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Rendering acceleration method based on JND and sample gradient
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作者 ZHANG Ripei CHEN Chunyi 《Optoelectronics Letters》 2025年第3期177-182,共6页
Currently,the main idea of iterative rendering methods is to allocate a fixed number of samples to pixels that have not been fully rendered by calculating the completion rate.It is obvious that this strategy ignores t... Currently,the main idea of iterative rendering methods is to allocate a fixed number of samples to pixels that have not been fully rendered by calculating the completion rate.It is obvious that this strategy ignores the changes in pixel values during the previous rendering process,which may result in additional iterative operations. 展开更多
关键词 iterative rendering pixel values allocate fixed number samples completion rateit iterative rendering methods changes pixel values iterative operations completion rate
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Efficient VR rendering:Survey on foveated,stereo,cloud,and low-power rendering techniques
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作者 Xiao HU Xiaolong WU +6 位作者 Mingcong MA Xiang XU Yiping GU Gaoyuan WANG Yanning XU Xiangxu MENG Lu WANG 《虚拟现实与智能硬件(中英文)》 2025年第5期421-452,共32页
With technological advancements,virtual reality(VR),once limited to high-end professional applications,is rapidly expanding into entertainment and broader consumer domains.However,the inherent contradiction between mo... With technological advancements,virtual reality(VR),once limited to high-end professional applications,is rapidly expanding into entertainment and broader consumer domains.However,the inherent contradiction between mobile hardware computing power and the demand for high-resolution,high-refresh-rate rendering has intensified,leading to critical bottlenecks,including frame latency and power overload,which constrain large-scale applications of VR systems.This study systematically analyzes four key technologies for efficient VR rendering:(1)foveated rendering,which dynamically reduces rendering precision in peripheral regions based on the physiological characteristics of the human visual system(HVS),thereby significantly decreasing graphics computation load;(2)stereo rendering,optimized through consistent stereo rendering acceleration algorithms;(3)cloud rendering,utilizing object-based decomposition and illumination-based decomposition for distributed resource scheduling;and(4)low-power rendering,integrating parameter-optimized rendering,super-resolution technology,and frame-generation technology to enhance mobile energy efficiency.Through a systematic review of the core principles and optimization approaches of these technologies,this study establishes research benchmarks for developing efficient VR systems that achieve high fidelity and low latency while providing further theoretical support for the engineering implementation and industrial advancement of VR rendering technologies. 展开更多
关键词 Virtual reality Foveated rendering Stereo rendering Cloud rendering Low-power rendering
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Multidimensional image morphing-fast image-based rendering of open 3D and VR environments
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作者 Simon SEIBT Bastian KUTH +2 位作者 Bartosz von Rymon LIPINSKI Thomas CHANG Marc Erich LATOSCHIK 《虚拟现实与智能硬件(中英文)》 2025年第2期155-172,共18页
