This paper discuss the stereographic method of martensitic transformation (MT)in the view of computer graphics (CG) and programs are programmed to realize this method. Habit plane resulting from the programs agrees wi...This paper discuss the stereographic method of martensitic transformation (MT)in the view of computer graphics (CG) and programs are programmed to realize this method. Habit plane resulting from the programs agrees with that of numerical analysis in terms of the lattice parameters of austenite and martensite and shear mechanism supposed in Fe-22%Ni-0.8%C alloy, so does orientation relationships.展开更多
As the advent and growing popularity of image rendering software,photorealistic computer graphics are becoming more and more perceptually indistinguishable from photographic images.If the faked images are abused,it ma...As the advent and growing popularity of image rendering software,photorealistic computer graphics are becoming more and more perceptually indistinguishable from photographic images.If the faked images are abused,it may lead to potential social,legal or private consequences.To this end,it is very necessary and also challenging to find effective methods to differentiate between them.In this paper,a novel leading digit law,also called Benford's law,based method to identify computer graphics is proposed.More specifically,statistics of the most significant digits are extracted from image's Discrete Cosine Transform(DCT) coefficients and magnitudes of image's gradient,and then the Support Vector Machine(SVM) based classifiers are built.Results of experiments on the image datasets indicate that the proposed method is comparable to prior works.Besides,it possesses low dimensional features and low computational complexity.展开更多
Based on computer graphics principle, technology and 3D graphics software, this paper deals with the 3D part design, assembly and animation of shearer in longwall integrated mechanized coal mining. The matixes of kine...Based on computer graphics principle, technology and 3D graphics software, this paper deals with the 3D part design, assembly and animation of shearer in longwall integrated mechanized coal mining. The matixes of kinetic and geometry relationships and 3 dimension space coordinate systems are built for the cut drums, arms and shearer body. The methods of 3D modeling, dynamic simulation and relative technique problems are discussed.展开更多
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
During the last years, the topic of accessibility of cultural heritage is getting so important all around the Europe. For disseminating a research data and information, it is important to use a simple language and an...During the last years, the topic of accessibility of cultural heritage is getting so important all around the Europe. For disseminating a research data and information, it is important to use a simple language and an effective communication. The data research produced by specialists has three formal levels: The third one of communication system aims to break barriers to reach a wide audience. The present study wants to demonstrate the role of images in the process of deductive inference by three dimensional (3D) reconstruction of cultural heritage. The case study of Federico da Montefeltro office shows how inter-disciplinary works and technological resource can help society to understand history and meaning of heritage.展开更多
We look at expected developments in computer graphics system capabilities for the next decade.the underlying thrust is an expected system hardware capability increase of around 50% per year.Memory sizes are expected t...We look at expected developments in computer graphics system capabilities for the next decade.the underlying thrust is an expected system hardware capability increase of around 50% per year.Memory sizes are expected to double every 12 to 18 months.Most of this system capability in- crease will be used in better and more elaborate simulations,detailed analyses of experimental and com- puted data(i.e.visualization)and more convenient user inputs.The overall effect by the end of the decade will be an increase in simulation capabilties of about fifty-fold,bringing affordable detailed analy- sis and interpretation of data to all engineering,scientific and business enterprises.Concomitant with these system growths is a need to re-examine graphics algorithms with the view of effectively utilizing the vastly increased memory sizes and employing specialized autonomous parallel computing structure.展开更多
Physics-based fluid simulation has played an increasingly important role in the computer graphics community.Recent methods in this area have greatly improved the generation of complex visual effects and its computatio...Physics-based fluid simulation has played an increasingly important role in the computer graphics community.Recent methods in this area have greatly improved the generation of complex visual effects and its computational efficiency.Novel techniques have emerged to deal with complex boundaries,multiphase fluids,gas-liquid interfaces,and fine details.The parallel use of machine learning,image processing,and fluid control technologies has brought many interesting and novel research perspectives.In this survey,we provide an introduction to theoretical concepts underpinning physics-based fuid simulation and their practical implementation,with the aim for it to serve as a guide for both newcomers and seasoned researchers to explore the field of physics-based fuid simulation,with a focus on developments in the last decade.Driven by the distribution of recent publications in the field,we structure our survey to cover physical background;discretization approaches;computational methods that address scalability;fuid interactions with other materials and interfaces;and methods for expressive aspects of surface detail and control.From a practical perspective,we give an overview of existing implementations available for the above methods.展开更多
