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Power Consumption Optimization for 3D Graphics Rendering
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作者 Lidong Xing Tao Li +1 位作者 Hucai Huang Jungang Han 《Journal of Harbin Institute of Technology(New Series)》 EI CAS 2019年第1期42-50,共9页
This paper studies some programming techniques for low power rendering for 3 D graphics. These techniques are derived from analysis and simulation results of hardware circuits of GPU. Although low power3 D graphics ha... This paper studies some programming techniques for low power rendering for 3 D graphics. These techniques are derived from analysis and simulation results of hardware circuits of GPU. Although low power3 D graphics hardware design has been studied by other researchers,low power programming techniques from hardware perspective have not been investigated in depth. There are many factors that affect 3 D graphics rendering performance,such as the number of vertices,vertex sharing,level of details,texture mapping,and rendering algorithms. An analytical study of graphics rendering workload is performed and the effect of a number of programming tips such as vertex sharing,clock gating and buffering of unmoving or translational objects is deeply studied. The results presented in this paper can be used to guide 3 D graphics programming for optimizing both power consumption and performance. 展开更多
关键词 GPU 3D graphics rendering low power WORKLOAD VERTEX SHARING graphics PROGRAMMING
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Three-Dimensional Space Interpolation of Grey / Depth Image Sequence-A New Technique of Computer Graphics Synthesis
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作者 Wang Xincheng, Zhu Weile, Zhu Xiaokun and Gu DerenChengdu University of Electronic Science and Technology, Chengdu 610054 《Journal of Systems Engineering and Electronics》 SCIE EI CSCD 1993年第3期70-77,共8页
This paper advances a three-dimensional space interpolation method of grey / depth image sequence, which breaks free from the limit of original practical photographing route. Pictures can cruise at will in space. By u... This paper advances a three-dimensional space interpolation method of grey / depth image sequence, which breaks free from the limit of original practical photographing route. Pictures can cruise at will in space. By using space sparse sampling, great memorial capacity can be saved and reproduced scenes can be controlled. To solve time consuming and complex computations in three-dimensional interpolation algorithm, we have studied a fast and practical algorithm of scattered space lattice and that of 'Warp' algorithm with proper depth. By several simple aspects of three dimensional space interpolation, we succeed in developing some simple and practical algorithms. Some results of simulated experiments with computers have shown that the new method is absolutely feasible. 展开更多
关键词 Grey / depth image three-dimensional space interpolation Computer graphics synthesis Algorithms.
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Foreign Landscape Architecture History Teaching by Introducing Three-dimensional Graphic Analysis:A Case Study of Italian Renaissance Gardens
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作者 YANG Xin 《Journal of Landscape Research》 2021年第2期95-98,共4页
Taking contents of Italian Renaissance gardens in the course Foreign Landscape Architecture History as an example,this paper introduces case teaching method and analyzes application of three-dimensional graphic analys... Taking contents of Italian Renaissance gardens in the course Foreign Landscape Architecture History as an example,this paper introduces case teaching method and analyzes application of three-dimensional graphic analysis method in case teaching in detail,aiming at typical cases of Italian Renaissance gardens,namely,Villa Medici,Fiesole and Villa d’Este,Tivoli.Three-dimensional graphic analysis can help students form intuitive feeling of terrain and space,further understand the typical gardening techniques of foreign gardens,so as to improve the teaching effect of landscape architecture history course. 展开更多
关键词 Case teaching method three-dimensional graphic analysis Italian Renaissance gardens Foreign Landscape Architecture History teaching
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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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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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A Volume Rendering Algorithm for Sequential 2D Medical Images
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作者 吕忆松 陈亚珠 《Journal of Shanghai University(English Edition)》 CAS 2002年第4期313-318,共6页
Volume rendering of 3D data sets composed of sequential 2D medical images has become an important branch in image processing and computer graphics. To help physicians fully understand deep seated human organs and foc... Volume rendering of 3D data sets composed of sequential 2D medical images has become an important branch in image processing and computer graphics. To help physicians fully understand deep seated human organs and focuses ( e.g. a tumour) as 3D structures, in this paper, we present a modified volume rendering algorithm to render volumetric data. Using this method, the projection images of structures of interest from different viewing directions can be obtained satisfactorily. By rotating the light source and the observer eyepoint, this method avoids rotates the whole volumetric data in main memory and thus reduces computational complexity and rendering time. Experiments on CT images suggest that the proposed method is useful and efficient for rendering 3D data sets. 展开更多
关键词 volume rendering CT images computer graphics.
