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1.
In this paper, we propose an automatic method for generating roads based on a weighted anisotropic shortest path algorithm. Given an input scene, we automatically create a path connecting an initial and a final point. The trajectory of the road minimizes a cost function that takes into account the different parameters of the scene including the slope of the terrain, natural obstacles such as rivers, lakes, mountains and forests. The road is generated by excavating the terrain along the path and instantiating generic parameterized models.  相似文献   

2.
Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example‐based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural‐based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. User‐specified warping, blending and interpolation operations are used at will to produce new road network designs that are inspired by the examples. Finally, our method computes city blocks, individual parcels and plausible building and tree geometries. We have used our approach to create road networks covering up to 200 and containing over 3500 km of roads.  相似文献   

3.
为实现无人装备在野外环境下对非结构化道路进行自动、普适和精准的识别与导向,提出了一种基于图推模型与智能寻优的野外场景道路导向算法。首先将图像分割为同质超像素块,对超像素块的多特征进行融合,构造训练集;改进传统拉普拉斯支持向量机算法,结合超像素块位置信息动态选取道路区域超像素种子块,训练超像素块的多类别分类回归器和相邻超像素的一致性回归器;结合两种回归器的回归值构造马尔可夫随机场的能量函数,再利用标准图割算法迭代求取最小化能量函数,实现初始道路推理分割; 结合道路初分割结果,依据人对道路的直观感知,设定约束条件构造目标函数,利用差分免疫克隆进化算法智能寻优提取道路的导向线。在南京珠山采集的数据和DARPA Grand Challenge数据库上进行检测,并与经典算法的道路导向效果进行定性和定量比较,结果表明该算法在野外环境下对非结构化道路的导向线提取精度总体达91.79%以上,相比于经典算法,检测精准度分别提升48.1%和35.5%,算法处理效率分别提升98.6%和97.8%,在检测的实时性与精准度问题上实现了平衡,具有较强的应用前景。  相似文献   

4.
This paper introduces a new approach to automatically generate pure quadrilateral patch layouts on manifold meshes. The algorithm is based on a careful construction of a singularity graph of a given input frame field or a given periodic global parameterization. A pure quadrilateral patch layout is then derived as a constrained minimum weight perfect matching of that graph. The resulting layout is optimal relative to a balance between coarseness and geometric feature alignment. We formulate the problem of finding pure quadrilateral patch layouts as a global optimization problem related to a well‐known concept in graph theory. The main advantage of the new method is its simplicity and its computation speed. Patch layouts generated by the present algorithm are high quality and are very competitive compared to current state of the art.  相似文献   

5.
本文以M1724点阵打印机为例,提出了一种直接控制打印针进行绘图的方法。文中详细讨论了基本图元(点、线、圆) 的打印算法及其程序实现,并给出了一组打印图形实例。  相似文献   

6.
Point cloud data is one of the most common types of input for geometric processing applications. In this paper, we study the point cloud density adaptation problem that underlies many pre‐processing tasks of points data. Specifically, given a (sparse) set of points Q sampling an unknown surface and a target density function, the goal is to adapt Q to match the target distribution. We propose a simple and robust framework that is effective at achieving both local uniformity and precise global density distribution control. Our approach relies on the Gaussian‐weighted graph Laplacian and works purely in the points setting. While it is well known that graph Laplacian is related to mean‐curvature flow and thus has denoising ability, our algorithm uses certain information encoded in the graph Laplacian that is orthogonal to the mean‐curvature flow. Furthermore, by leveraging the natural scale parameter contained in the Gaussian kernel and combining it with a simulated annealing idea, our algorithm moves points in a multi‐scale manner. The resulting algorithm relies much less on the input points to have a good initial distribution (neither uniform nor close to the target density distribution) than many previous refinement‐based methods. We demonstrate the simplicity and effectiveness of our algorithm with point clouds sampled from different underlying surfaces with various geometric and topological properties.  相似文献   

7.
Deriving the visual connectivity across large image collections is a computationally expensive task. Different from current image‐oriented match graph construction methods which build on pairwise image matching, we present a novel and scalable feature‐oriented image matching algorithm for large collections. Our method improves the match graph construction procedure in three ways. First, instead of building trees repeatedly, we put the feature points of the input image collection into a single kd‐tree and select the leaves as our anchor points. Then we construct an anchor graph from which each feature can intelligently find a small portion of related candidates to match. Finally, we design a new form of adjacency matrix for fast feature similarity measuring, and return all the matches in different photos across the whole dataset directly. Experiments show that our feature‐oriented correspondence algorithm can explore visual connectivity between images with significant improvement in speed.  相似文献   

8.
张超 《现代计算机》2007,(11):43-46
二维图形的几何变换是图形学研究的重要内容,其基本变换包括图形的缩放、旋转、平移等.对由以上几种变换所构成的连续变换的算法效率进行深入地分析,并举例用C语言使其算法得到了实现.  相似文献   

