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This paper presents a novel method for estimating camera motion and reconstructing human face from a video sequence. The coarse-to-fine method is applied via combining the concepts of Powell’s minimization with gradient descent. Sparse points defining the human face in every frame are tracked using the active appearance model. The case of occluded points, even for self-occlusion, does not pose a problem in the proposed method. Robustness in the presence of noise and 3D accuracy using this method is also demonstrated. Examples of face reconstruction using other methods including trifocal tensor, Powell’s minimization, and gradient descent are also compared to the proposed method. Experiments on both synthetic and real faces are presented and analyzed. Also, different camera movement paths are illustrated. All real-world experiments used an off-the-shelf digital camera carried by a human walking without using any dolly to demonstrate the robustness and practicality of the proposed method.  相似文献   
2.
Fang S  Dai Y  Myers F  Tuceryan M  Dunn K 《Scanning》2000,22(4):218-226
This paper presents a new volume visualization approach for three-dimensional (3-D) interactive microscopy data exploration. Because of their unique image characteristics, 3-D microscopy data are often not able to be visualized effectively by conventional volume visualization techniques. In our approach, microscopy visualization is carried out in an interactive data exploration environment, based on a combination of interactive volume rendering techniques and image-based transfer function design methods. Interactive volume rendering is achieved by using two-dimensional (2-D) texture mapping in a Shear-Warp volume rendering algorithm. Image processing techniques are employed and integrated into the rendering pipeline for the definition and searching of appropriate transfer functions that best reflect the user's visualization intentions. These techniques have been implemented successfully in a prototype visualization system on low-end and middle-range SGI desktop workstations. Since only 2-D texture mapping is required, the system can also be easily ported to PC platforms.  相似文献   
3.
This paper describes the architecture and the performance of a new programmable 16-bit Digital Signal Processor (DSP) engine. It is developed specifically for next generation wireless digital systems and speech applications. Besides providing a basic instruction set, similar to current day 16-bit DSP's, it contains distinctive architectural features and unique instructions, which make the engine highly efficient for compute-intensive tasks such as vector quantization and Viterbi operations. The datapath contains two Multiply-Accumulate units and one ALU. The external memory bandwidth is kept to two data busses and two corresponding address busses. Still, the internal bus network is designed such that all three units are operating in parallel. This parallelism is reflected in the performance benchmarks. For example, an FIR filter of N taps will take N/2 instruction cycles compared to N for a general purpose 16-bit DSP, and it will require only half the number of memory accesses of a general purpose DSP. This efficiency is reflected in the very low MIPS requirement to implement cellular standards.  相似文献   
4.
Texture segmentation using Voronoi polygons   总被引:2,自引:0,他引:2  
Textures are defined in terms of primitives called tokens. A texture segmentation algorithm based on the Voronoi tessellation is discussed. The algorithm first builds the Voronoi tessellation of the tokens that make up the textured image. It then computes a feature vector for each Voronoi polygon. These feature vectors are used in a probabilistic relaxation labeling on the tokens, to identify the interior and the border regions of the textures. Some experimental results are shown  相似文献   
5.
An overview of laser-induced ocular injury and strategies for their prevention are presented based on an understanding of the general principles of laser interaction with biological tissue. These principles are outlined and subsequently applied in a discussion of specific laser damage mechanisms occurring within the eye over the visible, ultraviolet, and infrared bands. The ocular structures primarily at risk in each of these spectra are identified, and the international standards of maximum permissible exposures are presented and discussed. A survey of 58 case histories of laser exposure accidents resulting in permanent injury is also provided to characterize and give insight into actual accident scenarios. Basic control measures designed to minimize the incidence of laser accidents in the laboratory are discussed, including the selection of proper eye protection and the control of facility access  相似文献   
6.
Augmented reality entails the use of models and their associated renderings to supplement information in a real scene. In order for this information to be relevant or meaningful, the models must be positioned and displayed in such a way that they blend into the real world in terms of alignments, perspectives, illuminations, etc. For practical reasons the information necessary to obtain this realistic blending cannot be known a priori, and cannot be hard wired into a system. Instead a number of calibration procedures are necessary so that the location and parameters of each of the system components are known. We identify the calibration steps necessary to build a computer model of the real world and then, using the monitor based augmented reality system developed at ECRC (GRASP) as an example, we describe each of the calibration processes. These processes determine the internal parameters of our imaging devices (scan converter, frame grabber, and video camera), as well as the geometric transformations that relate all of the physical objects of the system to a known world coordinate system  相似文献   
7.
Interactive Occlusion and Automatic Object Placement for Augmented Reality   总被引:1,自引:0,他引:1  
We present several techniques for producing two visual and modeling effects in augmented reality. The first effect involves interactively calculating the occlusions between real and virtual objects. The second effect utilizes a collision detection algorithm to automatically move dynamic virtual objects until they come in contact with static real objects in augmented reality. All of the techniques utilize calibrated data derived from images of a real-world environment.  相似文献   
8.
Distributed Augmented Reality for Collaborative Design Applications   总被引:1,自引:0,他引:1  
This paper presents a system for constructing collaborative design applications based on distributed augmented reality. Augmented reality interfaces are a natural method for presenting computer-based design by merging graphics with a view of the real world. Distribution enables users at remote sites to collaborate on design tasks. The users interactively control their local view, try out design options, and communicate design proposals. They share virtual graphical objects that substitute for real objects which are not yet physically created or are not yet placed into the real design environment. We describe the underlying augmented reality system and in particular how it has been extended in order to support multi-user collaboration. The construction of distributed augmented reality applications is made easier by a separation of interface, interaction and distribution issues. An interior design application is used as an example to demonstrate the advantages of our approach.  相似文献   
9.
This paper presents a new volume visualization approach for three‐dimensional (3‐D) interactive microscopy data exploration. Because of their unique image characteristics, 3‐D microscopy data are often not able to be visualized effectively by conventional volume visualization techniques. In our approach, microscopy visualization is carried out in an interactive data exploration environment, based on a combination of interactive volume rendering techniques and image‐based transfer function design methods. Interactive volume rendering is achieved by using two‐dimensional (2‐D) texture mapping in a Shear‐Warp volume rendering algorithm. Image processing techniques are employed and integrated into the rendering pipeline for the definition and searching of appropriate transfer functions that best reflect the user's visualization intentions. These techniques have been implemented successfully in a prototype visualization system on low‐end and middle‐range SGI desktop workstations. Since only 2‐D texture mapping is required, the system can also be easily ported to PC platforms.  相似文献   
10.
Augmented reality involves the use of models and their associated renderings to supplement information in a real scene. In order for this information to be relevant or meaningful, the models must be positioned and displayed in such a way that they align with their corresponding real objects. For practical reasons this alignment cannot be known a priori, and cannot be hard-wired into a system. Instead a simple, reliable alignment or calibration process is performed so that computer models can be accurately registered with their real-life counterparts. We describe the design and implementation of such a process and we show how it can be used to create convincing interactions between real and virtual objects.  相似文献   
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