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1.
Lacunarity analysis of raster datasets and 1D, 2D,and 3D point patterns   总被引:1,自引:0,他引:1  
Spatial scale plays an important role in many fields. As a scale-dependent measure for spatial heterogeneity, lacunarity describes the distribution of gaps within a set at multiple scales. In Earth science, environmental science, and ecology, lacunarity has been increasingly used for multiscale modeling of spatial patterns. This paper presents the development and implementation of a geographic information system (GIS) software extension for lacunarity analysis of raster datasets and 1D, 2D, and 3D point patterns. Depending on the application requirement, lacunarity analysis can be performed in two modes: global mode or local mode. The extension works for: (1) binary (1-bit) and grey-scale datasets in any raster format supported by ArcGIS and (2) 1D, 2D, and 3D point datasets as shapefiles or geodatabase feature classes. For more effective measurement of lacunarity for different patterns or processes in raster datasets, the extension allows users to define an area of interest (AOI) in four different ways, including using a polygon in an existing feature layer. Additionally, directionality can be taken into account when grey-scale datasets are used for local lacunarity analysis. The methodology and graphical user interface (GUI) are described. The application of the extension is demonstrated using both simulated and real datasets, including Brodatz texture images, a Spaceborne Imaging Radar (SIR-C) image, simulated 1D points on a drainage network, and 3D random and clustered point patterns. The options of lacunarity analysis and the effects of polyline arrangement on lacunarity of 1D points are also discussed. Results from sample data suggest that the lacunarity analysis extension can be used for efficient modeling of spatial patterns at multiple scales.  相似文献   

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New Characterizations of Simple Points in 2D, 3D, and 4D Discrete Spaces   总被引:1,自引:0,他引:1  
A point of a discrete object is called simple if it can be deleted from this object without altering topology. In this article, we present new characterizations of simple points which hold in dimensions 2, 3 and 4, and which lead to efficient algorithms for detecting such points. In order to prove these characterizations, we establish two confluence properties of the collapse operation which hold in the neighborhood of a point in spaces of low dimension. This work is settled in the framework of cubical complexes, which provides a sound topological basis for image analysis, and allows to retrieve the main notions and results of digital topology, in particular the notion of simple point.  相似文献   

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Visualization task performance with 2D, 3D, and combination displays   总被引:1,自引:0,他引:1  
We describe a series of experiments that compare 2D displays, 3D displays, and combined 2D/3D displays (orientation icon, ExoVis, and clip planes) for relative position estimation, orientation, and volume of interest tasks. Our results indicate that 3D displays can be very effective for approximate navigation and relative positioning when appropriate cues, such as shadows, are present. However, 3D displays are not effective for precise navigation and positioning except possibly in specific circumstances, for instance, when good viewing angles or measurement tools are available. For precise tasks in other situations, orientation icon and ExoVis displays were better than strict 2D or 3D displays (displays consisting exclusively of 2D or 3D views). The combined displays had as good or better performance, inspired higher confidence, and allowed natural, integrated navigation. Clip plane displays were not effective for 3D orientation because users could not easily view more than one 2D slice at a time and had to frequently change the visibility of individual slices. Major factors contributing to display preference and usability were task characteristics, orientation cues, occlusion, and spatial proximity of views that were used together.  相似文献   

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A brief outline of the structure of the Java 3D API as a means of producing graphical environments is provided. We then go on to examine issues in the development of a behaviour rich scene, in particular the issues of scene animation and collisions between scene objects. The animation issue is examined first, where issues of timing and architecture are considered. The Java 3D requirements for, and view of, collision are discussed next from a general perspective, identifying several problems with the implementation. Four simple scenes using animation and collision detection are examined. In each case a number of difficulties have been identified, partly related to the responsiveness of the operating system in the case of animation, but particularly due to the view and implementation of the collision detection system provided. Collisions often involve modifications to the states of all objects involved in the collision and some of the issues this raises in the context of Java 3D's provision are examined and reported on. Finally, we finish with a summary of our findings and conclusions on the suitability of Java 3D for building environments. Copyright © 2002 John Wiley & Sons, Ltd.  相似文献   

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3D video [IEEE Multimedia (1997) 18] is the ultimate image media recording dynamic visual events in the real world as is; it records time varying 3D object shape with high fidelity surface properties (i.e., color and texture). Its applications cover wide varieties of personal and social human activities: entertainment (e.g., 3D game and 3D TV), education (e.g., 3D animal picture books), sports (e.g., sport performance analysis), medicine (e.g., 3D surgery monitoring), culture (e.g., 3D archive of traditional dances), and so on. In this paper, we propose: (1) a PC cluster system for real-time reconstruction of dynamic 3D object action from multi-view video images, (2) a deformable 3D mesh model for reconstructing the accurate dynamic 3D object shape, and (3) an algorithm of rendering natural-looking texture on the 3D object surface from the multi-view video images. Experimental results with quantitative performance evaluations demonstrate the effectiveness of these methods in generating high fidelity 3D video from multi-view video images.  相似文献   

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The discussion on the advantages and disadvantages of 2D, 3D, and VR interfaces and their applicability to different types of systems, users, and information led to a series of stand-alone implementations that lack the possibility of realizing an integrated approach. The acceptance of the different interaction techniques will depend on their success in practical applications, i.e. with systems that are used by different users for different purposes. Since this acceptance is especially hard to achieve in computer-critical environments, such as medicine, we developed a software environment that allows for the development, integration, and user-centered evaluation of existing and new interaction techniques for their use in medical applications. This environment is equipped with an innovative message-passing functionality that provides the communication to and among application objects in 2D, 3D, and VR. Furthermore, the environment contains a component for user-adapted interaction and system support at runtime.  相似文献   

