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91.
矿山爆破质量定量评价系统研究   总被引:1,自引:0,他引:1  
爆破块度是衡量爆破质量的重要指标,快速准确的评价系统建立是现代化矿山爆破精细管理的基本要求。对爆堆块度评价涉及的抽样、图像识别、质量转换、误差修正及分布函数等进行了系统地分析论证,形成了建立爆破块度定量评价体系的系统方法,并结合具体矿山爆破进行了验证。  相似文献   
92.
拍摄的节目凝聚着导演、摄影者的创意及记载的珍贵画面,这些在影视高清晰度(HD)时代同样是非常重要的。当然,节目内容将直接决定作品的未来价值,但是使用何种载体记录节目,将决定其未来有多少潜在价值。本文较详细的叙述有关影视的技术发展、胶片和高清晰度录像的比较、胶片的技术性能等。  相似文献   
93.
Design and computation consultant Giulio Piacentino is the developer of WeaverBird. Here he describes how the plug-in ‘gives architects more geometric control and allows them to create complex surface structures that join in orderly ways, yet in arbitrary configurations’.  相似文献   
94.
李立煊 《包装工程》2004,25(4):71-72,106
论述了在商品包装宣传中,应用拍摄构图中的主、陪体,前后景,环境等要素,准确选择拍摄中的裁身点,以达到强化商品包装宣传的视觉冲击力的目的,使其更好的发挥宣传、促销商品的功效.  相似文献   
95.
气象卫星云图图象共享系统   总被引:1,自引:0,他引:1  
提出的图象共享系统通过对数据进行压缩和并以通讯工作方式,实现了云图数据远距离的传输和共享,本系统可以经济地普及使用卫星云图,因而其有实际意义。  相似文献   
96.
    
We present anefficient algorithm for determining an aesthetically pleasing shape boundary connecting all the points in a given unorganized set of 2D points, with no other information than point coordinates. By posing shape construction as a minimisation problem which follows the Gestalt laws, our desired shape is non‐intersecting, interpolates all points and minimizes a criterion related to these laws. The basis for our algorithm is an initial graph, an extension of the Euclidean minimum spanning tree but with no leaf nodes, called as the minimum boundary complex . and can be expressed similarly by parametrizing a topological constraint. A close approximation of , termed can be computed fast using a greedy algorithm. is then transformed into a closed interpolating boundary in two steps to satisfy ’s topological and minimization requirements. Computing exactly is an NP (Non‐Polynomial)‐hard problem, whereas is computed in linearithmic time. We present many examples showing considerable improvement over previous techniques, especially for shapes with sharp corners. Source code is available online.  相似文献   
97.
    
In this paper, we present a new method for removing shadows from images. First, shadows are detected by interactive brushing assisted with a Gaussian Mixture Model. Secondly, the detected shadows are removed using an adaptive illumination transfer approach that accounts for the reflectance variation of the image texture. The contrast and noise levels of the result are then improved with a multi‐scale illumination transfer technique. Finally, any visible shadow boundaries in the image can be eliminated based on our Bayesian framework. We also extend our method to video data and achieve temporally consistent shadow‐free results.  相似文献   
98.
    
In this work we present a new algorithm for accelerating the colour bilateral filter based on a subsampling strategy working in the spatial domain. The base idea is to use a suitable subset of samples of the entire kernel in order to obtain a good estimation of the exact filter values. The main advantages of the proposed approach are that it has an excellent trade‐off between visual quality and speed‐up, a very low memory overhead is required and it is straightforward to implement on the GPU allowing real‐time filtering. We show different applications of the proposed filter, in particular efficient cross‐bilateral filtering, real‐time edge‐aware image editing and fast video denoising. We compare our method against the state of the art in terms of image quality, time performance and memory usage.  相似文献   
99.
    
We introduce a new technique called Implicit Brushes to render animated 3D scenes with stylized lines in realtime with temporal coherence. An Implicit Brush is defined at a given pixel by the convolution of a brush footprint along a feature skeleton; the skeleton itself is obtained by locating surface features in the pixel neighborhood. Features are identified via image‐space fitting techniques that not only extract their location, but also their profile, which permits to distinguish between sharp and smooth features. Profile parameters are then mapped to stylistic parameters such as brush orientation, size or opacity to give rise to a wide range of line‐based styles.  相似文献   
100.
    
Photo‐realistic rendering of inhomogeneous participating media with light scattering in consideration is important in computer graphics, and is typically computed using Monte Carlo based methods. The key technique in such methods is the free path sampling, which is used for determining the distance (free path) between successive scattering events. Recently, it has been shown that efficient and unbiased free path sampling methods can be constructed based on Woodcock tracking. The key concept for improving the efficiency is to utilize space partitioning (e.g., kd‐tree or uniform grid), and a better space partitioning scheme is important for better sampling efficiency. Thus, an estimation framework for investigating the gain in sampling efficiency is important for determining how to partition the space. However, currently, there is no estimation framework that works in 3D space. In this paper, we propose a new estimation framework to overcome this problem. Using our framework, we can analytically estimate the sampling efficiency for any typical partitioned space. Conversely, we can also use this estimation framework for determining the optimal space partitioning. As an application, we show that new space partitioning schemes can be constructed using our estimation framework. Moreover, we show that the differences in the performances using different schemes can be predicted fairly well using our estimation framework.  相似文献   
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