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The projection of a photographic data set on a 3D model is a robust and widely applicable way to acquire appearance information of an object. The first step of this procedure is the alignment of the images on the 3D model. While any reconstruction pipeline aims at avoiding misregistration by improving camera calibrations and geometry, in practice a perfect alignment cannot always be reached. Depending on the way multiple camera images are fused on the object surface, remaining misregistrations show up either as ghosting or as discontinuities at transitions from one camera view to another. In this paper we propose a method, based on the computation of Optical Flow between overlapping images, to correct the local misalignment by determining the necessary displacement. The goal is to correct the symptoms of misregistration, instead of searching for a globally consistent mapping, which might not exist. The method scales up well with the size of the data set (both photographic and geometric) and is quite independent of the characteristics of the 3D model (topology cleanliness, parametrization, density). The method is robust and can handle real world cases that have different characteristics: low level geometric details and images that lack enough features for global optimization or manual methods. It can be applied to different mapping strategies, such as texture or per-vertex attribute encoding.  相似文献   
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We introduce a framework for the generation of polygonal gridshell architectural structures, whose topology is designed in order to excel in static performances. We start from the analysis of stress on the input surface and we use the resulting tensor field to induce an anisotropic nonEuclidean metric over it. This metric is derived by studying the relation between the stress tensor over a continuous shell and the optimal shape of polygons in a corresponding gridshell. Polygonal meshes with uniform density and isotropic cells under this metric exhibit variable density and anisotropy in Euclidean space, thus achieving a better distribution of the strain energy over their elements. Meshes are further optimized taking into account symmetry and regularity of cells to improve aesthetics. We experiment with quad meshes and hexdominant meshes, demonstrating that our gridshells achieve better static performances than stateoftheart gridshells.  相似文献   
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Visual fidelity and interactivity are the main goals in Computer Graphics research, but recently also audio is assuming an important role. Binaural rendering can provide extremely pleasing and realistic three‐dimensional sound, but to achieve best results it's necessary either to measure or to estimate individual Head Related Transfer Function (HRTF). This function is strictly related to the peculiar features of ears and face of the listener. Recent sound scattering simulation techniques can calculate HRTF starting from an accurate 3D model of a human head. Hence, the use of binaural rendering on large scale (i.e. video games, entertainment) could depend on the possibility to produce a sufficiently accurate 3D model of a human head, starting from the smallest possible input. In this paper we present a completely automatic system, which produces a 3D model of a head starting from simple input data (five photos and some key‐points indicated by user). The geometry is generated by extracting information from images and accordingly deforming a 3D dummy to reproduce user head features. The system proves to be fast, automatic, robust and reliable: geometric validation and preliminary assessments show that it can be accurate enough for HRTF calculation.  相似文献   
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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   
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External memory management and simplification of huge meshes   总被引:5,自引:0,他引:5  
Very large triangle meshes, i.e., meshes composed of millions of faces, are becoming common in many applications. Obviously, processing, rendering, transmission, and archiving of these meshes are not simple tasks. Mesh simplification and LOD management are a rather mature technology that, in many cases, can efficiently manage complex data. But, only a few available systems can manage meshes characterized by a huge size: RAM size is often a severe bottleneck. In this paper, we present a data structure called Octree-based External Memory Mesh (OEMM). It supports external memory management of complex meshes, loading dynamically in main memory only the selected sections and preserving data consistency during local updates. The functionalities implemented on this data structure (simplification, detail preservation, mesh editing, visualization, and inspection) can be applied to huge triangles meshes on low-cost PC platforms. The time overhead due to the external memory management is affordable. Results of the test of our system on complex meshes are presented.  相似文献   
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Computational Visual Media - We present a novel approach to automatically recover, from a small set of partially overlapping spherical images, an indoor structure representation in terms of a 3D...  相似文献   
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A solution is proposed to the problem of interactive visualization and rendering of volume data. Designed for parallel distributed memory MIMD architectures, the volume rendering system is based on the ray tracing (RT) visualization technique, the Sticks representation scheme (a data structure exploiting data coherence for the compression of classified data sets), the use of a slice-partitioning technique for the distribution of the data between the processing nodes and the consequent ray-data-flow parallelizing strategy. The system has been implemented on two different architectures: an inmos Transputer network and a hypercube nCUBE 6400 architecture. The high number of processors of this latter machine has allowed us to exploit a second level of parallelism (parallelism on image space, or parallelism on pixels) in order to arrive at a higher degree of scalability. In both proposals, the similarities between the chosen data-partitioning strategy, the communications pattern of the visualization processes and the topology of the physical system architecture represent the key points and provide improved software design and efficiency. Moreover, the partitioning strategy used and the network interconnection topology reduce the communications overhead and allow for an efficient implementation of a static load-balancing technique based on the prerendering of a low resolution image. Details of the practical issues involved in the parallelization process of volumetric RT, commonly encountered problems (i.e. termination and deadlock prevention) and the sw migration process between different architectures are discussed.  相似文献   
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The paper deals with the parallelization of Delaunay triangulation, a widely used space partitioning technique. Two parallel implementations of a three-dimensional incremental construction algorithm are presented. The first is based on the decomposition of the spatial domain, while the second relies on the master-slaves approach. Both parallelization strategies are evaluated, stressing practical issues rather than theoretical complexity. We report on the exploitation of two different parallel environments: a tightly coupled distributed memory MIMD architecture and a network of workstations co-operating under the Linda environment Then, a third hybrid solution is proposed, specifically addressed to the exploitation of higher parallelism. It combines the other two solutions by grouping the processing nodes of the multicomputer into clusters and by exploiting parallelism at two different levels.  相似文献   
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