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Describes Obliq-3D, a high-level, fast-turnaround system for building 3D animations. Obliq-3D consists of an interpreted language that is embedded into a 3D animation library. This library is based on a few simple, yet powerful constructs that allow programmers to describe 3D scenes and animations of such scenes. By virtue of its interpretive nature, Obliq-3D provides a fast-turnaround environment. The combination of simplicity and fast turnaround allows programmers to construct nontrivial animations quickly and easily. The paper is divided into three major parts. The first part introduces the basic concepts of Obliq-3D, using a series of graduated examples. The second part shows how the system can be used to implement cone trees. The third part develops a complete animation of Dijkstra's (1959) shortest-path algorithm  相似文献   

9.
Dissociative experiences create a feeling of being outside one’s own body. Oftentimes, people experiencing these states claim to be off in another place and find they are losing time. Gamers who experience a high level of presence with their games echo these sorts of claims. A gaming experiment was conducted to determine if those people scoring high in having dissociative episodes experience presence more so than those scoring low in having dissociative episodes. The experiment also manipulated the variables of controller type (steering wheel versus traditional controller) and stereoscopic dimension (2D versus 3D) to determine if they interacted with ratings of dissociative episodes. Enjoyment of the game, which has been theoretically linked to presence, was also measured. After 146 participants played a racing game under the different manipulated conditions, the study confirmed that dissociation was highly related to sense of presence in a game and enjoyment. Playing the game with a steering wheel, as opposed to traditional controller, also created a greater sense of presence and enjoyment. 3D, as opposed to 2D, did not impact sense of presence or enjoyment. No interactions among the three variables occurred.  相似文献   

10.
Model-based face analysis is a general paradigm with applications that include face recognition, expression recognition, lip-reading, head pose estimation, and gaze estimation. A face model is first constructed from a collection of training data, either 2D images or 3D range scans. The face model is then fit to the input image(s) and the model parameters used in whatever the application is. Most existing face models can be classified as either 2D (e.g. Active Appearance Models) or 3D (e.g. Morphable Models). In this paper we compare 2D and 3D face models along three axes: (1) representational power, (2) construction, and (3) real-time fitting. For each axis in turn, we outline the differences that result from using a 2D or a 3D face model.  相似文献   

11.
Virtual 3D city models serve as integration platforms for complex geospatial and georeferenced information and as medium for effective communication of spatial information. In order to explore these information spaces, navigation techniques for controlling the virtual camera are required to facilitate wayfinding and movement. However, navigation is not a trivial task and many available navigation techniques do not support users effectively and efficiently with their respective skills and tasks. In this article, we present an assisting, constrained navigation technique for multiscale virtual 3D city models that is based on three basic principles: users point to navigate, users are lead by suggestions, and the exploitation of semantic, multiscale, hierarchical structurings of city models. The technique particularly supports users with low navigation and virtual camera control skills but is also valuable for experienced users. It supports exploration, search, inspection, and presentation tasks, is easy to learn and use, supports orientation, is efficient, and yields effective view properties. In particular, the technique is suitable for interactive kiosks and mobile devices with a touch display and low computing resources and for use in mobile situations where users only have restricted resources for operating the application. We demonstrate the validity of the proposed navigation technique by presenting an implementation and evaluation results. The implementation is based on service-oriented architectures, standards, and image-based representations and allows exploring massive virtual 3D city models particularly on mobile devices with limited computing resources. Results of a user study comparing the proposed navigation technique with standard techniques suggest that the proposed technique provides the targeted properties, and that it is more advantageous to novice than to expert users.  相似文献   

12.
This paper presents different methods, some based on geometric algebra, for ultrasound probe tracking in endoscopic images, 3D allocation of the ultrasound probe, ultrasound image segmentation (to extract objects like tumors), and 3D reconstruction of the surface defined by a set of points. The tracking of the ultrasound probe in endoscopic images is done with a particle filter and an auxiliary method based on thresholding in the HSV space. The 3D pose of the ultrasound probe is calculated using conformal geometric algebra (to locate each slide in 3D space). Each slide (ultrasound image) is segmented using two methods: the level-set method and the morphological operators approach in order to obtain the object we are interested in. The points on the object of interest are obtained from the segmented ultrasound images, and then a 3D object is obtained by refining the convex hull. To do that, a peeling process with an adaptive radius is applied, all of this in the geometric algebra framework. Results for points from ultrasound images, as well as for points from objects from the AimatShape Project, are presented (A.I.M.A.T.S.H.A.P.E. – Advanced an Innovative Models And Tools for the development of Semantic-based systems for Handling, Acquiring, and Processing knowledge Embedded in multidimensional digital objects).  相似文献   

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讨厌数学,喜欢萌物,热爱旅行,甚至有时候犯点小迷糊…”从表面上看,DidoLiu同一般的女孩子没什么两样,然而这个女孩子从圣马丁设计学院的毕业作品却引起了国内外的广泛关注…”  相似文献   

15.
ity (≥ 9), high Ki-67 labeling index (≥ 42), and positivity of MUC1, cathepsin D, and MMP-7 showed a significantly high incidence of lymph node metastasis. Multivariate analysis revealed that hig  相似文献   

16.
Giesecke & Devrient has announced mixed results for its fiscal 2003, with revenue in its card unit reportedly falling by 8.5% to Euro 459.6 million. This result confirms the company's third spot in the industry, with Gemplus and Axalto in the first and second places respectively, and Oberthur Card Systems and Orga Kartensysteme trailing in fourth and fifth place.  相似文献   

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