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Stroke Based Painterly Rendering with Mass Data through Auto Warping Generation
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作者 Taemin Lee Beomsik Kim +1 位作者 Sanghyun Seo Kyunghyun Yoon 《Computer Modeling in Engineering & Sciences》 SCIE EI 2022年第3期1441-1457,共17页
Painting is done according to the artist’s style.The most representative of the style is the texture and shape of the brush stroke.Computer simulations allow the artist’s painting to be produced by taking this strok... Painting is done according to the artist’s style.The most representative of the style is the texture and shape of the brush stroke.Computer simulations allow the artist’s painting to be produced by taking this stroke and pasting it onto the image.This is called stroke-based rendering.The quality of the result depends on the number or quality of this stroke,since the stroke is taken to create the image.It is not easy to render using a large amount of information,as there is a limit to having a stroke scanned.In this work,we intend to produce rendering results using mass data that produces large amounts of strokes by expanding existing strokes through warping.Through this,we have produced results that have higher quality than conventional studies.Finally,we also compare the correlation between the amount of data and the results. 展开更多
关键词 Painterly rendering stroke based rendering image mass data stroke warping non-photorealistic rendering
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Image Based Rendering under Varying Illumination
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作者 王城峰 Hu Zhanyi 《High Technology Letters》 EI CAS 2003年第3期6-10,共5页
A new approach for photorealistic rendering of a class of objects at arbitrary illumination is presented. The approach of the authors relies entirely on image based rendering techniques. A scheme is utilized for re-il... A new approach for photorealistic rendering of a class of objects at arbitrary illumination is presented. The approach of the authors relies entirely on image based rendering techniques. A scheme is utilized for re-illumination of objects based on linear combination of low dimensional image representations. The minimum rendering condition of technique of the authors is three sample images under varying illumination of a reference object and a single input image of an interested object. Important properties of this approach are its simplicity, robustness and speediness. Experimental results validate the proposed rendering approach. 展开更多
关键词 计算机视觉 透视图 图像处理 可变照度 人脸识别
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On Point-Based Haptic Rendering
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作者 Shi Wen Shahram Payandeh 《Engineering(科研)》 2013年第5期14-24,共11页
Haptic rendering is referred to as an approach for complementing graphical model of the virtual object with mechanics- based properties. As a result, when the user interacts with the virtual object through a haptic de... Haptic rendering is referred to as an approach for complementing graphical model of the virtual object with mechanics- based properties. As a result, when the user interacts with the virtual object through a haptic device, the object can graphically deflect or deform following laws of mechanics. In addition, the user is able to feel the resulting interaction force when interacting with the virtual object. This paper presents a study of defining the levels-of-detail (LOD) in point-based computational mechanics for haptic rendering of objects. The approach uses the description of object as a set of sampled points. In comparison with the finite element method (FEM), point-based approach does not rely on any predefined mesh representation and depends on the point representation of the volume of the object. Different from solving the governing equations of motion representing the entire object based on pre-defined mesh representation which is used in FEM, in point-based modeling approach, the number of points involved in the computation of displacement/deformation can be adaptively defined during the solution cycle. This frame work can offer the implementation of the notion for levels-of-detail techniques for which can be used to tune the haptic rendering environment for in- creased realism and computational efficiency. This paper presents some initial experimental studies in implementing LOD in such environment. 展开更多
关键词 HAPTIC rendering COMPUTATIONAL MECHANICS Point-based MODELING Level-of-Details
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使用Light Field Rendering实现森林的实时渲染及光照算法
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作者 方震 杨红雨 林毅 《四川大学学报(自然科学版)》 CAS CSCD 北大核心 2016年第6期1241-1246,共6页
森林的实时渲染及光照是视景系统中的一个难题.基于图像的渲染方法(IBR)由于渲染速度与模型复杂度无关,被广泛应用于场景重建.基于光流场(Light Field Rendering)的IBR技术,提出一种迭代投射算法来进行外形重建,实现了具有实时光影特征... 森林的实时渲染及光照是视景系统中的一个难题.基于图像的渲染方法(IBR)由于渲染速度与模型复杂度无关,被广泛应用于场景重建.基于光流场(Light Field Rendering)的IBR技术,提出一种迭代投射算法来进行外形重建,实现了具有实时光影特征的森林效果.实验表明该算法结合了传统迭代、投射算法各自的优点,在质量和效率方面取得了平衡. 展开更多
