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91.
The degradation of perchloroethylene (PCE) by UV/TiO2 photocatalysis in gas phase was studied. The degradation efficiency has been compared in different continuous flow reactors: a photocatalytic tangential reactor (PTR) where the air flows tangentially over the catalytic medium and two photocatalytic filtering reactors (PFR) where the air flows through the porous catalytic medium. The degradation rate shows a linear dependence with the concentration of pollutants (up to 350 mg PCE/N m3) for the PTR, but the degradation was negligible for the PFR. The degradation rate was enhanced by accelerating the chlorine radicals’ formation (by adding HCl in catalytic quantity in the air flow or by PCE over-heating). In these conditions, the oxidation rate constant of PCE in the PFR was about five times higher than that in the PTR, although the mass of catalyst involved in the PFR was about 10 times lower and the contact time was about a 1000 times shorter than that of the PTR. Thus, the catalyst is globally more efficiently used in the PFR, as the mass transfer is not limiting. As a result, a degradation mechanism of PCE, involving the generation of free chlorine radicals, as the first limiting step, has been confirmed.  相似文献   
92.
We present a technique for approximating isotropic BRDFs and precomputed self-occlusion that enables accurate and efficient prefiltered environment map rendering. Our approach uses a nonlinear approximation of the BRDF as a weighted sum of isotropic Gaussian functions. Our representation requires a minimal amount of storage, can accurately represent BRDFs of arbitrary sharpness, and is above all, efficient to render. We precompute visibility due to self-occlusion and store a low-frequency approximation suitable for glossy reflections. We demonstrate our method by fitting our representation to measured BRDF data, yielding high visual quality at real-time frame rates.  相似文献   
93.
In the area of image retrieval from data bases and for copyright protection of large image collections there is a growing demand for unique but easily computable fingerprints for images. These fingerprints can be used to quickly identify every image within a larger set of possibly similar images. This paper introduces a novel method to automatically obtain such fingerprints from an image. It is based on a reinterpretation of an image as a Riemannian manifold. This representation is feasible for gray value images and color images. We discuss the use of the spectrum of eigenvalues of different variants of the Laplace operator as a fingerprint and show the usability of this approach in several use cases. Contrary to existing works in this area we do not only use the discrete Laplacian, but also with a particular emphasis the underlying continuous operator. This allows better results in comparing the resulting spectra and deeper insights in the problems arising. We show how the well known discrete Laplacian is related to the continuous Laplace-Beltrami operator. Furthermore, we introduce the new concept of solid height functions to overcome some potential limitations of the method.  相似文献   
94.
本文介绍了一种对研究发动机燃烧过程有着重要应用价值的实验技术-时间分幅全息技术,本文就该技术中常常出现的重影问题做了重点研究,通过分析重影出现的根源,找到了一种消除重影的新方法,文章还举例说明了该技术在液体破碎机理问题保研究中的应用。  相似文献   
95.
96.
本文介绍一种噪声图象的滤波方法 ,它不需要先验的图象模型 ,而且也不会损伤边界和细小的细节 ,在相加性和相乘性噪声的情况下 ,计算与边界方向有关的子集的局部平均值和方差 ,相应地沿着边界方向的噪声就被去掉 ,同时对边界有一定的增强效果  相似文献   
97.
In this paper, a technique is proposed for the rendering of transparent objects interactively using the method of refractive rendering. In the proposed technique, the refractive rendering algorithm is performed in two stages, namely the pre‐computation stage and the shading stage. In the pre‐computation stage, ray‐traced information, including directions and positions of rays, are generated by a ray tracing process and are stored in a set of ray lists. In the shading stage, these data are retrieved from the ray lists for computing the shading of an object. Using the proposed technique, photorealistic image of transparent objects and gemstones with various cuttings, material properties, lighting and background can be rendered interactively. By combining the refractive rendering technique with conventional shading techniques, jewelry and crystal designs can be rendered at a much higher speed comparing with conventional ray tracing techniques.  相似文献   
98.
The present paper describes a new algorithm to calculate the watershed transform through rain simulation of greyscale digital images by means of pixel arrowing. The efficiency of this method is based on limiting the necessary neighbouring operations to compute the transform to the outmost, and in the total number of scannings performed over the whole image. The experiments demonstrate that the proposed algorithm is able to significantly reduce the running time of the fastest known algorithm without involving any loss of efficiency.  相似文献   
99.
We present a new post processing method of simulating depth of field based on accurate calculations of circles of confusion. Compared to previous work, our method derives actual scene depth information directly from the existing depth buffer, requires no specialized rendering passes, and allows easy integration into existing rendering applications. Our implementation uses an adaptive, two‐pass filter, producing a high quality depth of field effect that can be executed entirely on the GPU, taking advantage of the parallelism of modern graphics cards and permitting real time performance when applied to large numbers of pixels.  相似文献   
100.
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