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951.
通过对某水库泄洪排沙系统的水力模型进行试验研究,发现陡槽明渠末端扩散过渡段水流流态不稳,主流贴岸冲刷严重,为了保证泄流系统的正常运行与堤防安全,必须协调好扩散过渡段前后的水流衔接。基于急流控导理论,提出了边岸导流、水下潜没控制两个控导方案。模型试验研究表明在扩散段加设管桩坝,可以将扩散段主流导向扩散段中央,边岸流速有所减小;采用创新性的组合潜没三角翼在均衡水流和抑制边界层分离都有很好的效果,实现了主流居中稳定、大大减轻了扩散段末端护坦冲刷和右边岸堤防冲刷,研究成果对解决同类型工程问题有一定的借鉴意义。 相似文献
952.
平面有轨弧型双开节制闸是用于河道进行防洪调控和兼顾通航两项要求的的一种新型技术,尚属于起步阶段,当前还未得到全面推广。本研究以南水北调中线一期引江济汉工程拾桥河左岸节制闸工程为实例,对平面有轨弧型双开节制闸的工作原理及闸涵的设计标准、工况条件进行研究分析,为该类节制闸的更加广泛的推广和应用提供参考。 相似文献
953.
新疆老君庙二级供水工程位于荒漠化地区,冬季寒冷、夏季炎热、昼夜温差大,且供水管道距离长、分布范围广,给管网的实时监测和维护带来极大困难,对供水管网进行实时监测、调度和集中管理非常必要。介绍了该供水工程中自动化系统的构成,包括通信系统、计算机网络系统、联合调度系统、管线监控系统、视频监视系统及自动办公系统。系统的成功运行,实现了关键供水参数的监测预警和对采集数据的存储分析,且能够发现漏水点,避免了安全事故的发生。
相似文献
954.
基于汉江干流的4个水文站及18个国家气象站的长序列观测资料,采用数理统计、Mann-Kendall检验和Spearman秩次检验法,对南水北调中线工程调水前汉江流域水文特性及变化趋势进行了分析。研究结果表明:汉江流域大部分地区的降雨无明显变化趋势;气温有显著升高趋势。4个水文站1999~2013年年径流量多年平均值较1956~1998年序列均有了不同程度的减小,但总体上无趋势性减小和增加规律。1956~2013年间汉江流域径流经历了多次丰枯变化期,其中1992~2002年间为连续枯水期,2002年以后径流总体偏丰。
相似文献
955.
956.
针对目前标准马蹄形断面正常水深计算过程烦琐、公式复杂的缺陷,对标准马蹄形断面均匀流基本方程进行数学变换,根据水工隧洞设计规范的要求和工程实际应用情况确定公式的适用范围,应用拟合优化原理得到标准马蹄形断面正常水深的简捷、实用的计算公式。计算结果表明:在工程常用范围内计算的正常水深最大相对误差为0.585%,整个区间内95%以上的计算点相对误差小于0.20%,精度较高,能够满足工程实践的需要。 相似文献
957.
Extracting Microfacet‐based BRDF Parameters from Arbitrary Materials with Power Iterations
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Jonathan Dupuy Eric Heitz Jean‐Claude Iehl Pierre Poulin Victor Ostromoukhov 《Computer Graphics Forum》2015,34(4):21-30
We introduce a novel fitting procedure that takes as input an arbitrary material, possibly anisotropic, and automatically converts it to a microfacet BRDF. Our algorithm is based on the property that the distribution of microfacets may be retrieved by solving an eigenvector problem that is built solely from backscattering samples. We show that the eigenvector associated to the largest eigenvalue is always the only solution to this problem, and compute it using the power iteration method. This approach is straightforward to implement, much faster to compute, and considerably more robust than solutions based on nonlinear optimizations. In addition, we provide simple conversion procedures of our fits into both Beckmann and GGX roughness parameters, and discuss the advantages of microfacet slope space to make our fits editable. We apply our method to measured materials from two large databases that include anisotropic materials, and demonstrate the benefits of spatially varying roughness on texture mapped geometric models. 相似文献
958.
Johannes Meng Florian Simon Johannes Hanika Carsten Dachsbacher 《Computer Graphics Forum》2015,34(4):31-40
In photorealistic image synthesis the radiative transfer equation is often not solved by simulating every wavelength of light, but instead by computing tristimulus transport, for instance using sRGB primaries as a basis. This choice is convenient, because input texture data is usually stored in RGB colour spaces. However, there are problems with this approach which are often overlooked or ignored. By comparing to spectral reference renderings, we show how rendering in tristimulus colour spaces introduces colour shifts in indirect light, violation of energy conservation, and unexpected behaviour in participating media. Furthermore, we introduce a fast method to compute spectra from almost any given XYZ input colour. It creates spectra that match the input colour precisely. Additionally, like in natural reflectance spectra, their energy is smoothly distributed over wide wavelength bands. This method is both useful to upsample RGB input data when spectral transport is used and as an intermediate step for corrected tristimulus‐based transport. Finally, we show how energy conservation can be enforced in RGB by mapping colours to valid reflectances. 相似文献
959.
Henning Zimmer Fabrice Rousselle Wenzel Jakob Oliver Wang David Adler Wojciech Jarosz Olga Sorkine‐Hornung Alexander Sorkine‐Hornung 《Computer Graphics Forum》2015,34(4):131-142
Renderings of animation sequences with physics‐based Monte Carlo light transport simulations are exceedingly costly to generate frame‐by‐frame, yet much of this computation is highly redundant due to the strong coherence in space, time and among samples. A promising approach pursued in prior work entails subsampling the sequence in space, time, and number of samples, followed by image‐based spatio‐temporal upsampling and denoising. These methods can provide significant performance gains, though major issues remain: firstly, in a multiple scattering simulation, the final pixel color is the composite of many different light transport phenomena, and this conflicting information causes artifacts in image‐based methods. Secondly, motion vectors are needed to establish correspondence between the pixels in different frames, but it is unclear how to obtain them for most kinds of light paths (e.g. an object seen through a curved glass panel). To reduce these ambiguities, we propose a general decomposition framework, where the final pixel color is separated into components corresponding to disjoint subsets of the space of light paths. Each component is accompanied by motion vectors and other auxiliary features such as reflectance and surface normals. The motion vectors of specular paths are computed using a temporal extension of manifold exploration and the remaining components use a specialized variant of optical flow. Our experiments show that this decomposition leads to significant improvements in three image‐based applications: denoising, spatial upsampling, and temporal interpolation. 相似文献
960.
In this paper, we study the problem of automatic camera placement for computer graphics and computer vision applications. We extend the problem formulations of previous work by proposing a novel way to incorporate visibility constraints and camera‐to‐camera relationships. For example, the placement solution can be encouraged to have cameras that image the same important locations from different viewing directions, which can enable reconstruction and surveillance tasks to perform better. We show that the general camera placement problem can be formulated mathematically as a convex binary quadratic program (BQP) under linear constraints. Moreover, we propose an optimization strategy with a favorable trade‐off between speed and solution quality. Our solution is almost as fast as a greedy treatment of the problem, but the quality is significantly higher, so much so that it is comparable to exact solutions that take orders of magnitude more computation time. Because it is computationally attractive, our method also allows users to explore the space of solutions for variations in input parameters. To evaluate its effectiveness, we show a range of 3D results on real‐world floorplans (garage, hotel, mall, and airport). 相似文献