关键词 森林渲染及光照 基于图像的渲染方法 光流场 迭代投射算法
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DPGL:The Direct3D9-based Parallel Graphics Library for Multi-display Environment 被引量:1
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作者 Zhen Liu Jiao-Ying Shi 《International Journal of Automation and computing》 EI 2007年第1期30-37,共8页
The emergence of high performance 3D graphics cards has opened the way to PC clusters for high performance multi- display environment. In order to exploit the rendering ability of PC clusters, we should design appropr... The emergence of high performance 3D graphics cards has opened the way to PC clusters for high performance multi- display environment. In order to exploit the rendering ability of PC clusters, we should design appropriate parallel rendering algorithms and parallel graphics library interfaces. Due to the rapid development of Direct3D, we bring forward DPGL, the Direct3D9-based parallel graphics library in D3DPR parallel rendering system, which implements Direct3D9 interfaces to support existing Direct3D9 application parallelization with no modification. Based on the parallelism analysis of Direct3D9 rendering pipeline, we briefly introduce D3DPR parallel rendering system. DPGL is the fundamental component of D3DPR. After presenting DPGL three layers architecture, we discuss the rendering resource interception and management. Finally, we describe the design and implementation of DPGL in detail, including rendering command interception layer, rendering command interpretation layer and rendering resource parallelization layer. 展开更多
关键词 Direct3D9-based parallel graphics library parallel rendering virtual environment PC clusters.
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Depth Based View Synthesis Using Graph Cuts for 3DTV
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作者 Anh Tu Tran Koichi Harada 《Journal of Signal and Information Processing》 2013年第3期327-335,共9页
In three-dimensional television (3DTV), an interactive free viewpoint selection application has received more attention so far. This paper presents a novel method that synthesizes a free-viewpoint based on multiple te... In three-dimensional television (3DTV), an interactive free viewpoint selection application has received more attention so far. This paper presents a novel method that synthesizes a free-viewpoint based on multiple textures and depth maps in multi-view camera configuration. This method solves the cracks and holes problem due to sampling rate by performing an inverse warping to retrieve texture images. This step allows a simple and accurate re-sampling of synthetic pixels. To enforce the spatial consistency of color and remove the pixels wrapped incorrectly because of inaccuracy depth maps, we propose some processing steps. The warped depth and warped texture images are used to classify pixels as stable, unstable and disoccluded pixels. The stable pixels are used to create an initial new view by weighted interpolation. To refine the new view, Graph cuts are used to select the best candidates for each unstable pixel. Finally, the remaining disoccluded regions are filled by our inpainting method based on depth information and texture neighboring pixel values. Our experiment on several multi-view data sets is encouraging in both subjective and objective results. Furthermore, our proposal can flexibly use more than two views in multi-view system to create a new view with higher quality. 展开更多
关键词 View SYNTHESIS DEPTH Image based rendering (DIBR) Free-Viewpoint TV Graph CUTS
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View synthesis based on the serial images from camera lengthways motion
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作者 Zhang Jing Wang Changshun +2 位作者 Liao Wuling Ou Zongying Hua Shungang 《Journal of Systems Engineering and Electronics》 SCIE EI CSCD 2006年第2期284-289,共6页
For the pre-acquired serial images from camera lengthways motion, a view synthesis algorithm based on epipolar geometry constraint is proposed in this paper. It uses the whole matching and maintaining order characters... For the pre-acquired serial images from camera lengthways motion, a view synthesis algorithm based on epipolar geometry constraint is proposed in this paper. It uses the whole matching and maintaining order characters of the epipolar line, Fourier transform and dynamic programming matching theories, thus truly synthesizing the destination image of current viewpoint. Through the combination of Fourier transform, epipolar geometry constraint and dynamic programming matching, the circumference distortion problem resulting from conventional view synthesis approaches is effectively avoided. The detailed implementation steps of this algorithm are given, and some running instances are presented to illustrate the results. 展开更多
关键词 image-based rendering view synthesis epipolar geometry constraint Fourier transform dynamic prog-ramming matching.
