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排序方式: 共有107条查询结果,搜索用时 15 毫秒
71.
降质文档图像二值化问题是图像处理领域的一个难点。该文通过分析图像不同区域灰度对比度的差异,为降质文档图像提出了新的二值化算法。首先利用四叉树原理自适应划分区域,再对不同灰度对比度区域采用不同对比度增强法以调整局部区域内的灰度对比度,最后根据灰度值出现的频率确定局部阈值。该文测试了随机拍摄的降质图像及DIBCO(Document Image Binarization COntest)图像集中的50幅图像。与4种经典算法比较,所提算法处理的降质图像具有最高F-measure值和峰值信噪比(PSNR值)。 相似文献
72.
73.
提出一种满足多种准则的动态搜索优化图象重建方法。从图象场的本质出发,设立了3个准则函数。熵函数的导数是非线性的,本文将其变换为近似的线性公式以获得迭代公路。动态搜索则尽可能避免很多算法在迭代过程中对图象校正过量或不足的问题。 相似文献
74.
二维复杂图形的一种近似覆盖方法 总被引:1,自引:0,他引:1
该文提出了一种用简单的矩形区域覆盖复杂的平面区域的方法,从而可以方便地判断一条轨迹与区域之间的拓扑关系。 相似文献
75.
针对模糊C均值聚类算法对大数据量的情况进行分割时存在耗时过长的问题,提出基于改进四叉树的FCM分割方法。该算法首先求取图像的四叉树,将四叉树节点集合作为模糊聚类算法的样本集,减小样本空间,然后利用FCM算法实现图像的边缘分割;针对分割处理后的图像带来的锯齿状边缘,再利用曲线拟合算法对图像边缘进行平滑处理。在标准摄影师图像和肝脏核磁图像的数据集上实验,实验结果可以看出算法提高了FCM的运算速度,对医学图像具有更高的分割精度,便于为后续诊断和数据分析提供基础。 相似文献
76.
Many quad encoding technique have been published previously, using a variety of approaches to the different facets of quad storage, representation and manipulation. We review the major classes and identify three parameters which distinguish them. These are then used explicitly to classify a large number of published methods, with short discussion on each. In doing this we are also able to highlight some new approaches, to identify rare examples which escape the classification, and to suggest approaches to choosing a method to suit a given application. 相似文献
77.
In a number of emerging streaming applications, the data values that are produced have an associated time interval for which they are valid. A useful computation over such streaming data is to produce a continuous and valid skyline summary. Previous work on skyline algorithms have only focused on evaluating skylines over static data sets, and there are no known algorithms for skyline computation in the continuous setting. In this paper, we introduce the continuous time-interval skyline operator, which continuously computes the current skyline over a data stream. We present a new algorithm called LookOut for evaluating such queries efficiently, and empirically demonstrate the scalability of this algorithm. In addition, we also examine the effect of the underlying spatial index structure when evaluating skylines. Whereas previous work on skyline computations have only considered using the R∗-tree index structure, we show that for skyline computations using an underlying quadtree has significant performance benefits over an R∗-tree index. 相似文献
78.
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new method on view-dependent refinement of multiresolution meshes by using the computation power of modern programmable graphics hardware (GPU). Two rendering passes using this method are included. During the first pass, the level of detail selection is performed in the fragment shaders. The resultant buffer from the first pass is taken as the input texture to the second rendering pass by vertex texturing, and then the node culling and triangulation can be performed in the vertex shaders. Our approach can generate adaptive meshes in real-time, and can be fully implemented on GPU. The method improves the efficiency of mesh simplification, and significantly alleviates the computing load on CPU. 相似文献
79.
An octree is a recursive partition of the unit cube, such that in each step a cube is subdivided into eight smaller cubes. Those cubes that are not further subdivided are the leaves of the octree. We consider the problem of coloring the leaves of an octree using as few colors as possible such that no two of them get the same color if they share a facet. It turns out that the number of colors needed depends on a parameter that we call unbalancedness. Roughly speaking, this parameter measures how much adjacent cubes differ in size. For most values of this parameter we give tight bounds on the minimum number of colors, and extend the results to higher dimensions. 相似文献
80.
结合近年来对分形块编码的研究成果,实现了其编码和解码过程;并且通过研究存储数据之间的内在联系,提出对不同的数据按不同的原则进行分类,然后分别施行算术编码。分析数据及实验效果说明,改进的编码算法在不影响信噪比的前提下得到了较好的压缩比。 相似文献