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With the ability of representing 3D scene geometry, depth maps are used to synthesize virtual views in free view video (FVV) or 3DTV. However, compression artefact of the depth images always lead to seriously geometry distortions in synthesized view, which severely affects the visual perception of 3D display. To solve the problem caused by depth artifact, the bilateral filter based method is presented...
Based on LOD algorithm of triangle collapse, a optimal triangle collapse algorithm is proposed, in which Threshold is imported according to mesh simplification extent to control collapse error, thus the new collapse vertex is determined based on certain collapse error and LODs of 3-D model is generated. And more, interpolating algorithm between different LODs is brought forward and smooth transition...
Image mosaics algorithm based on feature-block matching is proposed. Edge detection is used to pickup base feature-block automatically and thus improves the precision of image stitching. In the problem of searching matching block, a hierarchical search strategy is employed, which improves the speed of image stitching. Experiment proves responsibility of algorithm proposed in this paper and good result...
Based on LOD algorithm of triangle collapse, an optimal triangle collapse algorithm is proposed and LODs of 3-D model is generated. And more, interpolating algorithm between different LODs is brought forward and smooth transition between different levels of detail of model is accomplished.
Spherical virtual space modeling using fisheye image was accomplished based on fisheye image mosaics and multi-viewpoint navigation was analyzed. Test results demonstrated that virtual browsing speed could be improved by using re-projection technology and browsing effect could also be improved by using scaling technology. Finally immerse sense in virtual environment was enhanced and good result was...
Through constructing an average opacity buffer with the same size of opacity buffer, the visibility of data cell could be estimated by the value of gravity center of this data cell in average opacity buffer. That could make the data cell which completely located in the average opacity buffer cut during the process of volume rendering in object space sequenced irregular data field and could dramatically...
Spherical virtual space modeling using fisheye image was accomplished based on fisheye image mosaics and multi-viewpoint navigation was analyzed. Test results demonstrated that virtual browsing speed could be improved by using re-projection technology and browsing effect could also be improved by using scaling technology. Finally immerse sense in virtual environment was enhanced and good result was...
We introduce a method for simulate and render of ocean wave by vertex and fragment processing. The method is divided into four stages: wave generation, surface tessellation, optical simulation, and water surface rendering. Our implement not only is a simple wave by influence of terrain like previous work, but also a manipulative model by influence of the wind that are well suited for simulate all...
The shader in the GPU are widely used to model coastal terrain, but the created terrain are of great similarity and unable to embody the differences of coastal features. To overcome the above disadvantage, we present a new modeling method for created terrain based on sketch map. Through specifying the coastal features type, the proposed modeling method can create according coastal terrain easily....
This paper describes improvements in three-dimensional environment, a set of numerical models for the simulation of natural object (e.g. sun, cloud, light). We take into account the direct solar and simulate an animated sun in 3D environment. In this environment, we create a cloud layer hemisphere with animated procedural clouds. The scene allows the computation of some classical parameters (such...
The shader in the GPU increases flexibility and enables customizations of vertex and fragment processing, and it also provides the programmer with various special effects essential in development of realistic 3D virtual scene. Compared to a CPU based simulation of the ocean water, the shader-based simulation in this paper reduces the complexity of the model by eliminating most fixed function parameters...
We introduce a composite method for simulation and rendering of breaking waves in computer graphics applications. The method generated not only a simple wave belt like previous work, but also a manipulative model by influence of the wind. The particle system we adopted combine POINT primitive as basic particle and fat particle as characteristics particle are well suited for simulate all kinds of spray...
Since 1991, our team of computer scientists, chemists and physicists have worked together to develop an advanced, virtual-environment interface to scanned-probe microscopes. The interface has provided insights and useful capabilities well beyond those of the traditional interface. This paper lists the particular visualization and control techniques that have enabled actual scientific discovery, including...
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