Rendering technology in computer graphics (CG) is now capable of producing highly photorealistic images, giving rise to the problem of how to identify CG images from natural images. Some methods were proposed to sol...Rendering technology in computer graphics (CG) is now capable of producing highly photorealistic images, giving rise to the problem of how to identify CG images from natural images. Some methods were proposed to solve this problem. In this paper, we give a novel method from a new point of view of image perception. Although the photorealistic CG images are very similar to natural images, they are surrealistic and smoother than natural images, thus leading to the difference in perception. A pert of features are derived from fractal dimension to capture the difference in color perception between CG images and natural images, and several generalized dimensions are used as the rest features to capture difference in coarseness. The effect of these features is verified by experiments. The average accuracy is over 91.2%.展开更多
Realistic animation of various interactions between multiple fluids, possibly undergoing phase change, is a challenging task in computer graphics. The visual scope of multi-phase multi-fluid phenomena covers complex t...Realistic animation of various interactions between multiple fluids, possibly undergoing phase change, is a challenging task in computer graphics. The visual scope of multi-phase multi-fluid phenomena covers complex tangled surface structures and rich color variations, which can greatly enhance visual effect in graphics applications. Describing such phenomena requires more complex models to handle challenges involving the calculation of interactions, dynamics and spatial distribution of multiple phases, which are often involved and hard to obtain real-time performance. Recently, a diverse set of algorithms have been introduced to implement the complex multi-fluid phenomena based on the governing physical laws and novel discretization methods to accelerate the overall computation while ensuring numerical stability. By sorting through the target phenomena of recent research in the broad subject of multiple fluids, this state-of-the-art report summarizes recent advances on multi-fluid simulation in computer graphics.展开更多
Over the forty-year history of interactive computer graphics, there have beencontinuous advances, but at some stage this progression must terminate with images beingsufficiently realistic for all practical purposes. H...Over the forty-year history of interactive computer graphics, there have beencontinuous advances, but at some stage this progression must terminate with images beingsufficiently realistic for all practical purposes. How much detail do we really need? Polygon countsover a few million imply that on average each polygon paints less than a single pixel, making useof polygon shading hardware wasteful. We consider the problem of determining how much realism isrequired for a variety of applications. We discuss how current trends in computer graphics hardware,and in particular of graphics cards targeted at the computer games industry, will help or hinderachievement of these requirements. With images now being so convincingly realistic in many cases,critical faculties are often suspended and the images are accepted as correct and truthful althoughthey may well be incorrect and sometimes misleading or untruthful. Display resolution has remainedlargely constant in spatial terms for the last twenty years and in terms of the number of pixels hasincreased by less than an order of magnitude. If the long-promised breakthroughs in displaytechnology are finally realised, how should we use the increased resolution?展开更多
Urban modeling facilitates the generation of virtual environments for various scenarios about cities.It requires expertise and consideration,and therefore consumes massive time and computation resources.Nevertheless,r...Urban modeling facilitates the generation of virtual environments for various scenarios about cities.It requires expertise and consideration,and therefore consumes massive time and computation resources.Nevertheless,related tasks sometimes result in dissatisfaction or even failure.These challenges have received significant attention from researchers in the area of computer graphics.Meanwhile,the burgeoning development of artificial intelligence motivates people to exploit machine learning,and hence improves the conventional solutions.In this paper,we present a review of approaches to urban modeling in computer graphics using machine learning in the literature published between 2010 and 2019.This serves as an overview of the current state of research on urban modeling from a machine learning perspective.展开更多
