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1.
提出了一种基于小波变换与纹理移植相结合的人脸衰老化合成(绘制)方法.首先,将衰老模板进行二维离散小波变换(2D discrete wavelet transform,简称2D DWT),提取出承载衰老皮肤纹理特征的高频子图与高通滤波后的低频子图;然后,将其与目标人脸图像的对应分量进行置换与融合,利用小波重构来完成衰老纹理向目标人脸的移植;同时,提取出年轻人群到年老人群在脸形上的平均变化,将其作用在目标人脸上以增强衰老化合成的效果.结合色彩渲染技术,设计实现了真实感人脸衰老化绘制的完整技术框架.实验部分分别将该方法应用于东西方人脸以及艺术图片,绘制结果显示出了具有真实感和感染力的效果.与基于PCA(principal components analysis),3D渐变模型、比例图等方法相比,该方法较好地解决了在人脸衰老化绘制中真实感与易操作性之间难以折衷的问题.  相似文献   

2.
Many approaches have been developed to visualize 3D city scenes, most of which exhibit the visualization results in a uniform rendering style. This paper presents an expressive rendering approach for visualizing large-scale 3D city scenes with various rendering styles integrated in a seamless way. Each view is actually a combination of the photorealistic rendering and the nonphotorealistic rendering to highlight the information that is interesting for the users and de-emphasize the other that is less important. At run-time, the users are allowed to specify their interested locations interactively. Our system automatically computes the salience of each location and illustrates the entire scene with emphasis in the area of interests. The GPU-based implementation enables interactive realtime performance. Our implementation of a system demonstrates benefits in many applications such as 3D GPS navigation, tourist information, etc. We have performed a pilot user evaluation of the effect for users to access information in 3D city.  相似文献   

3.
根据Direct3D9图形库的特征,提出了支持Direct3D9应用程序级透明并行图形绘制系统D3DPR的系统结构及其实现原理.D3DPR分为资源分配和资源绘制2类逻辑节点.通过资源分配节点并行图形库DPGL的截取技术和资源绘制节点的重构技术,任何单机的Direct3D9应用程序都不需要经过修改即可实时转变为由PC集群并行绘制,从而得到更高的绘制性能和高分辨率的多屏拼接显示效果,为用户提供具有更强真实感和沉浸感的虚拟环境.  相似文献   

4.
Recent developments in computer vision and computer graphics, especially in such areas as multiple-view geometry and image-based rendering, are making it possible to generate 3D models of dynamic scenes from multiple cameras at video frame rates. The authors call this process 3D cinematography since it extends traditional cinematography from 2D (images) to 3D (solid objects that we can render with photorealistic textures from arbitrary viewpoints) at the same frame rate. The authors provide an overview of the field as well as introduce the articles in their Special Section on 3D Cinema.  相似文献   

5.
三维模板跟踪旨在将预先构建的三维CAD模型与输入图像中的相应目标进行精确配准,在增强现实、机器人等领域具有重要的应用,也是计算机视觉领域的关键问题之一.近年来,三维模板跟踪的准确率和稳定性都得到了持续提升,但仅有少量的工作关注三维模板跟踪数据集的构建.随着深度学习的普及,各领域中大规模数据集的构建越来越被重视,为算法的...  相似文献   

6.
植物表观的真实感建模是计算机图形学领域的重要研究内容,叶子作为植物最重要的器官,尤其受到广泛的关注。近年来,随着计算机硬件技术和图形算法的快速发展以及对植物叶子生理机理研究的不断深入,植物叶片表观质感建模和真实感绘制的研究取得了很多成果。植物叶片表面光学特性的采集与建模技术是其中的研究热点和难点。从植物叶片真实感质感模型的定义出发,介绍了近年来国内外在植物叶片表面质感建模和真实感绘制方面取得的最新研究进展,并给出详细的分析和总结。最后对该领域研究存在的问题和未来发展方向提出了一些看法。  相似文献   