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Fast interactive volume rendering method for adjustable vessel segmentation visualization
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作者 MAXIME Guilbot 杨新 《Journal of Shanghai University(English Edition)》 CAS 2008年第3期240-248,共9页
Medical diagnosis software and computer-assisted surgical systems often use segmented image data to help clinicians make decisions. The segmentation extracts the region of interest from the background, which makes the... Medical diagnosis software and computer-assisted surgical systems often use segmented image data to help clinicians make decisions. The segmentation extracts the region of interest from the background, which makes the visualization clearer. However, no segmentation method can guarantee accurate results under all circumstances. As a result, the clinicians need a solution that enables them to check and validate the segmentation accuracy as well as displaying the segmented area without ambiguities. With the method presented in this paper, the real CT or MR image is displayed within the segmented region and the segmented boundaries can be expanded or contracted interactively. By this way, the clinicians are able to check and validate the segmentation visually and make more reliable decisions. After experiments with real data from a hospital, the presented method is proved to be suitable for efficiently detecting segmentation errors. The new algorithm uses new graphic processing uint (GPU) shading functions recently introduced in graphic cards and is fast enough to interact oil the segmented area, which was not possible with previous methods. 展开更多
关键词 volume rendering coronary vessels segmentation segmentation error detection texture shader graphic processinguint (GPU)
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DGPSL:A DISTRIBUTED GRAPHICS LIBRARY
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作者 Shi Jiaoying Pan Zhigeng Zheng Wenting 《Computer Aided Drafting,Design and Manufacturing》 1994年第2期50-58,共2页
in this paper we present a distributed graphics processing support library called DGPSL. Itis a facility for implementing graphics applications which repuire expensive computing power on a network of workstations- Use... in this paper we present a distributed graphics processing support library called DGPSL. Itis a facility for implementing graphics applications which repuire expensive computing power on a network of workstations- Users may use it to implernent distributed graphics application just as use anordinary library- DGPSI- contains a sequencial graphics library (SGL) and a parallel graphics library(PGL). When users call graphics rountines in PGL, DGPSL finds more than one idle rnachines andexecute the specified algorithm in parallel. The DGPSL is implemented on a heterogenous network.With DGPSL, we have developed a distributed solid modeling sysytem and a distributed volurne ren-dering system. 展开更多
关键词 distributed graphics: cornputing paradigm: graphics library parallel ray tracing solidmodeling volume rendering
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神经辐射场硬件加速器设计研究综述
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作者 吴立舟 朱浩哲 陈迟晓 《集成电路与嵌入式系统》 2024年第11期41-50,共10页
