共查询到20条相似文献,搜索用时 15 毫秒
1.
Al-Rousan Riyad Sunar Mohd Shahrizal Kolivand Hoshang 《Multimedia Tools and Applications》2018,77(5):5737-5766
Multimedia Tools and Applications - Recent works on Non-Photorealistic Rendering (NPR) show that object shape enhancement requires sophisticated effects such as: surface details detection and... 相似文献
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Hochang Lee Sanghyun Seo Seungtaek Ryoo Keejoo Ahn Kyunghyun Yoon 《Multimedia Tools and Applications》2013,64(2):277-292
Increasing the level of detail (LOD) in brushstrokes within areas of interest improved the realism of painterly rendering. Using a modified quad-tree, we segmented an image into areas with similar levels of saliency; each of these segments was then used to control the brush strokes during rendering. We could also simulate real oil painting steps based on saliency information. Our method runs in a reasonable fine and produces results that are visually appealing and competitive with previous techniques. 相似文献
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This paper proposes a new real-time algorithm to generate visually plausible flames on arbitrary deformable objects.In order to avoid the time-consuming computation of physical fields,the main idea of our algorithm is to build an approximate distance field based on the object’s surface.And then the distance field is sampled and the distance samples are employed to fetch values from a color map which is precomputed according to physical methods.In order to simulate the dynamic flames by static distance field,simplex noise is used to disturb the sampling process.Our algorithm is also capable of handling the interaction between the flames and external factors such as wind.In order to achieve such a goal,two approximate distance fields are built to represent the inner flames and the outer flames respectively,which are combined together to accomplish the interaction.The experimental results show that our algorithm can produce visually plausible and user controllable flames on arbitrary deformable objects in real-time. 相似文献
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Liu X Hu Y Zhang J Tong X Guo B Shum HY 《IEEE transactions on visualization and computer graphics》2004,10(3):278-289
The bidirectional texture function (BTF) is a 6D function that describes the appearance of a real-world surface as a function of lighting and viewing directions. The BTF can model the fine-scale shadows, occlusions, and specularities caused by surface mesostructures. In this paper, we present algorithms for efficient synthesis of BTFs on arbitrary surfaces and for hardware-accelerated rendering. For both synthesis and rendering, a main challenge is handling the large amount of data in a BTF sample. To addresses this challenge, we approximate the BTF sample by a small number of 4D point appearance functions (PAFs) multiplied by 2D geometry maps. The geometry maps and PAFs lead to efficient synthesis and fast rendering of BTFs on arbitrary surfaces. For synthesis, a surface BTF can be generated by applying a texton-based sysnthesis algorithm to a small set of 2D geometry maps while leaving the companion 4D PAFs untouched. As for rendering, a surface BTF synthesized using geometry maps is well-suited for leveraging the programmable vertex and pixel shaders on the graphics hardware. We present a real-time BTF rendering algorithm that runs at the speed of about 30 frames/second on a mid-level PC with an ATI Radeon 8500 graphics card. We demonstrate the effectiveness of our synthesis and rendering algorithms using both real and synthetic BTF samples. 相似文献
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Visual saliency can effectively guide the viewer's visual attention to salient regions of a 3D shape. Incorporating the visual saliency measure of a polygonal mesh into the normal enhancement operation, a novel saliency guided shading scheme for shape depiction is developed in this paper. Due to the visual saliency measure of the 3D shape, our approach will adjust the illumination and shading to enhance the geometric salient features of the underlying model by dynamically perturbing the surface normals. The experimental results demonstrate that our non-photorealistic shading scheme can enhance the depiction of the underlying shape and the visual perception of its salient features for expressive rendering. Compared with previous normal enhancement techniques, our approach can effectively convey surface details to improve shape depiction without impairing the desired appearance. 相似文献
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《Parallel Computing》2014,40(5-6):59-69
We present a cache-aware method for accelerating texture-based volume rendering on a graphics processing unit (GPU). Because a GPU has hierarchical architecture in terms of processing and memory units, cache optimization is important to maximize performance for memory-intensive applications. Our method localizes texture memory reference according to the location of the viewpoint and dynamically selects the width and height of thread blocks (TBs) so that each warp, which is a series of 32 threads processed simultaneously, can minimize memory access strides. We also incorporate transposed indexing of threads to perform TB-level cache optimization for specific viewpoints. Furthermore, we maximize TB size to exploit spatial locality with fewer resident TBs. For viewpoints with relatively large strides, we synchronize threads of the same TB at regular intervals to realize synchronous ray propagation. Experimental results indicate that our cache-aware method doubles the worst rendering performance compared to those provided by the CUDA and OpenCL software development kits. 相似文献
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Pengcheng Wang Dehui Kong Yong Zhang Baocai Yin 《Multimedia Tools and Applications》2014,71(2):517-532