7.
This paper presents an online personalised non‐photorealistic rendering (NPR) technique for 3D models generated from interactively sketched input. This technique has been integrated into a sketch‐based modelling system. It lets users interact with computers by drawing naturally, without specifying the number, order, or direction of strokes. After sketches are interpreted as 3D objects, they can be rendered with personalised drawing styles so that the reconstructed 3D model can be presented in a sketchy style similar in appearance to what have been drawn for the 3D model. This technique captures the user's drawing style without using template or prior knowledge of the sketching style. The personalised rendering style can be applied to both visible and initially invisible geometry. The rendering strokes are intelligently selected from the input sketches and mapped to edges of the 3D object. In addition, non‐geometric information such as surface textures can be added to the recognised object in different sketching modes. This will integrate sketch‐based incremental 3D modelling and NPR into conceptual design.  相似文献   

8.
Image-based interactive exploration of real-world environments   总被引:2,自引:0,他引:2  
Interactive scene walkthroughs have long been an important computer graphics application area. More recently, researchers have developed techniques for constructing photorealistic 3D architectural models from real-world images. We present an image-based rendering system that brings us a step closer to a compelling sense of being there. Whereas many previous systems have used still photography and 3D scene modeling, we avoid explicit 3D reconstruction because it tends to be brittle. Our system is not the first to propose interactive video-based tours. We believe, however, that our system is the first to deliver fully interactive, photorealistic image-based tours on a personal computer at or above broadcast video resolutions and frame rates. Moreover, to our knowledge, no other tour provides the same rich set of interactions or visually complex environments.  相似文献   

9.
In this paper, a technique is proposed for the rendering of transparent objects interactively using the method of refractive rendering. In the proposed technique, the refractive rendering algorithm is performed in two stages, namely the pre‐computation stage and the shading stage. In the pre‐computation stage, ray‐traced information, including directions and positions of rays, are generated by a ray tracing process and are stored in a set of ray lists. In the shading stage, these data are retrieved from the ray lists for computing the shading of an object. Using the proposed technique, photorealistic image of transparent objects and gemstones with various cuttings, material properties, lighting and background can be rendered interactively. By combining the refractive rendering technique with conventional shading techniques, jewelry and crystal designs can be rendered at a much higher speed comparing with conventional ray tracing techniques.  相似文献   

10.
实时生成具有真实感效果的水面是计算机图形学中的研究热点和难点之一。文章介绍了一个利用可编程图形硬件来实现水面实时生成和绘制的系统,绘制过程主要分两个方面:水面的建模和水面光照效果的实现。通过基于空间域的快速傅立叶变换技术来实现水面的建模,通过凹凸纹理贴图和投影纹理技术来实现水面的反射、折射和菲涅耳等水面光照效果。绘制过程主要在图形处理器中实现,从而保证了算法的实时性。在现有的PC机和可编程图形硬件加速卡上能达到每秒30帧以上的绘制速度。  相似文献   

11.
Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real‐world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re‐produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state‐of‐the‐art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials.  相似文献   

12.
雨线的真实感绘制极具挑战性.雨滴在下落过程中会发生快速的震荡,由于光线在其中的反射和折射而具有复杂的光学效果,在人眼和摄像机观察时会产生运动模糊形成雨线.提出一种基于Monte Carlo光线跟踪的方法用于绘制真实感雨线.通过预先对雨滴震荡周期内每个离散时间点的雨滴三角形网格建立加速结构,并利用雨滴运动包围盒与采样光线的相交计算,大大加速了光线与雨滴的相交测试;使用自适应采样技术避免了对图像中每个像素点都使用大的采样数,提高了采样效率,加速了图像的绘制.将本文方法集成于离线绘制器(PBRT)中,生成了具有真实感的雨线图像和雨景动画.实验结果表明,本文方法能真实地模拟雨滴的震荡和光线在雨滴中的多次反射和折射,并能在包含任意类型光源的场景中有效地绘制真实感雨线.  相似文献   