In pedestrian-to-vehicle collision accidents,adapting safety measures ahead of time based on actual pose of pedestrians is one of the core objectives for integrated safety.It can significantly enhance the performance ...In pedestrian-to-vehicle collision accidents,adapting safety measures ahead of time based on actual pose of pedestrians is one of the core objectives for integrated safety.It can significantly enhance the performance of passive safety system when active safety maneuvers fail to avoid accidents.This study proposes a deep learning model to estimate 3D pose of pedestrians from images.Since conventional pedestrian image datasets do not have available pose features to work with,a computer graphics-based(CG)framework is established to train the system with synthetic images.Biofidelic 3D meshes of standing males are first transformed into several walking poses,and then rendered as images from multiple view angles.Subsequently,a matrix of 50 anthropometries,10 gaits and 12 views is built,in total of 6000 images.A two-branch convolutional neural network(CNN)was trained on the synthetic dataset.The model can simultaneously predict 16 joint landmarks and 14 joint angles of pedestrian for each image with high accuracy.Mean errors of the predictions are 0.54 pixels and−0.06°,respectively.Any specific pose can then be completely reconstructed from the outputs.Overall,the current study has established a CG-based pipeline to generate photorealistic images with desired features for the training;it demonstrates the feasibility of leveraging CNN to estimate the pose of a walking pedestrian from synthesized images.The proposed framework provides a starting point for vehicles to infer pedestrian poses and then adapt protection measures accordingly for imminent impact to minimize pedestrian injuries.展开更多
Tsinghua Science and Technology was started publication in 1996. It is an international academic journal sponsored by Tsinghua University and is published bimonthly. This journal aims at presenting the up-to-date scie...Tsinghua Science and Technology was started publication in 1996. It is an international academic journal sponsored by Tsinghua University and is published bimonthly. This journal aims at presenting the up-to-date scientific achievements in computer science and other IT fields. It is indexed by Ei and other abstracting indexes. From 2012, the journal enters into IEEE Xplore Digital Library展开更多
As a teaching tool,Cloud class is specially developed for teaching and learning in mobile circumstance,and the PAD(Presentation Assimilation Discussion)class acts as a creative teaching mode.The combination of Cloud c...As a teaching tool,Cloud class is specially developed for teaching and learning in mobile circumstance,and the PAD(Presentation Assimilation Discussion)class acts as a creative teaching mode.The combination of Cloud class and PAD class helps build online-offline blended teaching model.In this paper,a Cloud+PAD class mode is proposed.An experiment of teaching is implemented and the practical effectiveness is evaluated and verified.The experimental results show,compared with the conventional teaching method,the proposed teaching mode is capable of creating more high-level,innovative and complex teaching content,and thereby noticeably enhancing students’learner autonomy and motivating them to develop creativity.展开更多
Background As information technology has advanced and been popularized,open pit mining has rapidly developed toward integration and digitization.The three-dimensional reconstruction technology has been successfully ap...Background As information technology has advanced and been popularized,open pit mining has rapidly developed toward integration and digitization.The three-dimensional reconstruction technology has been successfully applied to geological reconstruction and modeling of surface scenes in open pit mines.However,an integrated modeling method for surface and underground mine sites has not been reported.Methods In this study,we propose an integrated modeling method for open pit mines that fuses a real scene on the surface with an underground geological model.Based on oblique photography,a real-scene model was established on the surface.Based on the surface-stitching method proposed,the upper and lower surfaces and sides of the model were constructed in stages to construct a complete underground three-dimensional geological model,and the aboveground and underground models were registered together to build an integrated open pit mine model.Results The oblique photography method used reconstructed a surface model of an open pit mine using a real scene.The surface-stitching algorithm proposed was compared with the ball-pivoting and Poisson algorithms,and the integrity of the reconstructed model was markedly superior to that of the other two reconstruction methods.In addition,the surface-stitching algorithm was applied to the reconstruction of different formation models and showed good stability and reconstruction efficiency.Finally,the aboveground and underground models were accurately fitted after registration to form an integrated model.Conclusions The proposed method can efficiently establish an integrated open pit model.Based on the integrated model,an open pit auxiliary planning system was designed and realized.It supports the functions of mining planning and output calculation,assists users in mining planning and operation management,and improves production efficiency and management levels.展开更多
