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1.
高效率平面磁控溅射器的研制 总被引:1,自引:1,他引:0
介绍一种新型磁控溅射装置。它采用两块极性相对的环状磁铁的设计方法,通过扩大靶表面的等离子放电区域面积,使传统磁控溅射枪使用中经常受到的两个限制──溅射速率与靶的利用率得到了较大的改善。实验中铜靶在溅射功率密度为11W/cm~2时溅射速率约为800nm/min,如果继续提高功率则可获得更高的速率。而靶的利用率可达64%左右。另外,在认为出射粒子符合cos~nθ分布的前提下,发现当n=3.3时,实验数据和理论数据符合得较好。 相似文献
2.
Based on the theory of light energy transfer between two differential diffuse surface areas, a generalized radiosity approach is presented. Unlike the conventional radiosity method, curved surfaces are subdivided into triangular surface patches, radiosity is assummed to be vary across each triangular surface patch. By adopting linear interpolation scheme over each triangular surface patch, we have established a complete set of approximated radiosity equations. Their unknowns are radiosities of differential surface areas located at all vertices of surface patches. The generalized radiosity equation has also been extended to non-diffuse environments. Theoretical analysis and experimental results demonstrate the great potential of this method, 相似文献
3.
为了把广泛应用于网格四边形化和纹理合成的二维表面标架场拓展到三维,提出一种生成三维对称标架场的方法.不同于表面对称标架场(四对称方向场),二维标架场的对称性能用一个切平面的旋转角度来表示,而三维对称标架场的对称性却不能这样简单地表示.为了解决这个问题,利用球面函数来获得一个对称性表述,该表述对于绕任意一个轴的π/2旋转以及它们的复合是不变的.基于球面函数的表示可以获得一个有效的标架场光顺程度的度量,并以球面调和分析进行加速计算;基于一组边界约束,可以通过极小化这个度量函数来获得一个光顺的标架场,该标架场在表面上能很好地对齐法线.最后通过表面投影、流线追踪和奇异点来可视化这个标架场,并将这个光顺的标架场用于六面体网格生成,且讨论了它在生成高质量纯六面体网格方面的潜力,其与表面标架场在生成四边形网格方面的潜力是一致的. 相似文献
4.
Modelling trees according to desired shapes is important for many applications. Despite numerous methods having been proposed in tree modelling, it is still a non‐trivial task and challenging. In this paper, we present a new variational computing approach for generating realistic trees in specific shapes. Instead of directly modelling trees from symbolic rules, we formulate the tree modelling as an optimization process, in which a variational cost function is iteratively minimized. This cost function measures the difference between the guidance shape and the target tree crown. In addition, to faithfully capture the branch structure of trees, several botanical factors, including the minimum total branches volume and spatial branches patterns, are considered in the optimization to guide the tree modelling process. We demonstrate that our approach is applicable to generate trees with different shapes, from interactive design and complex polygonal meshes. 相似文献
5.
Glossy to glossy reflections are lights bounced between glossy surfaces. Such directional light transports are important for humans to perceive glossy materials, but difficult to simulate. This paper proposes a new method for rendering screen‐space glossy to glossy reflections in realtime. We use spherical von Mises‐Fisher (vMF) distributions to model glossy BRDFs at surfaces, and employ screen space directional occlusion (SSDO) rendering framework to trace indirect light transports bounced in the screen space. As our main contributions, we derive a new parameterization of vMF distribution so as to convert the non‐linear fit of multiple vMF distributions into a linear sum in the new space. Then, we present a new linear filtering technique to build MIP‐maps on glossy BRDFs, which allows us to create filtered radiance transfer functions at runtime, and efficiently estimate indirect glossy to glossy reflections. We demonstrate our method in a realtime application for rendering scenes with dynamic glossy objects. Compared with screen space directional occlusion, our approach only requires one extra texture and has a negligible overhead, 3% ~ 6% loss at frame rate, but enables glossy to glossy reflections. 相似文献
6.