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
关键词 Computer graphics 3D real-time rendering Computer vision Image morphing Virtual reality
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Psychological and physiological model of tactile rendering fidelity using combined electro and mechanical vibration
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作者 Rui SONG Xiaoying SUN +2 位作者 Dangxiao WANG Guohong LIU Dongyan NIE 《虚拟现实与智能硬件(中英文)》 2025年第4期344-366,共23页
High-fidelity tactile rendering offers significant potential for improving the richness and immersion of touchscreen interactions.This study focuses on a quantitative description of tactile rendering fidelity using a ... High-fidelity tactile rendering offers significant potential for improving the richness and immersion of touchscreen interactions.This study focuses on a quantitative description of tactile rendering fidelity using a custom-designed hybrid electrovibration and mechanical vibration(HEM)device.An electrovibration and mechanical vibration(EMV)algorithm that renders 3D gratings with different physical heights was proposed and shown to achieve 81%accuracy in shape recognition.Models of tactile rendering fidelity were established based on the evaluation of the height discrimination threshold,and the psychophysical-physical relationships between the discrimination and reference heights were well described by a modification of Weber’s law,with correlation coefficients higher than 0.9.The physiological-physical relationship between the pulse firing rate and the physical stimulation voltage was modeled using the Izhikevich spiking model with a logarithmic relationship. 展开更多
关键词 Tactile rendering fidelity Surface haptics display Electrovibration Mechanical vibration Weber’s law Izhikevich spiking model
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Bidirectional projective sampling for physics-based differentiable rendering
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作者 Ruicheng GAO Yue QI 《虚拟现实与智能硬件(中英文)》 2025年第4期367-378,共12页
Background Physics-based differentiable rendering(PBDR)aims to propagate gradients from scene parameters to image pixels or vice versa.The physically correct gradients obtained can be used in various applications,incl... Background Physics-based differentiable rendering(PBDR)aims to propagate gradients from scene parameters to image pixels or vice versa.The physically correct gradients obtained can be used in various applications,including inverse rendering and machine learning.Currently,two categories of methods are prevalent in the PBDR community:reparameterization and boundary sampling methods.The state-of-the-art boundary sampling methods rely on a guiding structure to calculate the gradients efficiently.They utilize the rays generated in traditional path-tracing methods and project them onto the object silhouette boundary to initialize the guiding structure.Methods In this study,we propose an augmentation of previous projective-sampling-based boundary-sampling methods in a bidirectional manner.Specifically,we utilize the rays spawned from the sensors and also employ the rays emitted by the emitters to initialize the guiding structure.Results To demonstrate the benefits of our technique,we perform a comparative analysis of differentiable rendering and inverse rendering performance.We utilize a range of synthetic scene examples and evaluate our method against state-of-the-art projective-sampling-based differentiable rendering methods.Conclusions The experiments show that our method achieves lower variance gradients in the forward differentiable rendering process and better geometry reconstruction quality in the inverse-rendering results. 展开更多
