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141.
运维管理平台工作流引擎设计   总被引:1,自引:0,他引:1  
论述在运维管理平台设计中针对业务发展对系统功能的不断要求引入工作流引擎.实现方便地创建公文流程,不需要编写任何代码;方便地构建业务流程,并能无缝融合到现有的IT服务流程中;方便流程配置、管理,通过图形化工具来确定流程的定义功能,方便流程的变更.  相似文献   
142.
Typically, flow volumes are visualized by defining their boundary as iso‐surface of a level set function. Grid‐based level sets offer a good global representation but suffer from numerical diffusion of surface detail, whereas particle‐based methods preserve details more accurately but introduce the problem of unequal global representation. The particle level set (PLS) method combines the advantages of both approaches by interchanging the information between the grid and the particles. Our work demonstrates that the PLS technique can be adapted to volumetric dye advection via streak volumes, and to the visualization by time surfaces and path volumes. We achieve this with a modified and extended PLS, including a model for dye injection. A new algorithmic interpretation of PLS is introduced to exploit the efficiency of the GPU, leading to interactive visualization. Finally, we demonstrate the high quality and usefulness of PLS flow visualization by providing quantitative results on volume preservation and by discussing typical applications of 3D flow visualization.  相似文献   
143.
Although considerable attention in recent years has been given to the problem of symmetry detection in general shapes, few methods have been developed that aim to detect and quantify the intrinsic symmetry of a shape rather than its extrinsic, or pose‐dependent symmetry. In this paper, we present a novel approach for efficiently computing symmetries of a shape which are invariant up to isometry preserving transformations. We show that the intrinsic symmetries of a shape are transformed into the Euclidean symmetries in the signature space defined by the eigenfunctions of the Laplace‐Beltrami operator. Based on this observation, we devise an algorithm which detects and computes the isometric mappings from the shape onto itself. We show that our approach is both computationally efficient and robust with respect to small non‐isometric deformations, even if they include topological changes.  相似文献   
144.
Most graph visualization techniques focus on the structure of graphs and do not offer support for dealing with node attributes and edge labels. To enable users to detect relations and patterns in terms of data associated with nodes and edges, we present a technique where this data plays a more central role. Nodes and edges are clustered based on associated data. Via direct manipulation users can interactively inspect and query the graph. Questions that can be answered include, “which edge types are activated by specific node attributes?” and, “how and from where can I reach specific types of nodes?” To validate our approach we contrast it with current practice. We also provide several examples where our method was used to study transition graphs that model real‐world systems.  相似文献   
145.
Visual fidelity and interactivity are the main goals in Computer Graphics research, but recently also audio is assuming an important role. Binaural rendering can provide extremely pleasing and realistic three‐dimensional sound, but to achieve best results it's necessary either to measure or to estimate individual Head Related Transfer Function (HRTF). This function is strictly related to the peculiar features of ears and face of the listener. Recent sound scattering simulation techniques can calculate HRTF starting from an accurate 3D model of a human head. Hence, the use of binaural rendering on large scale (i.e. video games, entertainment) could depend on the possibility to produce a sufficiently accurate 3D model of a human head, starting from the smallest possible input. In this paper we present a completely automatic system, which produces a 3D model of a head starting from simple input data (five photos and some key‐points indicated by user). The geometry is generated by extracting information from images and accordingly deforming a 3D dummy to reproduce user head features. The system proves to be fast, automatic, robust and reliable: geometric validation and preliminary assessments show that it can be accurate enough for HRTF calculation.  相似文献   
146.
We present an algorithm for detecting and extracting the silhouette edges of a triangle mesh in real time using Graphical Processing Units (GPUs). We also propose a tessellation strategy for visualizing the mesh with smooth silhouettes through a continuous blend between Bézier patches with varying level of detail. Furthermore, we show how our techniques can be integrated with displacement and normal mapping. We give details on our GPU implementation and provide a performance analysis with respect to mesh size.  相似文献   
147.
148.
基于LSSVM的木材干燥建模研究   总被引:4,自引:0,他引:4  
针对木材干燥过程的强非线性特点,提出以最小二乘支持向量机LSSVM建立木材干燥基准模型.通过实验用小型木材干燥窑实际干燥过程中采集的数据作为训练样本进行仿真实验,结果表明基于LSSVM的木材干燥模型预测输出能够准确反映干燥过程木材含水率的变化,模型结构简单、预测精度高、泛化能力强,验证了LSSVM对木材干燥过程建模是一种可行而有效的方法.  相似文献   
149.
介绍了当今的软件建模发展现状及UML的建模框架和策略,并针对高校机房计费系统的实例,讲解与RUP相容的建模框架,给出了基于UML的数据库应用系统建模的整体设计流程。  相似文献   
150.
CGF是分布交互仿真环境中重要的仿真实体,CGF行为模型是构建CGF系统的核心和难点.对CGF行为的特点进行了归纳,认为CGF的行为可以由一组动作通过一定的逻辑运算进行合成.提出了基于线性赋色时态逻辑的行为建模方法,分别建立了动作、活动和行为三个不同层次的模型并给出了实例应用.采用该方法建立的CGF行为模型结构明晰,适于采用STAGE的脚本语言进行程序化描述,仿真结果表明了该方法的合理性和有效性.  相似文献   
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