It is difficult to render caustic patterns at interactive frame rates. This paper introduces new rendering techniques that relax current constraints, allowing scenes with moving, non-rigid scene objects, rigid caustic objects, and rotating directional light sources to be rendered in real-time with GPU hardware acceleration. Because our algorithm estimates the intensity and the direction of caustic light, rendering of non-Lambertian surfaces is supported. Previous caustics algorithms have separated the problem into pre-rendering and rendering phases, storing intermediate results in data structures such as photon maps or radiance transfer functions. Our central idea is to use specially parameterized spot lights, called caustic spot lights (CSLs), as the intermediate representation of a two-phase algorithm. CSLs are flexible enough that a small number can approximate the light leaving a caustic object, yet simple enough that they can be efficiently evaluated by a pixel shader program during accelerated rendering.We extend our approach to support changing lighting direction by further dividing the pre-rendering phase into per-scene and per-frame components: the per-frame phase computes frame-specific CSLs by interpolating between CSLs that were pre-computed with differing light directions. 相似文献
7.
Solving aliasing artifacts is an essential problem in shadow mapping approaches. Many works have been proposed, however, most of them focused on removing the texel‐level aliasing that results from the limited resolution of shadow maps. Little work has been done to solve the pixel‐level shadow aliasing that is produced by the rasterization on the screen plane. In this paper, we propose a fast, sub‐pixel antialiased shadowing algorithm to solve the pixel aliasing problem. Our work is based on the alias‐free shadow maps, which is capable of computing accurate per‐pixel shadow, and only incurs little cost to extend to sub‐pixel accuracy. Instead of direct supersampling the screen space, we take facets to approximate pixels in shadow testing. The shadowed area of one facet is rapidly evaluated by projecting blocker geometry onto a supersampled 2D occlusion mask with bitmasks fusion. It provides a sub‐pixel occlusion sampling so as to capture fine shadow details and features. Furthermore, we introduce the silhouette mask map that limits visibility evaluation to pixels only on the silhouette, which greatly reduces the computation cost. Our algorithm runs entirely on the GPU, achieving real‐time performance and is an order of magnitude faster than the brute‐force supersampling method to produce comparable 32× antialiased shadows. 相似文献
8.
Nowadays a great deal of effort has been made in order to gain advantages in foreign exchange (FX) rates predictions. However, most existing techniques seldom excel the simple random walk model in practical applications. This paper describes a self-organising network formed on the basis of a mixture of adaptive autoregressive models. The proposed network, termed self-organising mixture autoregressive (SOMAR) model, can be used to describe and model nonstationary, nonlinear time series by means of a number of underlying local regressive models. An autocorrelation coefficient-based measure is proposed as the similarity measure for assigning input samples to the underlying local models. Experiments on both benchmark time series and several FX rates have been conducted. The results show that the proposed method consistently outperforms other local time series modelling techniques on a range of performance measures including the mean-square-error, correct trend predication percentage, accumulated profit and model variance. 相似文献
9.
N—酰基肌氨酸钠的制备,性能及应用 总被引:1,自引:0,他引:1
本文综述了N-酰基肌氨酸钠阴离子表面活性剂的制备方法和产品性能及其在化妆品,个人卫生用品和其它工业部门中的应用。 相似文献
10.
给出了一个基于图像序列的交互式三维建模系统.通过输入一段未标定的图像或视频序列,系统能够自动地恢复出摄像机参数;然后用户只需要在少量几帧图像上简单勾画出物体的形态结构,系统就能自动解析出多帧之间用户交互的对应关系,从而迅速、逼真地重建出场景的三维模型.该系统提供了点与线段的重建、直线与平面的重建、曲线与曲面的重建等功能,能够满足对现实世界中的复杂场景的快速高精度的重建要求.几组真实拍摄的图像序列的建模实验表明:该系统高效、实用.能够很好地满足实际建模需求. 相似文献