9.
The curve-skeleton of a 3D object is an abstract geometrical and topological representation of its 3D shape. It maps the spatial relation of geometrically meaningful parts to a graph structure. Each arc of this graph represents a part of the object with roughly constant diameter or thickness, and approximates its centerline. This makes the curve-skeleton suitable to describe and handle articulated objects such as characters for animation. We present an algorithm to extract such a skeleton on-the-fly, both from point clouds and polygonal meshes. The algorithm is based on a deformable model evolution that captures the object's volumetric shape. The deformable model involves multiple competing fronts which evolve inside the object in a coarse-to-fine manner. We first track these fronts' centers, and then merge and filter the resulting arcs to obtain a curve-skeleton of the object. The process inherits the robustness of the reconstruction technique, being able to cope with noisy input, intricate geometry and complex topology. It creates a natural segmentation of the object and computes a center curve for each segment while maintaining a full correspondence between the skeleton and the boundary of the object.  相似文献   

10.
Real-Time Rendering and Editing of Vector-based Terrains   总被引:2,自引:0,他引:2  
  相似文献   

11.
城市交通事故一般都发生在公共道路上,然而现有的交通事故风险预测算法都通过对预测区域进行规则网格化来确定预测空间单位,导致预测精度不高且实用价值较低。本文将道路路段作为预测单位,采用图卷积和长短期记忆网络,构建了一种基于路网结构的城市交通事故短期风险预测方法(traffic accidents risk prediction based on road network,TARPBRN)。该方法能对指定路段短期内的交通事故风险进行预测,从而可以有针对性地进行治理,减少交通事故的发生。本文使用杭州市西湖区的交通事故数据对模型进行了训练,并与4种常用的计量经济学模型和3种已有的深度学习预测算法进行了对比。实验结果证明本文算法在准确度、正确率和漏报率等方面都优于已有算法。  相似文献   

12.
Soft Folding     
We introduce soft folding, a new interactive method for designing and exploring thin‐plate forms. A user specifies sharp and soft folds as two‐dimensional(2D) curves on a flat sheet, along with the fold magnitude and sharpness of each. Then, based on the soft folds, the system computes the three‐dimensional(3D) folded shape. Internally, the system first computes a fold field, which defines local folding operations on a flat sheet. A fold field is a generalization of a discrete fold graph in origami, replacing a graph with sharp folds with a continuous field with soft folds. Next, local patches are folded independently according to the fold field. Finally, a globally folded 3D shape is obtained by assembling the locally folded patches. This algorithm computes an approximation of 3D developable surfaces with user‐defined soft folds at an interactive speed. The user can later apply nonlinear physical simulation to generate more realistic results. Experimental results demonstrated that soft folding is effective for producing complex folded shapes with controllable sharpness.  相似文献   

13.
This paper proposes an efficient algorithm for inexact graph matching based on spectral embedding with missing value. We commence by building an association graph model based on initial matching algorithm. Then, by dot product representation of graph with missing value, a new embedding method (co-embedding), where the correspondences between unmatched nodes are treated as missing data in an association graph, is presented. At last, a new graph matching algorithm which alternates between the co-embedding and point pattern matching is proposed. Convictive experimental results on both synthetic and real-world data demonstrate the effectiveness of the proposed graph matching algorithm.  相似文献   

14.
This paper proposes a new algorithm to produce globally coordinated crowds in an environment with multiple paths and obstacles. Simple greedy crowd control methods easily lead to congestion at bottlenecks within scenes, as the characters do not cooperate with one another. In computer animation, this problem degrades crowd quality especially when ordered behaviour is needed, such as soldiers marching towards a castle. Similarly, in applications such as real‐time strategy games, this often causes player frustration, as the crowd will not move as efficiently as it should. Also, planning of building would usually require visualization of ordered evacuation to maximize the flow. Planning such globally coordinated crowd movement is usually labour intensive. Here, we propose a simple solution that is easy to use and efficient in computation. First, we compute the harmonic field of the environment, taking into account the starting points, goals and obstacles. Based on the field, we represent the topology of the environment using a Reeb Graph, and calculate the maximum capacity for each path in the graph. With the harmonic field and the Reeb Graph, path planning of crowd can be performed using a lightweight algorithm, such that any blocking of one another's paths is minimized. Comparing to previous methods, our system can synthesize globally coordinated crowd with smooth and efficient movement. It also enables control of the crowd with high‐level parameters such as the degree of cooperation and congestion. Finally, the method is scalable to thousands of characters with minimal impact to computation time. It is best applied in interactive crowd synthesis systems such as animation designs and real‐time strategy games.  相似文献   