神经辐射场(NeRF)是一种用于重建三维场景的新兴方法,其在机器人领域的应用前景备受关注。NeRF通过多层感知机(MLP)学习三维场景特征,实现高保真的图像渲染,并为机器人在复杂环境中的导航、定位和感知提供基础。其核心流程包括光线采样... 神经辐射场(NeRF)是一种用于重建三维场景的新兴方法,其在机器人领域的应用前景备受关注。NeRF通过多层感知机(MLP)学习三维场景特征,实现高保真的图像渲染,并为机器人在复杂环境中的导航、定位和感知提供基础。其核心流程包括光线采样、特征提取和体渲染,具有计算量大和非规则存储访问密集的特点,限制了在现有硬件平台,尤其是端侧设备上的部署,亟需探索新的硬件架构和软硬件协同优化方案。本文系统阐述了NeRF的技术原理与算法演进,并探讨了其在现有硬件设备上的性能瓶颈。在此基础上,详细介绍了经典的NeRF硬件加速器工作,归纳出图像相似性优化、空间稀疏性优化、存储器访问优化三种主要优化方向,并分析了不同工作技术的共性与差异。此外,结合SLAM、AIGC等应用场景,探讨了当前NeRF加速器在处理开放场景任务时所面临的可扩展性和存储限制方面的技术局限和挑战。最后,提出未来发展的建议,以期为NeRF硬件加速器的进一步应用和优化提供启发。 展开更多
关键词 神经辐射场 3D重建 图像渲染 加速器 TensoRF
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基于WebGIS的大数据图形渲染技术 被引量:1
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作者 雷鸣 姜罕盛 梁健 《计算技术与自动化》 2024年第2期105-109,共5页
随着大气科学相关技术的高速发展,基于软件图形显示功能的更高展示要求在气象行业中被不断提出。人们在持续追求更加逼真视觉上的渲染效果:一方面保证稳定高效地渲染海量数据,另一方面,同时保证高质量图像文件的生成。为此,提出了一种... 随着大气科学相关技术的高速发展,基于软件图形显示功能的更高展示要求在气象行业中被不断提出。人们在持续追求更加逼真视觉上的渲染效果:一方面保证稳定高效地渲染海量数据,另一方面,同时保证高质量图像文件的生成。为此,提出了一种针对海量气象数据的快速显示方案。通过有效压缩传输数据,并利用GPU显卡资源进行数据的渲染和数据的时间插值,能够有效提高数据显示渲染和交互的效率。实践应用表明,该方案能够较好地解决海量数据快速显示的问题,在针对气象大数据进行实时渲染动画播放之时,其播放展示速度可以高达30帧+(每秒),能够较好地满足实际业务需求。 展开更多
关键词 数据显示 WEBGIS 分布式数据库 MUSIC 图形渲染
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Architecture of Graphics System with 3D Acceleration Support for Embedded Operating Systems
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作者 Alexander Giatsintov Kirill Mamrosenko Pavel Bazhenov 《Tsinghua Science and Technology》 SCIE EI CAS CSCD 2024年第3期863-873,共11页
An increasing number of tasks now require the use of hardware accelerators to reduce the time required for computation and display the computational results.This paper presents a new graphics system architecture for o... An increasing number of tasks now require the use of hardware accelerators to reduce the time required for computation and display the computational results.This paper presents a new graphics system architecture for operating systems(OSs)with microkernel architecture,including real-time OSs.The proposed system architecture provides capabilities for displaying graphical images on various information display devices and for accelerating graphical operations on GPU.The architecture of the graphics system uses a concept of allocators to manage system and video memory,provides an abstraction of memory operations with a single interface for video memory management,and simplifies memory handling where incorrect operation is the cause of many failures.A comparison between the performance of a real-time OS and Linux OS implementing the graphics system using the example of a glmark2 benchmark is presented,thereby the superiority of the proposed architecture in several scenarios is demonstrated. 展开更多
关键词 real-time operating system(RTOS) graphics system rendering system architecture operatingsystem VISUALIZATION system programming
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基于通用处理器的图形软绘制引擎设计
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作者 廖科 周皙 《航空电子技术》 2024年第2期20-26,共7页
机载图形绘制引擎是座舱显示设备的核心组成部分,针对部分机载座舱显示设备低成本、低功耗需求,提出了一种基于通用处理器的图形软绘制引擎实现方案,通过软件实现OpenGL渲染管线的功能,并在嵌入式硬件平台上进行了测试验证,结果证明了... 机载图形绘制引擎是座舱显示设备的核心组成部分,针对部分机载座舱显示设备低成本、低功耗需求,提出了一种基于通用处理器的图形软绘制引擎实现方案,通过软件实现OpenGL渲染管线的功能,并在嵌入式硬件平台上进行了测试验证,结果证明了本方案的有效性和优越性。 展开更多
关键词 软绘制 图形引擎 通用处理器
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基于物理的蒙特卡罗体渲染综述