In this paper, we present an adaptive particle shape setting method in Lagrangian-approach based screen space splatting algorithm in real-time fluid rendering. The particle radius will be adjusted according to its Weber number and local density in the rendering process so that a large radius of peaceful fluid particle can help to eliminate a bumpy surface artifact, and a small radius can prevent the obviously spherical shape of particles in splash. The shape of fluid particle will be controlled adaptively on the basis of Weber number too, so that fast moving particles could have an ellipsoidal appearance which describes the splash particle shape in turbulent flow persuasively. We also propose an adaptive normal calculation method to avoid the numerical calculation errors in the normal computation process. The sampling interval will be set in accordance with the viewing distance from camera to the fluid so that fuzzy edges or double image effect in a fixed sampling interval normal computation process could be prevented. Both of the two approaches introduced in this paper take only small amount of computing time and will have little impact on the time consuming property of a real-time fluid rendering application. 相似文献
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针对任意形状的多边形及孔洞区域,提出基于边界跟踪的填充算法。用细化算法对图像进行单线化预处理,分别跟踪各个封闭曲线的边界,从第1个边界点坐标出发,根据跟踪方向对每个边界点进行有向直线填充,遇到边界点时停止,将各填充图与原图进行合并。实验结果表明,该算法不受图形边界状况和自身形状的影响,能适应任意类型的封闭区域;沿边界点进行处理,避免了对背景点的重复计算;对于多孔洞的封闭图形,能对各个孔洞进行独立处理,可灵活选择填充效果。 相似文献
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L. Fogaras 《Computers & Electrical Engineering》1984,11(4):219-232
Computation of inductances in general form is presented. The described method is suitable for current-carrying conductors of any form, area and mutual position. 相似文献
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In recent work, Kalai, Klivans, Mansour, and Servedio (2005) studied a variant of the “Low-Degree (Fourier) Algorithm” for learning under the uniform probability distribution on {0,1} n . They showed that the L 1 polynomial regression algorithm yields agnostic (tolerant to arbitrary noise) learning algorithms with respect to the class of threshold functions—under certain restricted instance distributions, including uniform on {0,1} n and Gaussian on ? n . In this work we show how all learning results based on the Low-Degree Algorithm can be generalized to give almost identical agnostic guarantees under arbitrary product distributions on instance spaces X 1×???×X n . We also extend these results to learning under mixtures of product distributions. The main technical innovation is the use of (Hoeffding) orthogonal decomposition and the extension of the “noise sensitivity method” to arbitrary product spaces. In particular, we give a very simple proof that threshold functions over arbitrary product spaces have δ-noise sensitivity $O(\sqrt{\delta})$ , resolving an open problem suggested by Peres (2004). 相似文献
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A finite element formulation is developed for analyzing large amplitude free flexural vibrations of elastic plates of arbitrary shape. Stress distributions in the plates, deflection shape and nonlinear frequencies are determined from the analysis. Linearized stiffness equations of motion governing large amplitude oscillations of plates, quasi-linear geometrical stiffness matrix, solution procedures, and convergence characteristics are presented. The linearized geometrical stiffness matrix for an eighteen degrees-of-freedom conforming triangular plate element is evaluated by using a seven-point numerical integration. Nonlinear frequencies for square, rectangular, circular, rhombic, and isosceles triangular plates, with edges simply supported or clamped, are obtained and compared with available approximate continuum solutions. It demonstrates that the present formulation gives results entirely adequate for many engineering purposes. 相似文献
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David Coeurjolly 《Computer Vision and Image Understanding》2012,116(12):1159-1167
We present a fast and accurate approximation of the Euclidean thickness distribution computation of a binary shape in arbitrary dimension. Thickness functions associate a value representing the local thickness for each point of a binary shape. When considering with the Euclidean metric, a simple definition is to associate with each point x, the radius of the largest ball inscribed in the shape containing x. Such thickness distributions are widely used in many applications such as medical imaging or material sciences and direct implementations could be time consuming. In this paper, we focus on fast algorithms to extract such distribution on shapes in arbitrary dimension. 相似文献
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J.H. Coenen 《Computers & Structures》1980,12(1):107-117
A limit analysis method for thick reinforced concrete shells of arbitrary shape is developed using a 3-D concrete model based on a Mohr-Coulomb fracture theory in a solid-like isoparametric element. The proposed approach is well suited to engineering requirements as is illustrated by a HP shell case study 相似文献
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This paper proposes an interactive rendering method of cloth fabrics under environment lighting. The outgoing radiance from cloth fabrics in the microcylinder model is calculated by integrating the product of the distant environment lighting, the visibility function, the weighting function that includes shadowing/masking effects of threads, and the light scattering function of threads. The radiance calculation at each shading point of the cloth fabrics is simplified to a linear combination of triple product integrals of two circular Gaussians and the visibility function, multiplied by precomputed spherical Gaussian convolutions of the weighting function. We propose an efficient calculation method of the triple product of two circular Gaussians and the visibility function by using the gradient of signed distance function to the visibility boundary where the binary visibility changes in the angular domain of the hemisphere. Our GPU implementation enables interactive rendering of static cloth fabrics with dynamic viewpoints and lighting. In addition, interactive editing of parameters for the scattering function (e.g. thread's albedo) that controls the visual appearances of cloth fabrics can be achieved. 相似文献