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Detection of the Single Image from DIBR Based on 3D Warping Trace and Edge Matching
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作者 Dae-Jin Jung Heung-Kyu Lee 《Journal of Computer and Communications》 2014年第4期43-50,共8页
Recently, the popularity of 3D content is on the rise because of its immersive experience to view- ers. While demands for 3D contents and 3D technologies increase, only a few copyright protection methods for 3D conten... Recently, the popularity of 3D content is on the rise because of its immersive experience to view- ers. While demands for 3D contents and 3D technologies increase, only a few copyright protection methods for 3D contents have been proposed. The simplest infringement is the illegal distribution of the single 2D image from 3D content. The leaked image is still valuable as 2D content and the leakage can be occurred in DIBR system. To detect the leaked image, we focus on the hole-filled region which is caused by the hole-filling procedure mandatory in DIBR system. To estimate the hole-filled regions, two different procedures are conducted to extract edges and to estimate 3D warping traces, respectively. After that, the hole-filled regions are estimated and the left-right-eye image discrimination (LR discrimination) is also conducted. Experimental results demonstrate the effectiveness of the proposed method using quantitative measures. 展开更多
关键词 3D STEREOSCOPIC Image DIBR Depth-image-based rendering Digital FORENSICS
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On-line Free-viewpoint Video:From Single to Multiple View Rendering
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作者 Vincent Nozick Hideo Saito 《International Journal of Automation and computing》 EI 2008年第3期257-267,共11页
In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. ... In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. We present a new VBR system that creates new views of a live dynamic scene. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to a mobile phone. Using GPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer. 展开更多
关键词 Video-based rendering (VBR) free-viewpoint video view interpolation graphics processing unit (GPU) WEBCAM STEREOVISION autostereoscopic.
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Depth-aided inpainting for disocclusion restoration of multi-view images using depth-image-based rendering 被引量:7
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作者 Kai LUO Dong-xiao LI Ya-mei FENG Ming ZHANG 《Journal of Zhejiang University-Science A(Applied Physics & Engineering)》 SCIE EI CAS CSCD 2009年第12期1738-1749,共12页
A new algorithm is proposed for restoring disocclusion regions in depth-image-based rendering (DIBR) warped images. Current solutions include layered depth image (LDI), pre-filtering methods, and post-processing metho... A new algorithm is proposed for restoring disocclusion regions in depth-image-based rendering (DIBR) warped images. Current solutions include layered depth image (LDI), pre-filtering methods, and post-processing methods. The LDI is complicated, and