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Iris recognition is one of effective methods in person identification. Iris locating is the key subject in the process of iris recognition. This paper analyses some limitations of Hough iris locating algorithm, proposes a minimum variance method based on the wavelet analysis to locate the inner boundaries of iris, and uses an improved brightness gradient method to locate the outer boundaries of iris...
3D animation is now very popular in the movies and games. Since 3D animation in game is usually performed in real-time, complex models created by artist are often simplified to models of low polygon count. While many simplification methods have been proposed for static models, very few methods are available for the deformable grids. Current simplification methods for deformable grids are either computationally...
The function of traditional computer-aid designing (fashion CAD) needs to be strengthened along with the MTM system appearance. The core technology of MTM system is how to produce the individual and digitized pattern, that is, getting the individual pattern according to the body information. It is much wiser to get the individual pattern by modifying the basic pattern. The paper focuses on the pattern...
The architectural technology and art of the timber-frame buildings are precious wealth in the Chinese cultural heritage; however there are a few relics in China and even a few literal records about that. Using the VR-orientated 3D modeling technology to reconstruct the ancient buildings is a critical approach for researching and protecting the historic relics. The LOD-CAD modeling measures those 4...
When a fault such as unbalance occurs in a turbogenerator set, sensors should be put on its bearing to detect vibration signals for extracting fault symptoms and then diagnose faults. But the relationships between faults and fault symptoms are too complex to get enough accuracy for industry application. In this paper, a new diagnosis method based on fuzzy neural network is proposed and a fuzzy neural...
The virtual plant is a research area which develops rapidly along with the development of computer simulation technology, it has become the research hot spot in computer graphics, agriculture information technology and virtual teaching. In the paper, we apply the fractal theory in simulating plants growth process on computer. The constructed plant model can reflect the realistic plants' shape structure...
The physical model of semi-active quarter-coach suspension was established based on the theories of Buckingham s Pi. According to the characteristics of system, a new intelligent control algorithm based on the fuzzy logic control and cerebellar model articulation control techniques-fuzzy cerebellar model articulation control (FCMAC) was presented and used to perform online control for the first time,...
This paper presents a platform for distributed interactive simulation of electric power auctions based on high level architecture (HLA). HLA dedicates to improving the reusability of federates by sepcifying the interaction between them. But behavior of Federate in HLA is hard to be modified at runtime, while it is very important to the long-term simulation. In our design, the Federate could be adapted...
The behaviors of intelligent virtual agents displayed in virtual reality should be derived from theirs "intelligence". So we extend ConGolog to EConGolog by formalizing the belief and intention of agents under the framework of Situation Calculus and adding communication actions in the earlier ConGolog. Meanwhile, we propose a novel cooperation model of requirement/service and corresponding...
Future pervasive environments will integrate the environment with enterprise systems, including software, hardware, databases, standards, and life cycle systems. Designing and implementing "enterprise-strength" pervasive applications today is a challenging task, but enterprise application has practical usage by supporting numerous clients and enterprise technology basically supports web...
In this paper, a NURBS approach based on MPEG-4 standard for facial modeling is presented. In this method, human face is simulated by using a piece of NURBS surface, and the model points of NURBS surface are affected by MPEG-4 feature points. The method combines the superiorities of NURBS and MPEG-4. For individual object, by means of capture of the MPEG-4 feature points and a mapping relationship,...
In this paper, a physically based approach for simulating tongue of fire is proposed. Realistic animation and real-time simulation are two objectives pursued in computer graphics applications. Traditional animation technique can obtain virtual movement, but it has difficulty for realistic movement. Compared with the traditional animation technique, physically based animation can represent realistic...
Mesh simplification is an efficient method of processing complex models by computer. In this paper, we have emphatically analyzed and researched the problem of the sharp changes of visual features because of not fully considering the visual effect during the process of simplification, and the problem of easily and wrongly choosing the collapse edge caused by the error accumulation of the simplification...
The computer game market has been growing rapidly all over the world with the game technology developing greatly caused from the development of computer technology and the increase in the prevalence of PC. Such excellent game technology has been used for making games and the various media design. For this reason, in this essay, the authors analyze the real time 3D game engine technology, the base...
In this paper, we offers a new algebraic point of view for DNA molecules and introduce the algebraic system by using the natural operation based on the Sigma = {A, C, G, T} . We characterize its structure by using the algebraic theory. We show that (L, oplus, otimes ) is the distribution lattice of rings with identical element. Furthermore,we generalize this result to the Wrho(V) , a set which elements...
This paper proposes a method of extracting skeleton interactively for 3D character animation. A skeleton is automatically and interactively generated from the object data of 3D models in a process that consists of five steps: 1) transformation into a low polygon model from the original model composed of a large number of polygons; 2) calculation of the sum of the geodesic distance from specific points...
This paper proposes a general approach of 3D reconstruction, a major problem arising in computer vision and virtual reality, based on a combination of Pseudo-Linearization and Errors-in-Variables model. The proposed approach concerns a bunch of corrupted measurements under nonlinear constraints, and optimizes the estimation by taking errors into account. Furthermore, we set a synthetic projective...
Recovering the 3D structure and motion of nonrigid object from a monocular image sequence is an important and difficult task in computer vision. Many previous methods on this problem utilize the extension technique of SVD factorization based on rank constraint to the tracking matrix. In this paper, we propose a constrained power factorization (CPF) algorithm that combines the orthonormal constraint...
We present a novel algorithm to perform continuous collision detection in distributed virtual environment. Our algorithm consists of four stages: (1) generating depth texture of model; (2) computing depth texture of swept volume by model depth texture; (3) mapping depth image of swept volume on a face of bounding box; (4) comparing depth of swept volume with depth of another object to detect collisions...
This paper implements a digital dictionary system on the mobile platform and proposes a novel algorithm for the wildcard search problem. Our approach, which is based on the advanced trie tree, performs the wildcard search process in a cut-branch operation, which will reduce the search range largely. Thus, the efficiency of the algorithm is increased radically. In addition, compared with normal trie...
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