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面向球幕投影系统的几何校正方法 被引量:3
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作者 王明冬 盖孟 +1 位作者 赖舜男 王震 《图学学报》 CSCD 北大核心 2019年第4期631-636,共6页
用于飞行模拟的视景仿真系统,经常会以多台投影仪同步投影以得到较大范围的视场角。当投影机斜对屏幕或者投影屏幕为曲面时,图像会发生几何失真。针对此问题,本文提出了一种专门面向球幕投影系统的几何校正方法,并以一个三通道显示系统... 用于飞行模拟的视景仿真系统,经常会以多台投影仪同步投影以得到较大范围的视场角。当投影机斜对屏幕或者投影屏幕为曲面时,图像会发生几何失真。针对此问题,本文提出了一种专门面向球幕投影系统的几何校正方法,并以一个三通道显示系统为实例,详述了该方法的理论原理以及校正流程。实例结果表明,经几何校正后,各投影图像无几何畸变,通道过渡处几何内容完全一致。该方法是一种纯软件方法,成本小而且操作简单,能够适应于不同的投影场景。 展开更多
关键词 球幕 几何校正 飞行模拟器 多投影 OPENGL
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一种基于可穿戴器件触觉感知信息的盲人虚拟视觉导航系统 被引量:1
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作者 葛松 林衍旎 +5 位作者 赖舜男 徐晶晶 何宇力 赵琦 张弘 许胜勇 《生物化学与生物物理进展》 SCIE CAS CSCD 北大核心 2022年第8期1543-1554,共12页
目的全球视力受损或失明人数已超2亿,长期以来各类人工视觉系统被广泛研究。人工视觉系统的研发主要有两种技术路径,第一种是各类植入式人工视觉装置,第二种是各类非植入式、可穿戴装置。本文展示了一种非植入式、基于可穿戴头部触觉激... 目的全球视力受损或失明人数已超2亿,长期以来各类人工视觉系统被广泛研究。人工视觉系统的研发主要有两种技术路径,第一种是各类植入式人工视觉装置,第二种是各类非植入式、可穿戴装置。本文展示了一种非植入式、基于可穿戴头部触觉激发装置的系统原型,能够帮助盲人和视觉障碍者完成行走等复杂任务。方法该系统采集受试者周边环境图像信息并无线传输到后台,操作人员分析处理图像信息后,将指令以触觉编码形式无线传输到头套等可穿戴装置,由驱动电路激发多点位头部触觉,从而为受试者提供准确的行动指令。系统并辅助以语音信息,让其了解更多道路状况和环境信息。结果用原型系统对5名(2男3女)在读大学生健康志愿者和1名年轻盲症患者(男)进行实验。结果表明,原型系统充分利用了头部对前后左右的天然区分能力和对触觉的快速反应,具备直行、左右调整、转弯等明确指令功能。受试者对指令的响应时间约0.5 s,直线行走约7 m距离的偏差量标准差平均值相比未佩戴装置的情况下降低到(16±10)cm。结论该系统可隐蔽、准确地提供环境图像信息,有效帮助视觉障碍人士完成行走、避让障碍物、上台阶、进入咖啡厅等公共场所、桌上取物等日常活动,达到了预期目标。今后对原型系统作进一步完善,特别是小型化、智能芯片化,把触觉装置制成颈环、腰带、手环、脚环等,将能够广泛应用于盲人出行辅助、夜间野外旅行、深海潜水等多种工作场景。 展开更多
关键词 盲人 人工视觉系统 头部触觉 触觉编码 无线传输 语音辅助
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脑机接口:现状,问题与展望 被引量:31
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作者 葛松 徐晶晶 +3 位作者 赖舜男 杨娜娜 林衍旎 许胜勇 《生物化学与生物物理进展》 SCIE CAS CSCD 北大核心 2020年第12期1227-1249,共23页
本文综述现有脑机接口技术的最新发展,并讨论这些脑机接口技术的局限和存在的问题,如高估人类个体大脑的功能、对大脑信息存储方式缺乏了解等.基于大脑信息存储的"二维码"模型,我们认为目前的脑机接口技术方案仅适用于一些简... 本文综述现有脑机接口技术的最新发展,并讨论这些脑机接口技术的局限和存在的问题,如高估人类个体大脑的功能、对大脑信息存储方式缺乏了解等.基于大脑信息存储的"二维码"模型,我们认为目前的脑机接口技术方案仅适用于一些简单的应用场景,如了解受测者的情绪变化、生命活动的状态,以及控制体外器械等,而无法通过脑机接口技术获取脑内诸如记忆与思考等信息的精准细节.我们也提出,向大脑输入信息的脑机接口技术有较大的发展空间,比如发展具有多种调控效果、物理和生化技术结合的深脑刺激装置,有可能广泛应用于抑郁症、癫痫等脑疾病的治疗,以及应用于短期脑力的增强.本文对于目前的脑机接口研究领域具有一定的警示和启发意义. 展开更多
关键词 人类大脑 脑机接口 脑电极 脑探针 大脑记忆机制
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A Network Scheduling Strategy of Android-Based Virtual Reality System 被引量:3
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作者 SONG Xue-hui WANG Shao-rong +1 位作者 lai shun-nan WANG Guo-ping 《Computer Aided Drafting,Design and Manufacturing》 2015年第2期36-42,共7页
Mobile platform develops rapidly in recent years, with its performance and capacity increasing. A large number of virtual reality applications such as 3D simulation and visualization have appeared on mobile platform. ... Mobile platform develops rapidly in recent years, with its performance and capacity increasing. A large number of virtual reality applications such as 3D simulation and visualization have appeared on mobile platform. However, due to restrictions, such as the lack of computing resources and the limited network bandwidth, the virtual reality systems on mobile platform could not have comparable performance as their peers on desktop platform. Taking resource restrictions into consideration, trade-offs have been made regarding the display of virtual reality systems. We propose a unified network scheduling strategy based on asynchronous multi-thread, database cache, prioritization and elimination of overdue requests. This strategy has been tested on the prototype system of virtual reality system on Android. The results demonstrate higher network resource utilization and better user experience. 