13.
In this publication we will look at the different methods presented over the past few decades which attempt to recreate digital paintings. While previous surveys concentrate on the broader subject of non‐photorealistic rendering, the focus of this paper is firmly placed on painterly rendering techniques. We compare different methods used to produce different output painting styles such as abstract, colour pencil, watercolour, oriental, oil and pastel. Whereas some methods demand a high level of interaction using a skilled artist, others require simple parameters provided by a user with little or no artistic experience. Many methods attempt to provide more automation with the use of varying forms of reference data. This reference data can range from still photographs, video, 3D polygonal meshes or even 3D point clouds. The techniques presented here endeavour to provide tools and styles that are not traditionally available to an artist. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

14.
This paper presents a hybrid (geometry- and image-based) framework suitable for providing photorealistic walkthroughs of large, complex outdoor scenes, based only on a small set of real images from the scene. To this end, a novel data representation of a 3D scene is proposed, which is called morphable 3D panoramas. Motion is assumed to be taking place along a predefined path of the 3D environment and the input to the system is a sparse set of stereoscopic views at certain positions (key positions) along that path (one view per position). An approximate local 3D model is constructed from each view, capable of capturing the photometric and geometric properties of the scene only locally. Then, during the rendering process, a continuous morphing (both photometric as well as geometric) takes place between successive local 3D models, using what we call a ‘morphable 3D model’. For the estimation of the photometric morphing, a robust algorithm capable of extracting a dense field of 2D correspondences between wide-baseline images is used, whereas, for the geometric morphing, a novel method of computing 3D correspondences between local models is proposed. In this way, a physically valid morphing is always produced, which is thus kept transparent from the user. Moreover, a highly optimized rendering path is used during morphing. Thanks to the use of appropriate pixel and vertex shaders, this rendering path can be run fully in 3D graphics hardware and thus allows for high frame rates. Our system can be extended to handle multiple stereoscopic views (and therefore multiple local models) per key position of the path (related by a camera rotation). In this case, one local 3D panorama (per key position) is constructed, comprising all local 3D models therein, and so a ‘morphable 3D panorama’ is now used during the rendering process. For handling the geometric consistency of each 3D panorama, a technique which is based on solving a partial differential equation is adopted. The effectiveness of our framework is demonstrated by using it for the 3D visual reconstruction of the Samaria Gorge in Crete.  相似文献   

15.
In recent years, minimally invasive arthroscopic surgery has replaced a number of conventional open orthopedic surgery procedures on joints. While this achieves a number of advantages for the patient, the surgeons have to learn very different skills, since the surgery is performed with special miniature pencil-like tools and cameras inserted through little incisions while observing the surgical field on video monitor. Therefore, virtual reality simulation becomes an alternative to traditional surgical training based on hundreds years old apprentice–master model that involves either real patients or increasingly difficult to procure cadavers. Normally, 3D simulation of the virtual surgical field requires significant efforts from the software developers but yet remains not always photorealistic. In contrast to this, for photorealistic visualization and haptic interaction with the surgical field we propose to use real arthroscopic images augmented with 3D object models. The proposed technique allows for feeling the joint cavity displayed on video monitor as real 3D objects rather than their images while various surgical procedures, such as menisectomy, are simulated in real time. In the preprocessing stage of the proposed approach, the arthroscopic images are stitched into panoramas and augmented with implicitly defined object models representing deformable menisci. In the simulation loop, depth information from the mixed scene is used for haptic rendering. The scene depth map and visual display are reevaluated only when the scene is modified.  相似文献   