Background In recent years,the demand for interactive photorealistic three-dimensional(3D)environments has increased in various fields,including architecture,engineering,and entertainment.However,achieving a balance b...Background In recent years,the demand for interactive photorealistic three-dimensional(3D)environments has increased in various fields,including architecture,engineering,and entertainment.However,achieving a balance between the quality and efficiency of high-performance 3D applications and virtual reality(VR)remains challenging.Methods This study addresses this issue by revisiting and extending view interpolation for image-based rendering(IBR),which enables the exploration of spacious open environments in 3D and VR.Therefore,we introduce multimorphing,a novel rendering method based on the spatial data structure of 2D image patches,called the image graph.Using this approach,novel views can be rendered with up to six degrees of freedom using only a sparse set of views.The rendering process does not require 3D reconstruction of the geometry or per-pixel depth information,and all relevant data for the output are extracted from the local morphing cells of the image graph.The detection of parallax image regions during preprocessing reduces rendering artifacts by extrapolating image patches from adjacent cells in real-time.In addition,a GPU-based solution was presented to resolve exposure inconsistencies within a dataset,enabling seamless transitions of brightness when moving between areas with varying light intensities.Results Experiments on multiple real-world and synthetic scenes demonstrate that the presented method achieves high"VR-compatible"frame rates,even on mid-range and legacy hardware,respectively.While achieving adequate visual quality even for sparse datasets,it outperforms other IBR and current neural rendering approaches.Conclusions Using the correspondence-based decomposition of input images into morphing cells of 2D image patches,multidimensional image morphing provides high-performance novel view generation,supporting open 3D and VR environments.Nevertheless,the handling of morphing artifacts in the parallax image regions remains a topic for future research.展开更多
This work demonstrates in practical terms the evolutionary concepts and computational applications of Parametric Curves.Specific cases were drawn from higher order parametric Bezier curves of degrees 2 and above.Bezie...This work demonstrates in practical terms the evolutionary concepts and computational applications of Parametric Curves.Specific cases were drawn from higher order parametric Bezier curves of degrees 2 and above.Bezier curves find real life applications in diverse areas of Engineering and Computer Science,such as computer graphics,robotics,animations,virtual reality,among others.Some of the evolutionary issues explored in this work are in the areas of parametric equations derivations,proof of related theorems,first and second order calculus related computations,among others.A Practical case is demonstrated using a graphical design,physical hand sketching,and programmatic implementation of two opposite-faced handless cups,all evolved using quadratic Bezier curves.The actual drawing was realized using web graphics canvas programming based on HTML 5 and JavaScript.This work will no doubt find relevance in computational researches in the areas of graphics,web programming,automated theorem proofs,robotic motions,among others.展开更多
We introduce CURDIS,a template for algorithms to discretize arcs of regular curves by incrementally producing a list of support pixels covering the arc.In this template,algorithms proceed by finding the tangent quadra...We introduce CURDIS,a template for algorithms to discretize arcs of regular curves by incrementally producing a list of support pixels covering the arc.In this template,algorithms proceed by finding the tangent quadrant at each point of the arc and determining which side the curve exits the pixel according to a tailored criterion.These two elements can be adapted for any type of curve,leading to algorithms dedicated to the shape of specific curves.While the calculation of the tangent quadrant for various curves,such as lines,conics,or cubics,is simple,it is more complex to analyze how pixels are traversed by the curve.In the case of conic arcs,we found a criterion for determining the pixel exit side.This leads us to present a new algorithm,called CURDIS-C,specific to the discretization of conics,for which we provide all the details.Surprisingly,the criterion for conics requires between one and three sign tests and four additions per pixel,making the algorithm efficient for resource-constrained systems and feasible for fixed-point or integer arithmetic implementations.Our algorithm also perfectly handles the pathological cases in which the conic intersects a pixel twice or changes quadrants multiple times within this pixel,achieving this generality at the cost of potentially computing up to two square roots per arc.We illustrate the use of CURDIS for the discretization of different curves,such as ellipses,hyperbolas,and parabolas,even when they degenerate into lines or corners.展开更多
文摘This paper discuss the stereographic method of martensitic transformation (MT)in the view of computer graphics (CG) and programs are programmed to realize this method. Habit plane resulting from the programs agrees with that of numerical analysis in terms of the lattice parameters of austenite and martensite and shear mechanism supposed in Fe-22%Ni-0.8%C alloy, so does orientation relationships.
