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排序方式: 共有10000条查询结果,搜索用时 15 毫秒
991.
为了改善网络机器人的爬行性能以及提高系统体系结构的通用性,提出了基于Web Service的新型分布式网络机器人体系架构.分析了分布式网络机器人软件中的关键数据操作,并将这些功能封装在Web Service中,基于Web向网络机器人客户结点提供统一的数据服务,降低了网络机器人爬行客户端对网络环境的依赖性.设计了分布式爬行所需的均衡负载、URL队列操纵和网页消重等算法,实现了分布式网络机器人软件原型.实验结果表明,该原型的性能明显优于单机模式下的网络爬行,且网页消重、均衡负载算法是可行的. 相似文献
992.
993.
994.
The Godson-2G microprocessor is a high performance SOC which integrates a four-issue 64-bit high performance CPU core(called GS464),a DDR2/3 controller,a HyperTransport controller,a PCI/PCI-X controller,etc.It is physically implemented in 65 nm CMOS process and reaches the frequency of 1GHz with power consumption less than 4 W.The main challenges of Godson-2G physical implementation include nanometer process technology effects,high performance design targets,and tight schedule.This paper describes the ke... 相似文献
995.
996.
ProbExplorer: Uncertainty‐guided Exploration and Editing of Probabilistic Medical Image Segmentation
In this paper, we develop an interactive analysis and visualization tool for probabilistic segmentation results in medical imaging. We provide a systematic approach to analyze, interact and highlight regions of segmentation uncertainty. We introduce a set of visual analysis widgets integrating different approaches to analyze multivariate probabilistic field data with direct volume rendering. We demonstrate the user's ability to identify suspicious regions (e.g. tumors) and correct the misclassification results using a novel uncertainty‐based segmentation editing technique. We evaluate our system and demonstrate its usefulness in the context of static and time‐varying medical imaging datasets. 相似文献
997.
Veronika Šoltészová Daniel Patel Stefan Bruckner Ivan Viola 《Computer Graphics Forum》2010,29(3):883-891
In this paper, we present a novel technique which simulates directional light scattering for more realistic interactive visualization of volume data. Our method extends the recent directional occlusion shading model by enabling light source positioning with practically no performance penalty. Light transport is approximated using a tilted cone‐shaped function which leaves elliptic footprints in the opacity buffer during slice‐based volume rendering. We perform an incremental blurring operation on the opacity buffer for each slice in front‐to‐back order. This buffer is then used to define the degree of occlusion for the subsequent slice. Our method is capable of generating high‐quality soft shadowing effects, allows interactive modification of all illumination and rendering parameters, and requires no pre‐computation. 相似文献
998.
Sebastian Grottel Guido Reina Carsten Dachsbacher Thomas Ertl 《Computer Graphics Forum》2010,29(3):953-962
Molecular dynamics simulations are a principal tool for studying molecular systems. Such simulations are used to investigate molecular structure, dynamics, and thermodynamical properties, as well as a replacement for, or complement to, costly and dangerous experiments. With the increasing availability of computational power the resulting data sets are becoming increasingly larger, and benchmarks indicate that the interactive visualization on desktop computers poses a challenge when rendering substantially more than millions of glyphs. Trading visual quality for rendering performance is a common approach when interactivity has to be guaranteed. In this paper we address both problems and present a method for high‐quality visualization of massive molecular dynamics data sets. We employ several optimization strategies on different levels of granularity, such as data quantization, data caching in video memory, and a two‐level occlusion culling strategy: coarse culling via hardware occlusion queries and a vertex‐level culling using maximum depth mipmaps. To ensure optimal image quality we employ GPU raycasting and deferred shading with smooth normal vector generation. We demonstrate that our method allows us to interactively render data sets containing tens of millions of high‐quality glyphs. 相似文献
999.
Data sets coming from simulations or sampling of real‐world phenomena often contain noise that hinders their processing and analysis. Automatic filtering and denoising can be challenging: when the nature of the noise is unknown, it is difficult to distinguish between noise and actual data features; in addition, the filtering process itself may introduce “artificial” features into the data set that were not originally present. In this paper, we propose a smoothing method for 2D scalar fields that gives the user explicit control over the data features. We define features as critical points of the given scalar function, and the topological structure they induce (i.e., the Morse‐Smale complex). Feature significance is rated according to topological persistence. Our method allows filtering out spurious features that arise due to noise by means of topological simplification, providing the user with a simple interface that defines the significance threshold, coupled with immediate visual feedback of the remaining data features. In contrast to previous work, our smoothing method guarantees a C1‐continuous output scalar field with the exact specified features and topological structures. 相似文献
1000.
This paper introduces the use of a visual attention model to improve the accuracy of gaze tracking systems. Visual attention models simulate the selective attention part of the human visual system. For instance, in a bottom‐up approach, a saliency map is defined for the image and gives an attention weight to every pixel of the image as a function of its colour, edge or intensity. Our algorithm uses an uncertainty window, defined by the gaze tracker accuracy, and located around the gaze point given by the tracker. Then, using a visual attention model, it searches for the most salient points, or objects, located inside this uncertainty window, and determines a novel, and hopefully, better gaze point. This combination of a gaze tracker together with a visual attention model is considered as the main contribution of the paper. We demonstrate the promising results of our method by presenting two experiments conducted in two different contexts: (1) a free exploration of a visually rich 3D virtual environment without a specific task, and (2) a video game based on gaze tracking involving a selection task. Our approach can be used to improve real‐time gaze tracking systems in many interactive 3D applications such as video games or virtual reality applications. The use of a visual attention model can be adapted to any gaze tracker and the visual attention model can also be adapted to the application in which it is used. 相似文献