关键词 Physics-based differentiable rendering Global illumination Inverse rendering
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A novel green phosphor Ba_(2)Sc_(2)((BO_(3))_(2)B_(2)O_(5)):Ce^(3+)for high color rendering index full-spectrum lighting and low-temperature sensors
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作者 Pan Liang Hongshu Zhang +7 位作者 Yingying Xue Saying Li Hongsheng Huang Xin Li Xuxiang Lin Yuxin Zhang Lianqing Li Zhihong Liu 《Journal of Rare Earths》 2025年第6期1150-1160,I0003,共12页
The utilization of phosphors that achieve full-spectrum lighting has emerged as a prevailing trend in the advancement of white light-emitting diode(WLED)lighting.In this study,we successfully prepared a novel green ph... The utilization of phosphors that achieve full-spectrum lighting has emerged as a prevailing trend in the advancement of white light-emitting diode(WLED)lighting.In this study,we successfully prepared a novel green phosphor Ba_(2)Sc_(2)((BO_(3))_(2)B_(2)O_(5)):Ce^(3+)(BSBO:Ce^(3+))that can be utilized for full-spectrum lighting and low-temperature sensors.BSBO:Ce^(3+)exhibits a broad-band excitation spectrum centered at 410 nm,and a broad-band emission spectrum centered at 525 nm.The internal and external quantum efficiencies of BSBO:Ce^(3+)are 99%and 49%,respectively.The thermal stability of BSBO:Ce^(3+)can be improved by substituting partial Sc atoms with smaller cations.The thermal quenching mechanism of BSBO:Ce^(3+)and the lattice occupancy of Ce ions in BSBO are discussed in detail.Furthermore,by combining the green phosphor BSBO:Ce^(3+),the commercial blue phosphor and the red phosphor on a 405 nm chip,a white light source was obtained with a high average color rendering index(CRI)of 96.6,a low correlated color temperature(CCT)of 3988 K,and a high luminous efficacy of 88.0 Im/W.The lu-minous efficacy of the WLED exhibits negligible degradation during the 1000 h light aging experiment.What's more,an emission peak at 468 nm appears when excited at 352 nm and 80 K,however,the relative intensity of the peaks at 468 and 525 nm gradually weakens with increasing temperature,indicating the potential of this material as a low-temperature sensor. 展开更多
关键词 Green phosphor Ba_(2)Sc_(2)(BO_(3)_(2)B_(2)O_(5)):Ce^(3+) Fullspectrum lighting Low-temperature sensor High color rendering index Rare earths
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大规模有限元模型图形可视化引擎技术研究
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作者 王晓辉 许向彦 +1 位作者 聂小华 常亮 《计算机应用与软件》 北大核心 2026年第1期17-24,41,共9页
针对复杂结构精细化仿真分析中的大规模有限元模型可视交互力弱的问题,针对性提出高效的模型数据管理及显示的关键技术与软件设计方案。该文基于轻量化的有限元模型数据结构设计,实现高效的有限元模型数据管理引擎;基于最小节点相关面... 针对复杂结构精细化仿真分析中的大规模有限元模型可视交互力弱的问题,针对性提出高效的模型数据管理及显示的关键技术与软件设计方案。该文基于轻量化的有限元模型数据结构设计,实现高效的有限元模型数据管理引擎;基于最小节点相关面表法有效剔除网格模型内部单元面,降低了图形渲染规模;再基于BVH结构的射线拾取算法和Qt通信机制实现了三维模型图形交互;采用三层软件架构设计研发了一款高性能可视化引擎SABRE.Visual。通过与软件测试对比,表明该引擎可完全支持千万单元/节点规模的有限元模型的显示及交互操作,在模型显示效率、大规模问题适用性方面具备一定优越性。 展开更多
关键词 千万单元规模 有限元模型可视化 数据管理引擎 三维图形渲染 SABRE
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SPEEDING-UP RE-SAMPLED ALGORITHM IN RAY CASTING VOLUME RENDERING OF MEDICAL IMAGES
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作者 陶玲 王惠南 田芝亮 《Transactions of Nanjing University of Aeronautics and Astronautics》 EI 2005年第1期52-58,共7页
