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排序方式: 共有1184条查询结果,搜索用时 15 毫秒
981.
982.
Piping isometric drawings, which feature their intrinsical topological relation rather than just geometrical shape, are important industrial art works in the field of Computer-Aided Design (CAD). This paper takes a fresh look at the topology integrity authentication of piping isometric drawings, which has not been mentioned before in the literature, from the digital watermarking perspective. A blind and semi-fragile watermarking based algorithm is proposed to address the referred interesting issue. The topology authentication problem of piping isometric drawings is investigated. In addition to the stretching operation, both global and local similarity transformation operations, which are critical problems in the case of watermarking embedding and extraction, are analyzed in detail. The topological graph is extracted and constructed from the drawing firstly. Then, similarity transformation invariants are constructed as watermarks carriers for each node. After that, the topological relation among joint components is encoded into singular watermarks for each node of the graph. These generated topology sensitive watermarks are embedded into geometrical invariants of each node via quantization index modulation. Theoretical analysis and experimental results demonstrate that our approach yields a strong ability in detecting and locating unauthorized topology attacks while achieves robustness against both global and local similarity transformations especially the stretching operation. The proposed scheme can be employed to authenticate topology integrity for each of the drawings derived from the model individually in industry practices. 相似文献
983.
H. Szer 《Software》2015,45(10):1359-1373
Static code analysis tools automatically generate alerts for potential software faults that can lead to failures. However, these tools usually generate a very large number of alerts, some of which are subject to false positives. Because of limited resources, it is usually hard to inspect all the alerts. As a complementary approach, runtime verification techniques verify dynamic system behavior with respect to a set of specifications. However, these specifications are usually created manually based on system requirements and constraints. In this paper, we introduce a noval approach and a toolchain for integrated static code analysis and runtime verification. Alerts that are generated by static code analysis tools are utilized for automatically generating runtime verification specifications. On the other hand, runtime verification results are used for automatically generating filters for static code analysis tools to eliminate false positives. The approach is illustrated for the static analysis and runtime verification of an open‐source bibliography reference manager software. Copyright © 2014 John Wiley & Sons, Ltd. 相似文献
984.
Project‐Based Learning (PBL) is an educational strategy to improve student's learning capability that, in recent years, has had a progressive acceptance in undergraduate studies. This methodology is based on solving a problem or project in a student working group. In this way, PBL focuses on learning the necessary tools to correctly find a solution to given problems. Since the learning initiative is transferred to the student, the PBL method promotes students own abilities. This allows a better assessment of the true workload that carries out the student in the subject. It follows that the methodology conforms to the guidelines of the Bologna document, which quantifies the student workload in a subject by means of the European credit transfer system (ECTS). PBL is currently applied in undergraduate studies needing strong practical training such as medicine, nursing or law sciences. Although this is also the case in engineering studies, amazingly, few experiences have been reported. In this paper we propose to use PBL in the educational organization of the Computer Graphics subjects in the Computer Science degree. Our PBL project focuses in the development of a C++ graphical environment based on the OpenGL libraries for visualization and handling of different graphical objects. The starting point is a basic skeleton that already includes lighting functions, perspective projection with mouse interaction to change the point of view and three predefined objects. Students have to complete this skeleton by adding their own functions to solve the project. A total number of 10 projects have been proposed and successfully solved. The exercises range from human face rendering to articulated objects, such as robot arms or puppets. In the present paper we extensively report the statement and educational objectives for two of the projects: solar system visualization and a chess game. We report our earlier educational experience based on the standard classroom theoretical, problem and practice sessions and the reasons that motivated searching for other learning methods. We have mainly chosen PBL because it improves the student learning initiative. We have applied the PBL educational model since the beginning of the second semester. The student's feedback increases in his interest for the subject. We present a comparative study of the teachers' and students' workload between PBL and the classic teaching approach, which suggests that the workload increase in PBL is not as high as it seems. 相似文献
985.
Ronald A. Olsson 《Software Testing, Verification and Reliability》2002,12(2):71-76
Earlier work suggests that program transformations can simplify program verification. A given program containing complex language features is transformed into a semantically equivalent program containing only simpler language features. The transformed program is proven using a set of proof rules for only the simpler features. That approach was illustrated by transforming a given program that may contain multiple‐level escape statements within nested loops into an equivalent program that contains no escape statements. This paper gives additional transformations, which map a given program that may contain multiple‐level escape statements to a semantically equivalent program (TP) that contains only single‐level escape statements. The proof of TP uses proof rules for single‐level escape statements, or the earlier transformations further map TP to a program with no escape statements, whose proof uses proof rules for loops without escape statements. This paper also discusses escape statements where the number of levels is determined at run‐time. Copyright © 2002 John Wiley & Sons, Ltd. 相似文献
986.