pre-filtering of depth images causes noticeable geometrical distortions in cases of large baseline warping. This paper presents a depth-aided inpainting method which inherits merits from Criminisi’s inpainting algorithm. The proposed method features incorporation of a depth cue into texture estimation. The algorithm efficiently handles depth ambiguity by penalizing larger Lagrange multipliers of filling points closer to the warping position compared with the surrounding existing points. We perform morphological operations on depth images to accelerate the algorithm convergence, and adopt a luma-first strategy to adapt to various color sampling formats. Experiments on test multi-view sequence showed that our method has superiority in depth differentiation and geometrical loyalty in the restoration of warped images. Also, peak signal-to-noise ratio (PSNR) statistics on non-hole regions and whole image comparisons both compare favorably to those obtained by state of the art techniques. 展开更多
关键词 基于图像的绘制 图像修复 深度图像 多视图 计算机辅助 低密度脂蛋白 修复算法 拉格朗日乘数
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Layered Textures for Image-Based Rendering 被引量:1
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作者 Wen-ChengWang Kui-YuLi +1 位作者 XinZheng En-HuaWu 《Journal of Computer Science & Technology》 SCIE EI CSCD 2004年第5期633-642,共10页
An extension to texture mapping is given in this paper for improving theefficiency of image-based rendering. For a depth image with an orthogonal displacement at eachpixel, it is decomposed by the displacement into a ... An extension to texture mapping is given in this paper for improving theefficiency of image-based rendering. For a depth image with an orthogonal displacement at eachpixel, it is decomposed by the displacement into a series of layered textures (LTs) with each onehaving the same displacement for all its texels. Meanwhile, some texels of the layered textures areinterpolated for obtaining a continuous 3D approximation of the model represented in the depthimage. Thus, the plane-to-plane texture mapping can be used to map these layered textures to producenovel views and the advantages can be obtained as follows: accelerating the rendering speed,supporting the 3D surface details and view motion parallax, and avoiding the expensive task ofhole-filling in the rendering stage. Experimental results show the new method can producehigh-quality images and run faster than many famous image-based rendering techniques. 展开更多
关键词 layered texture texture mapping image-based rendering
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点渲染方式对量化点云主观质量的影响及算法优化
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作者 陈章 尹宇杰 +1 位作者 冯芸 万帅 《西安交通大学学报》 EI CAS CSCD 北大核心 2024年第4期32-40,共9页
为探究点渲染方式对量化点云主观质量的影响并优化渲染算法,设计了不同基础几何体类型和渲染半径计算方式的点云主观质量评价实验。通过威尔科克森符号秩检验和双独立样本T检验,分析了基础几何体类型和最近邻渲染算法对几何和属性量化... 为探究点渲染方式对量化点云主观质量的影响并优化渲染算法,设计了不同基础几何体类型和渲染半径计算方式的点云主观质量评价实验。通过威尔科克森符号秩检验和双独立样本T检验,分析了基础几何体类型和最近邻渲染算法对几何和属性量化失真点云主观质量的影响。实验结果表明:基础几何体类型由于混叠程度不同而对主观质量影响不同,基础几何体混叠面积越大则主观质量越低;最近邻渲染算法对主观质量影响不显著,该算法减少了点云渲染后空洞的产生,却增大了混叠程度。在属性失真较小时,最近邻渲染算法效果优于渲染半径固定算法;在属性失真较大时,则劣于渲染半径固定的算法。结合主观实验结果,建立了混叠、空洞失真和基础几何体渲染半径的数学模型,在几何量化采用八叉树剪枝的基础上,通过空间相似性对模型参数进行简化并求解,提出一种利用几何量化参数计算基础几何体渲染半径的算法。与最近邻渲染算法相比,所提算法节省了52%的时间复杂度,渲染点云峰值信噪比提升了12.3%,主观质量分数提升了0.5。研究减少了计算资源,提高了渲染效率,可为渲染器的设计和优化提供参考。 展开更多