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A numerical method for the topological design of periodic continuous domains under general loading is presented. Both the analysis and the design are defined over a single cell. Confining the analysis to the repetitive unit is obtained by the representative cell method which by means of the discrete Fourier transform reduces the original problem to a boundary value problem defined over one module, the representative cell. The repeating module is then meshed into a dense grid of finite elements and solved by finite element analysis. The technique is combined with topology optimization of infinite spatially periodic structures under arbitrary static loading. Minimum compliance structures under a constant volume of material are obtained by using the densities of material as design variables and by satisfying a classical optimality criterion which is generalized to encompass periodic structures. The method is illustrated with the design of an infinite strip possessing 1D translational symmetry and a cyclic structure under a tangential point force. A parametric study presents the evolution of the solution as a function of the aspect ratio of the representative cell. 相似文献
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Sang-Woong Lee Author VitaeAuthor Vitae Seong-Whan Lee Author Vitae 《Pattern recognition》2007,40(5):1605-1620
Recently, the importance of face recognition has been increasingly emphasized since popular CCD cameras are distributed to various applications. However, facial images are dramatically changed by lighting variations, so that facial appearance changes caused serious performance degradation in face recognition. Many researchers have tried to overcome these illumination problems using diverse approaches, which have required a multiple registered images per person or the prior knowledge of lighting conditions. In this paper, we propose a new method for face recognition under arbitrary lighting conditions, given only a single registered image and training data under unknown illuminations. Our proposed method is based on the illuminated exemplars which are synthesized from photometric stereo images of training data. The linear combination of illuminated exemplars can represent the new face and the weighted coefficients of those illuminated exemplars are used as identity signature. We make experiments for verifying our approach and compare it with two traditional approaches. As a result, higher recognition rates are reported in these experiments using the illumination subset of Max-Planck Institute face database and Korean face database. 相似文献
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Robert A. Canfield David A. Sandler 《Structural and Multidisciplinary Optimization》2018,57(5):1871-1887
Continuum Sensitivity Analysis (CSA), a method to determine response derivatives with respect to design variables, is derived here for the first time in an arbitrary Lagrangian-Eulerian (ALE) reference frame. CSA differentiates nonlinear governing system of equations to arrive at a linear system of partial differential continuum sensitivity equations (CSEs), here, for fluid-structure interaction (FSI). The CSEs and associated sensitivity boundary conditions are derived here for the first time for FSI, using the boundary velocity formulation, carefully distinguishing design velocity from flow velocity and ALE mesh velocity. Whereas boundary conditions must be differentiated using the material (total) derivative, it is sometimes advantageous to derive the CSEs using local (partial) derivatives. The benefit is that geometric sensitivity, known as design velocity, may not be required in the domain. It is shown here that this advantage is realized when the ALE frame undergoes only the rigid body motion associated with the structure to which it is attached. It is further shown that the advantage is not realized when the ALE mesh deforms due to the flexible motion of the fluid-structure interface. The equations for the transient gust response of a two-dimensional airfoil in compressible flow, flexibly attached to a rigid body mass, are presented as a model problem to illustrate a detailed derivation. 相似文献
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Shell rendering 总被引:8,自引:0,他引:8
A structure model for volume rendering, called a shell, is introduced. Roughly, a shell consists of a set of voxels in the vicinity of the structure boundary together with a number of attributes associated with the voxels in this set. By carefully choosing the attributes and storing the shell in a special data structure that allows random access to the voxels and their attributes, storage and computational requirements can be reduced drastically. Only the voxels that potentially contribute to the rendition actually enter into major computation. Instead of the commonly used ray-casting paradigm, voxel projection is used. This eliminates the need for render-time interpolation and further enhances the speed. By having one of the attributes as a boundary likelihood function that determines the most likely location of voxels in the shell to be on the structure boundary, surface-based measurements can be made. The shell concept, the data structure, the rendering and measurement algorithms, and examples drawn from medical imaging that illustrate these concepts are described 相似文献
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