文摘As the advent and growing popularity of image rendering software,photorealistic computer graphics are becoming more and more perceptually indistinguishable from photographic images.If the faked images are abused,it may lead to potential social,legal or private consequences.To this end,it is very necessary and also challenging to find effective methods to differentiate between them.In this paper,a novel leading digit law,also called Benford's law,based method to identify computer graphics is proposed.More specifically,statistics of the most significant digits are extracted from image's Discrete Cosine Transform(DCT) coefficients and magnitudes of image's gradient,and then the Support Vector Machine(SVM) based classifiers are built.Results of experiments on the image datasets indicate that the proposed method is comparable to prior works.Besides,it possesses low dimensional features and low computational complexity.
文摘Based on computer graphics principle, technology and 3D graphics software, this paper deals with the 3D part design, assembly and animation of shearer in longwall integrated mechanized coal mining. The matixes of kinetic and geometry relationships and 3 dimension space coordinate systems are built for the cut drums, arms and shearer body. The methods of 3D modeling, dynamic simulation and relative technique problems are discussed.
文摘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.
文摘During the last years, the topic of accessibility of cultural heritage is getting so important all around the Europe. For disseminating a research data and information, it is important to use a simple language and an effective communication. The data research produced by specialists has three formal levels: The third one of communication system aims to break barriers to reach a wide audience. The present study wants to demonstrate the role of images in the process of deductive inference by three dimensional (3D) reconstruction of cultural heritage. The case study of Federico da Montefeltro office shows how inter-disciplinary works and technological resource can help society to understand history and meaning of heritage.
文摘We look at expected developments in computer graphics system capabilities for the next decade.the underlying thrust is an expected system hardware capability increase of around 50% per year.Memory sizes are expected to double every 12 to 18 months.Most of this system capability in- crease will be used in better and more elaborate simulations,detailed analyses of experimental and com- puted data(i.e.visualization)and more convenient user inputs.The overall effect by the end of the decade will be an increase in simulation capabilties of about fifty-fold,bringing affordable detailed analy- sis and interpretation of data to all engineering,scientific and business enterprises.Concomitant with these system growths is a need to re-examine graphics algorithms with the view of effectively utilizing the vastly increased memory sizes and employing specialized autonomous parallel computing structure.