关键词 点云 质量评价 主观实验 点渲染 量化失真
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A Brief Introduction of the Achievements of Key Project Image-based Modeling and Rendering for Virtual Reality Applications
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作者 Jiaoying Shi Zhanyi Hu +1 位作者 Enhua Wu Qunsheng Peng 《Science Foundation in China》 CAS 2006年第2期60-62,共3页
关键词 虚拟现实 基于图像 数学建模 制图 应用 重点项目 研究成果
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反射剖面精确拟合的次表面散射计算方法
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作者 梁仕宇 高阳 +1 位作者 丛宇 郝爱民 《软件学报》 EI CSCD 北大核心 2023年第8期3757-3773,共17页
近年来,随着电影、游戏、虚拟现实应用等对真实感要求的不断提高,针对人体组织、牛奶等半透明材质的实时渲染变得越发重要.针对当前大部分次表面散射计算方法难以正确估计散射范围的问题,提出了一种全新的次表面散射计算方法用以精确表... 近年来,随着电影、游戏、虚拟现实应用等对真实感要求的不断提高,针对人体组织、牛奶等半透明材质的实时渲染变得越发重要.针对当前大部分次表面散射计算方法难以正确估计散射范围的问题,提出了一种全新的次表面散射计算方法用以精确表示最大散射距离.首先,针对暴力蒙特卡洛光子追踪结果进行模拟,以得到反射剖面结果.其次通过多项式模型进行反射剖面拟合,计算精确着色点处的最大散射范围.最后,提出了一种新的重要性采样方案以减少蒙特卡洛所需的采样数,进一步提高计算效率.此外,方法所需的参数仅由着色点上的反射率以及材质平均自由程提供,以便于灵活调整渲染效果.实验证明,所提模型避免了之前对于散射范围的错误估计,对材质反射率复杂的区域具有更好的渲染精度,且渲染速率满足实时要求. 展开更多
关键词 次表面散射 半透明材质 真实感渲染 函数拟合 实时渲染
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Audio Vivid标准关键技术研究及系统试验 被引量:1
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作者 周芸 庞超 +1 位作者 王喆 郭晓强 《广播与电视技术》 2023年第7期35-42,共8页
本文在对三维声行业标准《三维声编解码及渲染》(Audio Vivid)深入研究的基础上,分析三维声编解码和渲染端到端技术框架,介绍基于神经网络的通用码率音频编码、元数据编码、扬声器渲染和双耳渲染等关键技术,给出卡塔尔世界杯期间Audio V... 本文在对三维声行业标准《三维声编解码及渲染》(Audio Vivid)深入研究的基础上,分析三维声编解码和渲染端到端技术框架,介绍基于神经网络的通用码率音频编码、元数据编码、扬声器渲染和双耳渲染等关键技术,给出卡塔尔世界杯期间Audio Vivid标准端到端技术试验情况,为Audio Vivid标准应用部署提供技术参考。 展开更多
关键词 Audio Vivid 三维声 编解码 渲染 HOA空间编码 基于神经网络的音频编码
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PBR流程在游戏模型制作中的实践与应用
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作者 郭法宝 《电视技术》 2023年第11期112-115,共4页
随着游戏产业的迅速发展,游戏模型制作技术迭代升级,基于物理原理的渲染(Physically-Based Rendering,PBR)作为一种先进的渲染技术,能够更加真实地模拟光照和材质的效果,已经在游戏行业广泛应用。利用PBR流程制作游戏模型呈上升趋势,不... 随着游戏产业的迅速发展,游戏模型制作技术迭代升级,基于物理原理的渲染(Physically-Based Rendering,PBR)作为一种先进的渲染技术,能够更加真实地模拟光照和材质的效果,已经在游戏行业广泛应用。利用PBR流程制作游戏模型呈上升趋势,不仅可以提升游戏画面质量,而且可以使模型更具真实感。基于此,以游戏道具模型为例,探讨PBR流程在游戏模型制作中的实践与应用,以常见的游戏道具模型为例,讲解PBR技术的应用流程。 展开更多
关键词 基于物理原理的渲染(PBR) 游戏模型制作 渲染技术
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Lumiproxy:A Hybrid Representation of Image-Based Models
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作者 盛斌 朱鉴 +1 位作者 吴恩华 张言辞 《Journal of Computer Science & Technology》 SCIE EI CSCD 2009年第3期578-587,共10页
In this paper, we present a hybrid representation of image-based models combining the textured planes and the hierarchical points. Taking a set of depth images as input, our method starts from classifying input pixels... In this paper, we present a hybrid representation of image-based models combining the textured planes and the hierarchical points. Taking a set of depth images as input, our method starts from classifying input pixels into two categories, indicating the planar and non-planar surfaces respectively. For the planar surfaces, the geometric coefficients