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In convex metric spaces, the Ishikawa iteration process and the Ishikawa iteration process with errors is defined for asymptotically quasi-nonexpansive mappings. It is proved some sufficient and necessary conditions for the iterative scheme converges to the fixed point of the asymptotically quasi-nonexpansive mappings. These results generalize and unify many important known results in recent literature. 相似文献
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The mathematical characterization of the texture component plays an instrumental role in image decomposition. In this paper, we are concerned with a low-rank texture prior based cartoon–texture image decomposition model, which utilizes a total variation norm and a global nuclear norm to characterize the cartoon and texture components, respectively. It is promising that our decomposition model is not only extremely simple, but also works perfectly for globally well-patterned images in the sense that the model can recover cleaner texture (or details) than the other novel models. Moreover, such a model can be easily reformulated as a separable convex optimization problem, thereby enjoying a splitting nature so that we can employ a partially parallel splitting method (PPSM) to solve it efficiently. A series of numerical experiments on image restoration demonstrate that PPSM can recover slightly higher quality images than some existing algorithms in terms of taking less iterations or computing time in many cases. 相似文献
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Any point inside a d-dimensional simplex can be expressed in a unique way as a convex combination of the simplex's vertices, and the coefficients of this combination are called the barycentric coordinates of the point. The idea of barycentric coordinates extends to general polytopes with n vertices, but they are no longer unique if n > d+1. Several constructions of such generalized barycentric coordinates have been proposed, in particular for polygons and polyhedra, but most approaches cannot guarantee the non-negativity of the coordinates, which is important for applications like image warping and mesh deformation. We present a novel construction of non-negative and smooth generalized barycentric coordinates for arbitrary simple polygons, which extends to higher dimensions and can include isolated interior points. Our approach is inspired by maximum entropy coordinates, as it also uses a statistical model to define coordinates for convex polygons, but our generalization to non-convex shapes is different and based instead on the project-and-smooth idea of iterative coordinates. We show that our coordinates and their gradients can be evaluated efficiently and provide several examples that illustrate their advantages over previous constructions. 相似文献
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阴影生成是使三维场景具有真实感的重要方式之一。以往的阴影生成算法是对点和面进行处理的,而该文中的阴影生成算法只针对点进行处理。由于任何物体都可以分解成若干个凸多面体,所以凸多面体的阴影生成很有研究价值。该文将凸壳技术应用于三维场景的阴影生成中,形成一种凸多面体的阴影生成方法,并用OpenGL技术实现。该文简述了OpenGL技术和阴影生成技术的基本原理,用OpenGL生成的三维场景模型进行检验,并叙述了场景的组织结构和阴影生成的实现过程,最后生成了较真实的阴影。 相似文献
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In this paper we present a linear-time approximation scheme for determining the maximum weight
triangulation of a convex polygon. Our algorithm is simple and can be implemented easily. 相似文献
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