基金funded by National Key R&D Program of China(No.2022ZD0118001)National Natural Science Foundation of China(Nos.62376025 and 62332017)+1 种基金Horizon 2020-Marie SklodowskaCurie Action-Individual Fellowships(No.895941)Guangdong Basic and Applied Basic Research Foundation(No.2023A1515030177)。
文摘Physics-based fluid simulation has played an increasingly important role in the computer graphics community.Recent methods in this area have greatly improved the generation of complex visual effects and its computational efficiency.Novel techniques have emerged to deal with complex boundaries,multiphase fluids,gas-liquid interfaces,and fine details.The parallel use of machine learning,image processing,and fluid control technologies has brought many interesting and novel research perspectives.In this survey,we provide an introduction to theoretical concepts underpinning physics-based fuid simulation and their practical implementation,with the aim for it to serve as a guide for both newcomers and seasoned researchers to explore the field of physics-based fuid simulation,with a focus on developments in the last decade.Driven by the distribution of recent publications in the field,we structure our survey to cover physical background;discretization approaches;computational methods that address scalability;fuid interactions with other materials and interfaces;and methods for expressive aspects of surface detail and control.From a practical perspective,we give an overview of existing implementations available for the above methods.
基金Supported by the National Natural Science Foundation of China (Grant Nos.60633030 and 90604008)National Basic Rearch Program of China (Grant No.2006CB303104)
文摘Rendering technology in computer graphics (CG) is now capable of producing highly photorealistic images, giving rise to the problem of how to identify CG images from natural images. Some methods were proposed to solve this problem. In this paper, we give a novel method from a new point of view of image perception. Although the photorealistic CG images are very similar to natural images, they are surrealistic and smoother than natural images, thus leading to the difference in perception. A pert of features are derived from fractal dimension to capture the difference in color perception between CG images and natural images, and several generalized dimensions are used as the rest features to capture difference in coarseness. The effect of these features is verified by experiments. The average accuracy is over 91.2%.
基金This work is supported by the National Key Research and Development Program of China under Grant No. 2017YFB1002701, the National Natural Science Foundation of China under Grant No. 61602265. The authors would also like to thank the support from the Engineering Research Network Wales and the Royal Academy of Engineering, UK.
文摘Realistic animation of various interactions between multiple fluids, possibly undergoing phase change, is a challenging task in computer graphics. The visual scope of multi-phase multi-fluid phenomena covers complex tangled surface structures and rich color variations, which can greatly enhance visual effect in graphics applications. Describing such phenomena requires more complex models to handle challenges involving the calculation of interactions, dynamics and spatial distribution of multiple phases, which are often involved and hard to obtain real-time performance. Recently, a diverse set of algorithms have been introduced to implement the complex multi-fluid phenomena based on the governing physical laws and novel discretization methods to accelerate the overall computation while ensuring numerical stability. By sorting through the target phenomena of recent research in the broad subject of multiple fluids, this state-of-the-art report summarizes recent advances on multi-fluid simulation in computer graphics.
文摘Over the forty-year history of interactive computer graphics, there have beencontinuous advances, but at some stage this progression must terminate with images beingsufficiently realistic for all practical purposes. How much detail do we really need? Polygon countsover a few million imply that on average each polygon paints less than a single pixel, making useof polygon shading hardware wasteful. We consider the problem of determining how much realism isrequired for a variety of applications. We discuss how current trends in computer graphics hardware,and in particular of graphics cards targeted at the computer games industry, will help or hinderachievement of these requirements. With images now being so convincingly realistic in many cases,critical faculties are often suspended and the images are accepted as correct and truthful althoughthey may well be incorrect and sometimes misleading or untruthful. Display resolution has remainedlargely constant in spatial terms for the last twenty years and in terms of the number of pixels hasincreased by less than an order of magnitude. If the long-promised breakthroughs in displaytechnology are finally realised, how should we use the increased resolution?
文摘Urban modeling facilitates the generation of virtual environments for various scenarios about cities.It requires expertise and consideration,and therefore consumes massive time and computation resources.Nevertheless,related tasks sometimes result in dissatisfaction or even failure.These challenges have received significant attention from researchers in the area of computer graphics.Meanwhile,the burgeoning development of artificial intelligence motivates people to exploit machine learning,and hence improves the conventional solutions.In this paper,we present a review of approaches to urban modeling in computer graphics using machine learning in the literature published between 2010 and 2019.This serves as an overview of the current state of research on urban modeling from a machine learning perspective.