Myla Archer Amy Lo Ronald A. Olsson 《Software Testing, Verification and Reliability》1999,9(2):85-106
Although most typically used in other contexts, program transformations can simplify program verification by transforming a program containing complex language features into a semantically equivalent program containing only simpler language features. The proof of the transformed program can then be performed using a set of proof rules for only the simpler features. There are tradeoffs between the transformational approach and the standard approach to program verification with regard to proof understandability and compactness of programs and assertions, establishing soundness of the program verification method, and providing mechanized support for the method. The transformational approach has clear advantages in some of these aspects. This paper illustrates this transformational approach by considering proof rules for escape statements in iterative constructs, and discusses the tradeoffs with respect to its use. It also suggests how the approach can be applied to other language constructs, including some involving concurrency, and to solving some problems connected with the development of Hoare axiomatizations. Copyright © 1999 John Wiley & Sons, Ltd. 相似文献
987.
目前经典的基于微分同胚非刚体变换的标记点匹配算法虽然克服了以往非微分同胚变换方法不能处理大形变非刚体变换的问题,但是普遍存在时空复杂度较高,算法收敛速度较慢以及匹配精确性和变换光滑性不能兼顾等问题.针对这些问题,本文提出了一种新的基于恒定动量矢量的快速大形变微分同胚非刚体标记点集匹配算法,该方法利用拉格朗日坐标系下的恒定动量矢量以及时间依赖的多尺度再生核来构造速度矢量场,然后采用基于规则化控制参数的确定性退火机制来搜索最优动量矢量,从而得到最终的微分同胚变换形变场.最后实验验证了本文所提新算法能使匹配的精确性和变换的光滑性达到较好的平衡兼顾,而且也较大程度地降低了算法的时间复杂度以及空间复杂度. 相似文献
988.
Non‐rigid registration of 3D shapes is an essential task of increasing importance as commodity depth sensors become more widely available for scanning dynamic scenes. Non‐rigid registration is much more challenging than rigid registration as it estimates a set of local transformations instead of a single global transformation, and hence is prone to the overfitting issue due to underdetermination. The common wisdom in previous methods is to impose an ?2‐norm regularization on the local transformation differences. However, the ?2‐norm regularization tends to bias the solution towards outliers and noise with heavy‐tailed distribution, which is verified by the poor goodness‐of‐fit of the Gaussian distribution over transformation differences. On the contrary, Laplacian distribution fits well with the transformation differences, suggesting the use of a sparsity prior. We propose a sparse non‐rigid registration (SNR) method with an ?1‐norm regularized model for transformation estimation, which is effectively solved by an alternate direction method (ADM) under the augmented Lagrangian framework. We also devise a multi‐resolution scheme for robust and progressive registration. Results on both public datasets and our scanned datasets show the superiority of our method, particularly in handling large‐scale deformations as well as outliers and noise. 相似文献
989.
Marco Attene 《Computer Graphics Forum》2015,34(8):64-76
Modern 3D printing technologies and the upcoming mass‐customization paradigm call for efficient methods to produce and distribute arbitrarily shaped 3D objects. This paper introduces an original algorithm to split a 3D model in parts that can be efficiently packed within a box, with the objective of reassembling them after delivery. The first step consists in the creation of a hierarchy of possible parts that can be tightly packed within their minimum bounding boxes. In a second step, the hierarchy is exploited to extract the (single) segmentation whose parts can be most tightly packed. The fact that shape packing is an NP‐complete problem justifies the use of heuristics and approximated solutions whose efficacy and efficiency must be assessed. Extensive experimentation demonstrates that our algorithm produces satisfactory results for arbitrarily shaped objects while being comparable to ad hoc methods when specific shapes are considered. 相似文献
990.
Andrei Sharf Hui Huang Cheng Liang Jiapei Zhang Baoquan Chen Minglun Gong 《Computer Graphics Forum》2014,33(1):2-14
In this work, we introduce the ‘mobility‐tree’ construct for high‐level functional representation of complex 3D indoor scenes. In recent years, digital indoor scenes are becoming increasingly popular, consisting of detailed geometry and complex functionalities. These scenes often consist of objects that reoccur in various poses and interrelate with each other. In this work we analyse the reoccurrence of objects in the scene and automatically detect their functional mobilities. ‘Mobility’ analysis denotes the motion capabilities (i.e. degree of freedom) of an object and its subpart which typically relates to their indoor functionalities. We compute an object's mobility by analysing its spatial arrangement, repetitions and relations with other objects and store it in a ‘mobility‐tree’. Repetitive motions in the scenes are grouped in ‘mobility‐groups’, for which we develop a set of sophisticated controllers facilitating semantical high‐level editing operations. We show applications of our mobility analysis to interactive scene manipulation and reorganization, and present results for a variety of indoor scenes. 相似文献