Ray casting algorithm can obtain a better quality image in volume rendering, however, it exists some problems, such as powerful computing capacity and slow rendering speed. How to improve the re-sampled speed is a key... Ray casting algorithm can obtain a better quality image in volume rendering, however, it exists some problems, such as powerful computing capacity and slow rendering speed. How to improve the re-sampled speed is a key to speed up the ray casting algorithm. An algorithm is introduced to reduce matrix computation by matrix transformation characteristics of re-sampling points in a two coordinate system. The projection of 3-D datasets on image plane is adopted to reduce the number of rays. Utilizing boundary box technique avoids the sampling in empty voxel. By extending the Bresenham algorithm to three dimensions, each re-sampling point is calculated. Experimental results show that a two to three-fold improvement in rendering speed using the optimized algorithm, and the similar image quality to traditional algorithm can be achieved. The optimized algorithm can produce the required quality images, thus reducing the total operations and speeding up the volume rendering. 展开更多
关键词 volume rendering ray casting algorithm acceleration algorithm re-sampled algorithm
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Real-Time 3D Scene Perception in Dynamic Urban Environments via Street Detection Gaussians
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作者 Yu Du Runwei Guan +4 位作者 Ho-Pun Lam Jeremy Smith Yutao Yue KaLok Man Yan Li 《Computers, Materials & Continua》 2026年第4期1384-1402,共19页
As a cornerstone for applications such as autonomous driving,3D urban perception is a burgeoning field of study.Enhancing the performance and robustness of these perception systems is crucial for ensuring the safety o... As a cornerstone for applications such as autonomous driving,3D urban perception is a burgeoning field of study.Enhancing the performance and robustness of these perception systems is crucial for ensuring the safety of next-generation autonomous vehicles.In this work,we introduce a novel neural scene representation called Street Detection Gaussians(SDGs),which redefines urban 3D perception through an integrated architecture unifying reconstruction and detection.At its core lies the dynamic Gaussian representation,where time-conditioned parameterization enables simultaneous modeling of static environments and dynamic objects through physically constrained Gaussian evolution.The framework’s radar-enhanced perception module learns cross-modal correlations between sparse radardata anddense visual features,resulting ina22%reduction inocclusionerrors compared tovisiononly systems.A breakthrough differentiable rendering pipeline back-propagates semantic detection losses throughout the entire 3D reconstruction process,enabling the optimization of both geometric and semantic fidelity.Evaluated on the Waymo Open Dataset and the KITTI Dataset,the system achieves real-time performance(135 Frames Per Second(FPS)),photorealistic quality(Peak Signal-to-Noise Ratio(PSNR)34.9 dB),and state-of-the-art detection accuracy(78.1%Mean Average Precision(mAP)),demonstrating a 3.8×end-to-end improvement over existing hybrid approaches while enabling seamless integration with autonomous driving stacks. 展开更多