基金This study was supported by Ministry of Science and Technology of China(Grant Number 2017YFE0118400)National Natural Science Foundation of China(Grant Number 51975313).
文摘In pedestrian-to-vehicle collision accidents,adapting safety measures ahead of time based on actual pose of pedestrians is one of the core objectives for integrated safety.It can significantly enhance the performance of passive safety system when active safety maneuvers fail to avoid accidents.This study proposes a deep learning model to estimate 3D pose of pedestrians from images.Since conventional pedestrian image datasets do not have available pose features to work with,a computer graphics-based(CG)framework is established to train the system with synthetic images.Biofidelic 3D meshes of standing males are first transformed into several walking poses,and then rendered as images from multiple view angles.Subsequently,a matrix of 50 anthropometries,10 gaits and 12 views is built,in total of 6000 images.A two-branch convolutional neural network(CNN)was trained on the synthetic dataset.The model can simultaneously predict 16 joint landmarks and 14 joint angles of pedestrian for each image with high accuracy.Mean errors of the predictions are 0.54 pixels and−0.06°,respectively.Any specific pose can then be completely reconstructed from the outputs.Overall,the current study has established a CG-based pipeline to generate photorealistic images with desired features for the training;it demonstrates the feasibility of leveraging CNN to estimate the pose of a walking pedestrian from synthesized images.The proposed framework provides a starting point for vehicles to infer pedestrian poses and then adapt protection measures accordingly for imminent impact to minimize pedestrian injuries.
文摘Tsinghua Science and Technology was started publication in 1996. It is an international academic journal sponsored by Tsinghua University and is published bimonthly. This journal aims at presenting the up-to-date scientific achievements in computer science and other IT fields. It is indexed by Ei and other abstracting indexes. From 2012, the journal enters into IEEE Xplore Digital Library
基金Undergraduate EducationReform Project of Shandong Provincial Department of Education under grant numberM2018X238the Shandong Women’s University Teaching Reform Project under grantnumber 2017jglx25.
文摘As a teaching tool,Cloud class is specially developed for teaching and learning in mobile circumstance,and the PAD(Presentation Assimilation Discussion)class acts as a creative teaching mode.The combination of Cloud class and PAD class helps build online-offline blended teaching model.In this paper,a Cloud+PAD class mode is proposed.An experiment of teaching is implemented and the practical effectiveness is evaluated and verified.The experimental results show,compared with the conventional teaching method,the proposed teaching mode is capable of creating more high-level,innovative and complex teaching content,and thereby noticeably enhancing students’learner autonomy and motivating them to develop creativity.
基金Supported by Liaoning Province Science and Technology Research Project(2021JH1/10400011)National Natural Science Foundation of China(61971118).
文摘Background As information technology has advanced and been popularized,open pit mining has rapidly developed toward integration and digitization.The three-dimensional reconstruction technology has been successfully applied to geological reconstruction and modeling of surface scenes in open pit mines.However,an integrated modeling method for surface and underground mine sites has not been reported.Methods In this study,we propose an integrated modeling method for open pit mines that fuses a real scene on the surface with an underground geological model.Based on oblique photography,a real-scene model was established on the surface.Based on the surface-stitching method proposed,the upper and lower surfaces and sides of the model were constructed in stages to construct a complete underground three-dimensional geological model,and the aboveground and underground models were registered together to build an integrated open pit mine model.Results The oblique photography method used reconstructed a surface model of an open pit mine using a real scene.The surface-stitching algorithm proposed was compared with the ball-pivoting and Poisson algorithms,and the integrity of the reconstructed model was markedly superior to that of the other two reconstruction methods.In addition,the surface-stitching algorithm was applied to the reconstruction of different formation models and showed good stability and reconstruction efficiency.Finally,the aboveground and underground models were accurately fitted after registration to form an integrated model.Conclusions The proposed method can efficiently establish an integrated open pit model.Based on the integrated model,an open pit auxiliary planning system was designed and realized.It supports the functions of mining planning and output calculation,assists users in mining planning and operation management,and improves production efficiency and management levels.