16.
Visualization of volumetric multicomponent data sets is a high-dimensional problem, especially for color data. Medical 3D ultrasound (US) technology has rapidly advanced during the last few decades and scanners can now generate joint 3D scans of tissues (B-mode) and blood flow (power or color Doppler) in real time. Renderings of such data sets have to comprehensively convey both the relevant structures of the tissues that form the context for blood flow, as well as the distribution of blood flow itself. The narrow field of view in US data, which is often used to make real-time imaging possible, complicates volume exploration since only parts of organs are usually visible; that is, clearly defined anatomical landmarks are scarce. In addition, the noisy nature and low signal-to- contrast ratio of US data make effective visualization a challenge, whereby there are currently no convincing solutions for combined US B-mode and color Doppler data rendering. Therefore, displaying 2D slices out of the 3D data is still often the preferred visualization method. We present new combinations of photorealistic and nonphotorealistic rendering strategies for combined visualization of B-mode and color Doppler data, which are straightforward to implement, flexible, and suited for a wide range of US applications.  相似文献   

17.
Expressive rendering: a review of nonphotorealistic techniques   总被引:5,自引:0,他引:5  
The success of graphics systems that render photorealistic output has obscured parallel developments in nonphotorealistic rendering. A review of these “expressive” systems suggests a framework for further development. One of the authors, Simon Schofield, has developed a prototype system that gives users a wide variety of automatic rendering styles-from the almost photorealistic, through the styles resembling artists' sketches or paintings, to abstract renderings of entirely new forms. The significant problems associated with NPR are primarily aesthetic and only secondarily technical. The culturally oriented theoretical problems surrounding the field are many and, at their most difficult, broach central issues of perception and representation. We therefore begin by discussing the limitations of photorealism as a representational style. However, the technical problems of implementing an NPR system are not trivial. As far as we know, the literature defines no general framework for an NPR system, although it does include an array of more focused solutions. We survey more than 15 of these solutions. On the basis of this survey, we then define a framework for NPR systems that distinguishes them from systems focused on photorealism. We also identify the characteristics of NPR systems that go beyond the tendency to simulate traditional media, functioning instead as 3D renderers. In this context, we briefly describe Schofield's system, called Piranesi, which operates this way  相似文献   

18.
针对当前动漫制作采用传统的单机渲染方式,渲染过程缓慢效率低下,而购买大型机又价格昂贵的渲染瓶颈问题,提出通过云计算对渲染技术进行优化,从而缩短制作周期,降低成本,制作出更加宏大壮丽的3D场景和活泼逼真的人物造型。  相似文献   

19.
蔡兴泉  苏志同  李晋宏 《计算机仿真》2009,26(9):199-202,238
大规模地形的绘制技术一直是国内外虚拟现实领域的研究热点。为快速实时绘制,又保持真实性,提出一种基于三角带模板的大规模地形实时仿真方法。可用在战场环境仿真、飞行仿真、3D游戏等仿真系统中。先进行地形数据预处理,将地形分成若干相等的小块,并且计算每个小块的包围盒,然后根据地形块的大小确定一族三角带模板。实时绘制时,根据包围盒的屏幕投影误差因子选择合适的三角带模板,用三角带模板快速绘制地形块。采用扫描视锥体投影三角形裁剪方法剔除不需要绘制的地形块,并且采用添加阴影平面的方法消除地形裂缝。最后,在Puget Sound地形数据上进行了实验并进行了分析。实验证明,方法是可行和有效的。  相似文献   

20.
In order to create a photorealistic Virtual Reality model, we have to record the appearance of the object from different directions under different illuminations. In this paper, we propose a method that renders photorealistic images from a small amount of data. First, we separate the images of the object into a diffuse reflection component and a specular reflection component by using linear polarizers. Then, we estimate the parameters of the reflection model for each component. Finally, we compress the difference between the input images and the rendered images by using wavelet transform. At the rendering stage, we first calculate the diffuse and specular reflection images from the reflection parameters, then add the difference decompressed by inverse wavelet transform into the calculated reflection images, and finally obtain the photorealistic image of the object.  相似文献   

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