展开更多
关键词 virtual reality network dispatch ANDROID
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Real-Time Rendering of Large-Scale Ocean Environments 被引量:1
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作者 HUANG Jing-jia LI Sheng +1 位作者 lai shun-nan WANG Guo-ping 《Computer Aided Drafting,Design and Manufacturing》 2015年第2期47-53,共7页
Simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game,... Simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game, movie and military usage. Simulation of ocean environment is often lack of realism for real-time application due to its complexity of dynamic waves. In this paper, a method based on FFT Wave model is proposed to solve this problem, which can also simulate the ocean optic property with atmosphere scattering. Furthermore, our method has a lot of advantages including global ocean dataset support, real-time, dynamic reflection of ocean, the foam on the wave, smooth transition from deep ocean to seacoast, etc. The experimental results demonstrate the realism and effectiveness of our approach. 展开更多
关键词 FFT wave model real-time rendering REFLECTION REFRACTION foam
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Editing Vector Graphics in the Virtual Simulation Environment
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作者 SHI Xiao-long lai shun-nan 《Computer Aided Drafting,Design and Manufacturing》 2014年第2期23-29,共7页
We present a method to represent multi-resolution vector graphics such as road networks or railway networks in virtual environment. These vector data can be interactively edited and the landscape and be explored in re... We present a method to represent multi-resolution vector graphics such as road networks or railway networks in virtual environment. These vector data can be interactively edited and the landscape and be explored in real time at any altitude from flight view to car view. We design a context-focused vector description of linear can areal features, with associated customized definition painter to specify their appearance (color and material) and their display mode (detailed mode or simplified mode). There are some special problems in drawing vector graphics in virtual environment. Floating-point round-off error appear when we use a low view point to observe the scene, and it leads to scene jittering. Drawing 3D wide lines turns into a problem on 3D terrain. We design a view-based self-adaptive interpolation algorithm and an offset line generating algorithm to solve it. Our results show high performance with good visual quality. 展开更多
关键词 vector graphics virtual reality virtual globe
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