基金Supported by the Bavarian Academic Forum(BayWISS),as a part of the joint academic partnership digitalization program.
文摘Background In recent years,the demand for interactive photorealistic three-dimensional(3D)environments has increased in various fields,including architecture,engineering,and entertainment.However,achieving a balance between the quality and efficiency of high-performance 3D applications and virtual reality(VR)remains challenging.Methods This study addresses this issue by revisiting and extending view interpolation for image-based rendering(IBR),which enables the exploration of spacious open environments in 3D and VR.Therefore,we introduce multimorphing,a novel rendering method based on the spatial data structure of 2D image patches,called the image graph.Using this approach,novel views can be rendered with up to six degrees of freedom using only a sparse set of views.The rendering process does not require 3D reconstruction of the geometry or per-pixel depth information,and all relevant data for the output are extracted from the local morphing cells of the image graph.The detection of parallax image regions during preprocessing reduces rendering artifacts by extrapolating image patches from adjacent cells in real-time.In addition,a GPU-based solution was presented to resolve exposure inconsistencies within a dataset,enabling seamless transitions of brightness when moving between areas with varying light intensities.Results Experiments on multiple real-world and synthetic scenes demonstrate that the presented method achieves high"VR-compatible"frame rates,even on mid-range and legacy hardware,respectively.While achieving adequate visual quality even for sparse datasets,it outperforms other IBR and current neural rendering approaches.Conclusions Using the correspondence-based decomposition of input images into morphing cells of 2D image patches,multidimensional image morphing provides high-performance novel view generation,supporting open 3D and VR environments.Nevertheless,the handling of morphing artifacts in the parallax image regions remains a topic for future research.
文摘This work demonstrates in practical terms the evolutionary concepts and computational applications of Parametric Curves.Specific cases were drawn from higher order parametric Bezier curves of degrees 2 and above.Bezier curves find real life applications in diverse areas of Engineering and Computer Science,such as computer graphics,robotics,animations,virtual reality,among others.Some of the evolutionary issues explored in this work are in the areas of parametric equations derivations,proof of related theorems,first and second order calculus related computations,among others.A Practical case is demonstrated using a graphical design,physical hand sketching,and programmatic implementation of two opposite-faced handless cups,all evolved using quadratic Bezier curves.The actual drawing was realized using web graphics canvas programming based on HTML 5 and JavaScript.This work will no doubt find relevance in computational researches in the areas of graphics,web programming,automated theorem proofs,robotic motions,among others.
文摘We introduce CURDIS,a template for algorithms to discretize arcs of regular curves by incrementally producing a list of support pixels covering the arc.In this template,algorithms proceed by finding the tangent quadrant at each point of the arc and determining which side the curve exits the pixel according to a tailored criterion.These two elements can be adapted for any type of curve,leading to algorithms dedicated to the shape of specific curves.While the calculation of the tangent quadrant for various curves,such as lines,conics,or cubics,is simple,it is more complex to analyze how pixels are traversed by the curve.In the case of conic arcs,we found a criterion for determining the pixel exit side.This leads us to present a new algorithm,called CURDIS-C,specific to the discretization of conics,for which we provide all the details.Surprisingly,the criterion for conics requires between one and three sign tests and four additions per pixel,making the algorithm efficient for resource-constrained systems and feasible for fixed-point or integer arithmetic implementations.Our algorithm also perfectly handles the pathological cases in which the conic intersects a pixel twice or changes quadrants multiple times within this pixel,achieving this generality at the cost of potentially computing up to two square roots per arc.We illustrate the use of CURDIS for the discretization of different curves,such as ellipses,hyperbolas,and parabolas,even when they degenerate into lines or corners.