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作者 张文潇 秦红星 《重庆邮电大学学报(自然科学版)》 CSCD 北大核心 2024年第4期661-674,共14页
在计算机图形学中,渲染一直是核心方向,对于真实感渲染,其最终目标就是正确地计算场景中的全局光照。针对渲染对象的不同,所采取的渲染方法也有所不同,大体上可以分为表面渲染和体渲染。通过对物理的蒙特卡罗体渲染方法的整理,描述了在... 在计算机图形学中,渲染一直是核心方向,对于真实感渲染,其最终目标就是正确地计算场景中的全局光照。针对渲染对象的不同,所采取的渲染方法也有所不同,大体上可以分为表面渲染和体渲染。通过对物理的蒙特卡罗体渲染方法的整理,描述了在经典参与介质中如何采用蒙特卡罗方法进行渲染,介绍了近年来兴起的针对非经典参与介质的研究,对近年来渲染的高级方法做了总结,阐述了目前渲染方法所存在的问题以及未来可能的研究方向。 展开更多
关键词 全局光照 体渲染 蒙特卡罗 参与介质 计算机图形学
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基于GPU的星载传感器光照反射三维可视化
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作者 杜莹 武玉国 夏启兵 《海洋测绘》 CSCD 北大核心 2024年第2期60-65,共6页
为了能准确控制卫星在轨运行的姿态,避免太阳光及其反射光影响光学传感器工作,需要快速计算并绘制出不同时刻太阳光反射至传感器入瞳的光通量变化情况,设计并实现了一种基于图形处理器(GPU)的星载传感器光照反射分析算法,并对分析结果... 为了能准确控制卫星在轨运行的姿态,避免太阳光及其反射光影响光学传感器工作,需要快速计算并绘制出不同时刻太阳光反射至传感器入瞳的光通量变化情况,设计并实现了一种基于图形处理器(GPU)的星载传感器光照反射分析算法,并对分析结果进行了实时三维可视化。首先以太阳为点光源,通过计算太阳位置矢量并利用深度图和渲染到纹理(RTT)技术,实时生成以太阳为视点的卫星表面受光区分析图;然后根据传感器反射镜面在卫星中的相对位置,计算出受光区范围内反射光线能够进入镜面的卫星部位,从而实现星载传感器反射区分析的三维可视化。实验结果表明,该算法具有较高的绘制效率和良好的视觉效果,对航天器光照环境的三维仿真具有一定的参考价值。 展开更多
关键词 星载传感器 三维可视化 图形处理器 光照反射 渲染到纹理 深度图
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飞行仿真系统虚拟仪表关键技术探究
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作者 闵方辰 《科技创新与应用》 2024年第33期13-16,共4页
该文研究基于增强现实(AR)技术和图形渲染技术的飞行仿真虚拟仪表系统。利用实时光线追踪技术和高精度图像渲染算法,显著提升虚拟仪表的视觉真实感。结合AR技术,飞行员能够在仿真环境中实时获取动态调整的飞行信息,并通过手势识别和语... 该文研究基于增强现实(AR)技术和图形渲染技术的飞行仿真虚拟仪表系统。利用实时光线追踪技术和高精度图像渲染算法,显著提升虚拟仪表的视觉真实感。结合AR技术,飞行员能够在仿真环境中实时获取动态调整的飞行信息,并通过手势识别和语音控制实现交互式操作。研究结果表明,AR与图形渲染技术的结合在提高飞行仿真系统的真实感、操作便捷性和安全性方面具有显著优势,为飞行训练和飞行器设计提供新的发展方向。 展开更多
关键词 飞行仿真 增强现实 图形渲染 虚拟仪表 交互式操作
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一种辅助“三维室内建模”实验教学的移动AR系统
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作者 朱荣 唐洁 卢刘斯佳 《电脑与信息技术》 2024年第2期30-32,共3页
在“三维室内建模”实验教学环节中,针对模型结构、纹理的繁杂多样以及学生三维空间感知能力不足等导致的实验教学质量低的问题,文章提出运用Unity3D引擎、AR Foundation开发平台和SenseAR XR Plugin插件开发一个辅助实验教学的Android... 在“三维室内建模”实验教学环节中,针对模型结构、纹理的繁杂多样以及学生三维空间感知能力不足等导致的实验教学质量低的问题,文章提出运用Unity3D引擎、AR Foundation开发平台和SenseAR XR Plugin插件开发一个辅助实验教学的Android移动端增强现实系统,登录后可对模型结构进行多视角观看,可以实时更换模型以及材质等,通过这种具有沉浸感的三维结构与可视化交互操作,提高学生的建模效率、三维空间感知能力以及创新设计能力。该研究为“三维建模”方向的实验教学提供了一种新的教学手段。 展开更多
关键词 增强现实 图形绘制 渲染管线 对象关系映射 可视化交互 非正式学习
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GPU芯片的图形渲染引擎设计及实现
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作者 何寅 《信息与电脑》 2024年第14期160-162,共3页
在当前视觉呈现领域,提高极致渲染的效率与降低延迟成为该领域的核心挑战。分割帧渲染(Scissor Frame Rendering,SFR)技术虽能提升效率,但冗余计算与图形处理器(Graphics Processing Unit,GPU)间的顺序同步限制了其在多GPU环境下的程序... 在当前视觉呈现领域,提高极致渲染的效率与降低延迟成为该领域的核心挑战。分割帧渲染(Scissor Frame Rendering,SFR)技术虽能提升效率,但冗余计算与图形处理器(Graphics Processing Unit,GPU)间的顺序同步限制了其在多GPU环境下的程序扩展。本研究创新性地提出了针对多GPU系统的SFR优化方案,它利用图像合成并行性,通过精细任务分配与协同机制消除了传统性能障碍。优化GPU间的数据交换,减少等待时间,智能调度最大化计算资源利用,避免冗余计算。实验证明,新方案在多GPU环境下显著提升了性能与扩展性。当GPU数量增加时,渲染效率提升,延迟保持极低,有效验证了其在大规模并行渲染中的优势。 展开更多
关键词 GPU 图形渲染 大规模模型
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一体机式虚拟数字人的设计与实现
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作者 黄林 林健 +3 位作者 徐驰 罗明宇 王武双 鲁晓丹 《软件导刊》 2024年第7期87-95,共9页
虚拟数字人是人工智能与元宇宙应用的交叉点,也是当今线上与线下人机交互的新兴渠道之一。虚拟数字人涉及控制引擎、自然语言处理、3D图形渲染、语音识别与合成等技术领域,需要软硬件栈多层次的协同设计。为此,基于一体机部署模式的OMHu... 虚拟数字人是人工智能与元宇宙应用的交叉点,也是当今线上与线下人机交互的新兴渠道之一。虚拟数字人涉及控制引擎、自然语言处理、3D图形渲染、语音识别与合成等技术领域,需要软硬件栈多层次的协同设计。为此,基于一体机部署模式的OMHuman虚拟数字人解决方案提出一套松耦合式控制引擎,采用独立显卡实现图形渲染,并通过自研算法在Intel OpenVINO计算引擎上实现人工智能模型推理,解决了传统方案在语音—动作协同控制等诸多方面的不足,同时兼顾了最终用户体验、开发成本与部署成本。比较测试表明,OMHuman虚拟数字人模型推理性能为传统引擎的2~3倍,图形渲染效率为核芯显卡的2倍,能够以自然的方式满足人机交互需求,目前已在虚拟主持人、智能数据分析师等场景得到成功应用。 展开更多