are reconstructed to form the uniformly sampled textures. For nearly planar surfaces, some textured planes, called lumiproxies, are constructed to represent the equivalent visual appearance. The Hough transform is used to find the positions of these textured planes, and optic flow measures are used to determine their textures. For remaining pixels corresponding to the non-planar geometries, the point primitive is applied, reorganized as the OBB-tree structure. Then, texture mapping and point splatting are employed together to render the novel views, with the hardware acceleration. 展开更多
关键词 lumiproxy sampling surface fitting image-based rendering
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An Image-Based Virtual Reality Prototype System
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作者 蔡勇 王平安 +3 位作者 吴恩华 刘学慧 李洪举 孙庆杰 《Journal of Computer Science & Technology》 SCIE EI CSCD 1998年第5期475-480,共6页
The most important goal of virtual reality is to create a virtual world by computers where users are allowed to view the environment and control the virtual objects interactively. naditionally virtual reality systems ... The most important goal of virtual reality is to create a virtual world by computers where users are allowed to view the environment and control the virtual objects interactively. naditionally virtual reality systems use 3D computer graphics to model and render a virtual environment in real time. However, this approach usually requires laborious modeling and expensive special-purpose rendering hardware. Image-based rendering is a new approach in composing a virtual environment in which a set of panoramic images is used to compose the virtual environment and walking in the space is accomplished by 'hopping' to different panoramic points. This paper introduces an experimeatal image-based VR system. The techniques utilized in the system, in particular the authoring and interactive control tools of the system, are described in detail. 展开更多
关键词 Virtual reality image-based rendering panoramic image
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虚拟环境中森林植被的实时可视化技术研究 被引量:7
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作者 淮永建 王梅峰 +1 位作者 左正兴 黄心渊 《计算机工程与应用》 CSCD 北大核心 2004年第35期33-36,共4页
森林植被的实时可视化技术是复杂虚拟环境渲染的重要组成部分,也是影响虚拟环境逼真度的重要因素。森林植被绘制的实时性是制约VR应用的重要方面。论文综述了虚拟环境中植被可视化的研究成果,对所有的技术方法的优、缺点和应用范围进行... 森林植被的实时可视化技术是复杂虚拟环境渲染的重要组成部分,也是影响虚拟环境逼真度的重要因素。森林植被绘制的实时性是制约VR应用的重要方面。论文综述了虚拟环境中植被可视化的研究成果,对所有的技术方法的优、缺点和应用范围进行了分类比较。最后,展望了植被可视化技术的发展趋势。 展开更多
关键词 虚拟环境 森林植被可视化 基于多边形的绘制算法 基于点元的绘制算法 基于图像的绘制算法
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虚拟现实中的基于图像绘制技术综述 被引量:20
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作者 殷润民 李伯虎 柴旭东 《系统仿真学报》 EI CAS CSCD 北大核心 2007年第19期4353-4357,4362,共6页
基于图像绘制技术为虚拟现实系统提供了更加可靠、真实、快捷的虚拟场景构建方案。虚拟场景的基于图像建模、支持基于图像的场景控制以及基于图像实时动态分布协同工作等技术领域成为了基于图像绘制技术在虚拟现实应用中的三个主要发展... 基于图像绘制技术为虚拟现实系统提供了更加可靠、真实、快捷的虚拟场景构建方案。虚拟场景的基于图像建模、支持基于图像的场景控制以及基于图像实时动态分布协同工作等技术领域成为了基于图像绘制技术在虚拟现实应用中的三个主要发展方向。按照面向虚拟现实应用流程和系统结构分类,讨论现有的基于图像绘制技术发展状况,分析各技术的原理以及优缺点,最后提出了面向虚拟现实应用的基于图像绘制技术的拓展方向。 展开更多
关键词 虚拟现实 基于图像绘制 虚拟环境 基于几何绘制
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