关键词 Radar-vision fusion differentiable rendering autonomous driving perception 3D reconstruction occlusion robustness
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一种基于特征保持的Web端三维实时渲染高效轻量化方法
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作者 刘彦君 刘文成 +1 位作者 潘昊 李栋 《中国科学院大学学报(中英文)》 北大核心 2026年第2期240-251,共12页
三维实时渲染技术存在计算复杂度高、存储开销大等问题,难以在资源有限的Web端高效运行。边折叠算法是三维实时渲染轻量化的常用技术,但存在边缘特征容易丢失、简化率单一、折叠后网格质量低等影响视觉效果的问题。针对上述问题,提出一... 三维实时渲染技术存在计算复杂度高、存储开销大等问题,难以在资源有限的Web端高效运行。边折叠算法是三维实时渲染轻量化的常用技术,但存在边缘特征容易丢失、简化率单一、折叠后网格质量低等影响视觉效果的问题。针对上述问题,提出一种面向Web端的三维实时渲染高效轻量化方法。首先,提出一种基于3D-SIFT特征提取的边折叠优化算法,通过对关键区域进行冻结操作,更好地保留模型边缘特征;其次,在折叠过程中,引入局部信息熵,改变边折叠代价,优先折叠非特征区域,从而实现不同特征区域的分级简化;最后,引入Delaunay算法对三角正则度较差区域进行重建,提升网格质量。 展开更多
关键词 三维渲染 轻量化 边折叠 3D-SIFT 信息熵 DELAUNAY三角剖分
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基于3DGS的可实时驱动人体化身生成研究
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作者 钟雨攸 沈旭昆 胡勇 《系统仿真学报》 北大核心 2026年第1期200-210,共11页
3D人体化身生成及实时驱动技术在虚拟现实、远程协作等领域具有重要应用价值。针对现有方法在细节建模、实时性与新姿态驱动鲁棒性方面的不足,提出一种基于高斯泼溅(3D Gaussian splatting,3DGS)的高效人体化身生成及驱动方法,结合优化... 3D人体化身生成及实时驱动技术在虚拟现实、远程协作等领域具有重要应用价值。针对现有方法在细节建模、实时性与新姿态驱动鲁棒性方面的不足,提出一种基于高斯泼溅(3D Gaussian splatting,3DGS)的高效人体化身生成及驱动方法,结合优化参数化人体重建、三平面特征编码与动态偏移预测实现单目视频输入的高效建模。通过引入骨骼绑定与可见性分析策略,同时设计多尺度正则损失以解决过拟合问题。仿真实验结果表明:所提方法在各项指标上均取得了非常优异的表现,尤其在新姿态驱动与遮挡场景下表现出更强的鲁棒性,验证了方法的有效性与优越性。 展开更多
关键词 高斯泼溅 可驱动人体化身 单目视频 实时渲染 参数化模型
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采用溶剂辅助蒸发与高真空蒸馏方法萃取分析熬猪油关键香气成分
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作者 胡晴晴 梁雨 +3 位作者 李珂欣 何金鑫 王佳欣 谢建春 《食品与发酵工业》 北大核心 2026年第2期338-345,I0013-I0017,共13页
为探究熬制猪油中的关键香气成分,该研究检测了猪背脂肪中的氨基酸、猪油中的脂肪酸组成及含量,以及熬制猪油的挥发性风味物质。结果表明,分析猪背脂肪中氨基酸组成,显示主要氨基酸为谷氨酸、天冬氨酸、赖氨酸;分析猪油的脂肪酸组成,显... 为探究熬制猪油中的关键香气成分,该研究检测了猪背脂肪中的氨基酸、猪油中的脂肪酸组成及含量,以及熬制猪油的挥发性风味物质。结果表明,分析猪背脂肪中氨基酸组成,显示主要氨基酸为谷氨酸、天冬氨酸、赖氨酸;分析猪油的脂肪酸组成,显示棕榈酸、硬脂酸、油酸、亚油酸为猪油的主要脂肪酸。采用溶剂辅助蒸发及高真空蒸馏2种方法进行萃取结合气相色谱-质谱鉴定出主要物质为脂肪族的醛类、酸类、醇类等,含量高的为十四酸、己醛、十六酸、乙酸、(E)-2-庚烯醛等。正交偏最小二乘回归分析得出,2种方式萃取出的挥发性化合物组成有明显不同,22种化合物均在溶剂辅助蒸发方法中含量高,但高真空蒸馏方法在萃取低沸点的挥发性成分上有优势。采用强度法气相色谱-嗅闻分析结合计算气味活性值,得出25种化合物,包括庚醛、4-羟基-2,5-二甲基-3(2H)-呋喃酮、(E)-2-壬烯醛、2-甲基-3-呋喃硫醇、3,5-二甲基-2-乙基吡嗪等为熬猪油中的关键香气成分(气味活性值≥1)。进一步采用Pearson相关性分析发现,熬猪油的挥发性风味物质少量产生于饱和脂肪酸而多数产生于油酸、亚油酸等不饱和脂肪酸的氧化降解反应。研究结果可为肉味香精研制以及猪油的进一步开发利用提供参考。 展开更多
关键词 猪油 香气化合物 脂肪酸 氨基酸 溶剂辅助蒸发 高真空蒸馏
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2025年中国舞台影视灯光调研分析报告——常规灯具·特效器篇
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作者 吴剑敏 白文国 +2 位作者 代永峰 周闻 王京池 《照明工程学报》 2026年第1期159-166,共8页
本文根据中国照明学会舞台电影电视照明专业委员会2025年的调研情况,对常规灯具的光色光质提升、智能色彩管理技术的运用、光色校正与灯光设备色域拓展、色温稳定性、显色性提升、光源一致性,以及特效器的新技术新理念进行总结与归纳。
关键词 常规灯具 光色品质 色彩管理 光色校正 色温 显色指数 特效器
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AIGC在建筑效果图生成中的应用研究
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作者 徐佳楠 徐嘉栋 +1 位作者 刘瑞义 黄元杰 《智能建筑与智慧城市》 2026年第1期27-29,共3页
文章以亟待借助AIGC工具降本增效的环节——效果图生成为例,在实际项目案例中应用AIGC工具,并作应用前后的对比,以期对今后建筑设计工作的变革起到一定的借鉴作用。
关键词 AIGC 建筑设计 效果图生成
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Haptic based teleoperation with master-slave motion mapping and haptic rendering for space exploration 被引量:6
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作者 Guanyang LIU Xuda GENG +1 位作者 Lingzhi LIU Yan WANG 《Chinese Journal of Aeronautics》 SCIE EI CAS CSCD 2019年第3期723-736,共14页
