layer above it. Second, Aura is self-tuning: layers adapt by observing the demands made on them and adjusting their performance and resource usage characteristics accordingly. Currently, system-layer behavior is relatively static. Both of these techniques will help lower demand for human attention.  相似文献   

15.
The estimating problem of 3D holograms orientation selectivity on angular, orthogonal, and azimuthal sensitivity parameters is formulated and solved. Tenfold increase of density 3D, 2D/3D holograms in comparison with 2D holograms at given selectivity for ones is shown in theory and experimentally.  相似文献   

16.
We consider the problem of spatially and temporally registering multiple video sequences of dynamical scenes which contain, but are not limited to, nonrigid objects such as fireworks, flags fluttering in the wind, etc., taken from different vantage points. This problem is extremely challenging due to the presence of complex variations in the appearance of such dynamic scenes. In this paper, we propose a simple algorithm for matching such complex scenes. Our algorithm does not require the cameras to be synchronized, and is not based on frame-by-frame or volume-by-volume registration. Instead, we model each video as the output of a linear dynamical system and transform the task of registering the video sequences to that of registering the parameters of the corresponding dynamical models. As these parameters are not uniquely defined, one cannot directly compare them to perform registration. We resolve these ambiguities by jointly identifying the parameters from multiple video sequences, and converting the identified parameters to a canonical form. This reduces the video registration problem to a multiple image registration problem, which can be efficiently solved using existing image matching techniques. We test our algorithm on a wide variety of challenging video sequences and show that it matches the performance of significantly more computationally expensive existing methods.  相似文献   

17.
Multiresolution textures from image sequences   总被引:1,自引:0,他引:1  
Extracting textures from image sequences eliminates perspective distortions and removes highlights and reflections to produce high-quality multiresolution images with accurate color  相似文献   

18.
Perspective mapping of planar textures is discussed along two directions. First we study the perspective mapping of a plane onto another plane. We show that the point to point computation involved can be broken down to a simple 2-D homology compounded with two 2-D rotations. Such a result is useful to speed up texture mapping. Second we study how to render texture mapping most accurate according to digital signal theory. We define a new methodology for filtering using the inverse of the perspective mapping at each pixel. Extensions can be made to a large class of patches and surface transforms.  相似文献   

19.
Bump shading for volume textures   总被引:1,自引:0,他引:1  
Bump mapping was introduced as a method of rendering realistic shading on bumpy surfaces, without actually rendering a full 3D model of the bumps. Bump mapping works well for parameterized surfaces. The authors interpret the 3D texture as a displacement function to be added to the surface position  相似文献   

20.
Layered textures for image-based rendering   总被引:1,自引:0,他引:1       下载免费PDF全文
An extension to texture mapping is given in this paper for improving the efficiency of image-based rendering. For a depth image with an orthogonal displacement at each pixel, it is decomposed by the displacement into a series of layered textures (LTs) with each one having the same displacement for all its texels. Meanwhile, some texels of the layered textures are interpolated for obtaining a continuous 3D approximation of the model represented in the depth image. Thus, the plane-to-plane texture mapping can be used to map these layered textures to produce novel views and the advantages can be obtained as follows: accelerating the rendering speed, supporting the 3D surface details and view motion parallax, and avoiding the expensive task of hole-filling in the rendering stage. Experimental results show the new method can produce high-quality images and run faster than many famous image-based rendering techniques.  相似文献   

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