关键词 虚拟数字人 人工智能 一体机 控制引擎 自然语言处理 图形渲染
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SKEWED SYMMETRY DETECTION OF QUADRIC SURFACE SOLIDS UNDER ORTHOGRAPHIC PROJECTION
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作者 王翔 丁运亮 《Transactions of Nanjing University of Aeronautics and Astronautics》 EI 2009年第3期212-218,共7页
The skewed symmetry detection plays an improtant role in three-dimensional(3-D) reconstruction. The skewed symmetry depicts a real symmetry viewed from some unknown viewing directions. And the skewed symmetry detect... The skewed symmetry detection plays an improtant role in three-dimensional(3-D) reconstruction. The skewed symmetry depicts a real symmetry viewed from some unknown viewing directions. And the skewed symmetry detection can decrease the geometric constrains and the complexity of 3-D reconstruction. The detection technique for the quadric curve ellipse proposed by Sugimoto is improved to further cover quadric curves including hyperbola and parabola. With the parametric detection, the 3-D quadric curve projection matching is automatical- ly accomplished. Finally, the skewed symmetry surface of the quadric surface solid is obtained. Several examples are used to verify the feasibility of the algorithm and satisfying results can be obtained. 展开更多
关键词 three-dimensional computer graphics face reconstruction skewed symmetry detection quadric surface solid
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Modeling and volume rendering approach of underwater three-dimensional acoustic energy field
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作者 Yanyang Zeng Panpan Jia 《International Journal of Modeling, Simulation, and Scientific Computing》 EI 2016年第3期171-180,共10页
The underwater acoustics is primary and most effective method for underwater object detection and the complex underwater acoustics battlefield environment can be visually described by the three-dimensional(3D)energy f... The underwater acoustics is primary and most effective method for underwater object detection and the complex underwater acoustics battlefield environment can be visually described by the three-dimensional(3D)energy field.Through solving the 3D propagation models,the traditional underwater acoustics volume data can be obtained,but it is large amount of calculation.In this paper,a novel modeling approach,which transforms two-dimensional(2D)wave equation into 2D space and optimizes energy loss propagation model,is proposed.In this way,the information for the obtained volume data will not be lost too much.At the same time,it can meet the requirements of data processing for the real-time visualization.In the process of volume rendering,3D texture mapping methods is used.The experimental results are evaluated on data size and frame rate,showing that our approach outperforms other approaches and the approach can achieve better results in real time and visual effects. 展开更多
关键词 Underwater three-dimensional acoustic energy field underwater acoustics three-dimensional texture mapping volume rendering volume data
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