15.
We propose a noise‐adaptive shape reconstruction method specialized to smooth, closed shapes. Our algorithm takes as input a defect‐laden point set with variable noise and outliers, and comprises three main steps. First, we compute a novel noise‐adaptive distance function to the inferred shape, which relies on the assumption that the inferred shape is a smooth submanifold of known dimension. Second, we estimate the sign and confidence of the function at a set of seed points, through minimizing a quadratic energy expressed on the edges of a uniform random graph. Third, we compute a signed implicit function through a random walker approach with soft constraints chosen as the most confident seed points computed in previous step.  相似文献   

16.
In this paper, we propose a technique to produce artistic strokes in a variety of drawing material based on example images. Our approach is to divide example strokes scanned from images into small pieces along their stroke directions and synthesize a novel stroke by rearranging them along a user specified curve. The visible quality of a synthesized stroke can be maintained by utilizing the connectivity information stored in a directed graph constructed in the preprocessing step. At run‐time, the graph is traversed to find a path best matching the user specification given as a curve and additional information. The results of our experiments shows that visually convincing strokes of various materials can be generated efficiently.  相似文献   

17.
在图相似性搜索问题中,图编辑距离是较为普遍的度量方法,其计算性能很大程度上决定了图相似性搜索算法的性能。针对传统图编辑距离算法中存在的因大量冗余映射和较大搜索空间导致的性能低下问题,提出了一种改进的图编辑距离算法。该算法首先对图中顶点进行等价划分,以此计算映射编码来判断等价映射;然后定义映射完整性更新等价映射优先级,选出主映射参与扩展;其次,设计高效的启发式函数,提出基于映射编码的下界计算方法,快速得到最优映射。最后,将改进的图编辑距离算法扩展应用于图相似性搜索。在不同数据集上的实验结果表明,该算法具有更好的搜索性能,在搜索空间上最大可降低49%,速度提升了约29%。  相似文献   

18.
陈献  胡丽莹  林晓炜  陈黎飞 《计算机应用》2021,41(12):3447-3454
现有的有向图聚类算法大多基于向量空间中节点间的近似线性关系假设,忽略了节点间存在的非线性相关性。针对该问题,提出一种基于核非负矩阵分解(KNMF)的有向图聚类算法。首先,引入核学习方法将有向图的邻接矩阵投影到核空间,并通过特定的正则项约束原空间及核空间中节点间的相似性。其次,提出了图正则化核非对称NMF算法的目标函数,并在非负约束条件下通过梯度下降方法推导出一个聚类算法。该算法在考虑节点连边的方向性的同时利用核学习方法建模节点间的非线性关系,从而准确地揭示有向图中潜在的结构信息。最后,在专利-引文网络(PCN)数据集上的实验结果表明,簇的数目为2时,和对比算法相比,所提算法将DB值和DQF值分别提高了约0.25和8%,取得了更好的聚类质量。  相似文献   

19.
Topological and geometrical methods constitute common tools for the analysis of high‐dimensional scientific data sets. Geometrical methods such as projection algorithms focus on preserving distances in the data set. Topological methods such as contour trees, by contrast, focus on preserving structural and connectivity information. By combining both types of methods, we want to benefit from their individual advantages. To this end, we describe an algorithm that uses persistent homology to analyse the topology of a data set. Persistent homology identifies high‐dimensional holes in data sets, describing them as simplicial chains. We localize these chains using geometrical information of the data set, which we obtain from geodesic distances on a neighbourhood graph. The localized chains describe the structure of point clouds. We represent them using an interactive graph, in which each node describes a single chain and its geometrical properties. This graph yields a more intuitive understanding of multivariate point clouds and simplifies comparisons of time‐varying data. Our method focuses on detecting and analysing inhomogeneous regions, i.e. holes, in a data set because these regions characterize data in a different manner, thereby leading to new insights. We demonstrate the potential of our method on data sets from particle physics, political science and meteorology.  相似文献   

20.
Registration is a key step in the 3D reconstruction of real‐world objects. In this paper, we propose a hierarchical method for the rigid registration of multiple views. The multiview registration problem is solved via hierarchical optimization defined on an undirected graph. Each node or edge in this graph represents a single view or a connection between two overlapped views, respectively. The optimizations are performed hierarchically on the edges, the loops, and the entire graph. First, each overlapped pair of views is locally aligned. Then, a loop‐based incremental registration algorithm is introduced to refine the initial pairwise alignments. After a loop is registered, the views in the loop are merged into a metaview in the graph. Finally, global error diffusion is applied to the entire graph to evenly distribute the accumulated errors to all views. In addition, a new objective function is defined to describe the loop closure problem; it improves the accuracy and robustness of registration by simultaneously considering transformation and registration errors. The experimental results show that the proposed hierarchical approach is accurate, efficient and robust for initial view states that are not well posed.  相似文献   

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