This paper presents a new solution to haptic based teleoperation to control a large-sized slave robot for space exploration, which includes two specially designed haptic joysticks, a hybrid master-slave motion mapping... This paper presents a new solution to haptic based teleoperation to control a large-sized slave robot for space exploration, which includes two specially designed haptic joysticks, a hybrid master-slave motion mapping method, and a haptic feedback model rendering the operating resistance and the interactive feedback on the slave side. Two devices using the 3 R and DELTA mechanisms respectively are developed to be manipulated to control the position and orientation of a large-sized slave robot by using both of a user's two hands respectively. The hybrid motion mapping method combines rate control and variable scaled position mapping to realize accurate and efficient master-slave control. Haptic feedback for these two mapping modes is designed with emphasis on ergonomics to improve the immersion of haptic based teleoperation. A stiffness estimation method is used to calculate the contact stiffness on the slave side and play the contact force rendered by using a traditional spring-damping model to a user on the master side stably. Experiments by using virtual environments to simulate the slave side are conducted to validate the effectiveness and efficiency of the proposed solution. 展开更多
关键词 TELEOPERATION HAPTIC device REMOTE control HAPTIC rendering Space EXPLORATION
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基于深度先验引导的神经动态场景渲染重建
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作者 李璋林 孙益辉 +2 位作者 李煜 姚献艺 兰世儒 《软件导刊》 2026年第1期184-190,共7页
目前要实现实时且高质量的动态场景渲染是一项具有挑战性的任务。为此,提出一种基于深度先验引导的四维时空高斯场景表示方法。首先,通过在三维高斯中引入时间相关的不透明度以及可参数化的运动与旋转,使得模型能够同时刻画静态结构与... 目前要实现实时且高质量的动态场景渲染是一项具有挑战性的任务。为此,提出一种基于深度先验引导的四维时空高斯场景表示方法。首先,通过在三维高斯中引入时间相关的不透明度以及可参数化的运动与旋转,使得模型能够同时刻画静态结构与瞬态动态内容。其次,利用深度信息对渲染过程进行约束与指导,从而进一步提升细节恢复能力与几何一致性。最后,结合训练误差与粗略深度的联合引导策略,实现对场景中稀疏区域的有效补充与建模。相比现有的其他先进方法,该方法在渲染质量、渲染速度以及模型紧凑性方面均具有明显优势。在高分辨率场景下,该方法能够在常规图形处理平台NVIDIA RTX 4090 GPU上实现每秒160帧的实时渲染。 展开更多
关键词 动态场景渲染 3DGS 深度引导 场景重建
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Depth-aided inpainting for disocclusion restoration of multi-view images using depth-image-based rendering 被引量:7
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作者 Kai LUO Dong-xiao LI +1 位作者 Ya-mei FENG Ming ZHANG 《Journal of Zhejiang University-Science A(Applied Physics & Engineering)》 SCIE EI CAS CSCD 2009年第12期1738-1749,共12页
A new algorithm is proposed for restoring disocclusion regions in depth-image-based rendering (DIBR) warped images. Current solutions include layered depth image (LDI), pre-filtering methods, and post-processing m... A new algorithm is proposed for restoring disocclusion regions in depth-image-based rendering (DIBR) warped images. Current solutions include layered depth image (LDI), pre-filtering methods, and post-processing methods. The LDI is complicated, and pre-filtering of depth images causes noticeable geometrical distortions in cases of large baseline warping. This paper presents a depth-aided inpainting method which inherits merits from Criminisi's inpainting algorithm. The proposed method features incorporation of a depth cue into texture estimation. The algorithm efficiently handles depth ambiguity by penalizing larger Lagrange multipliers of flling points closer to the warping position compared with the surrounding existing points. We perform morphological operations on depth images to accelerate the algorithm convergence, and adopt a luma-first strategy to adapt to various color sampling formats. Experiments on test multi-view sequence showed that our method has superiority in depth differentiation and geometrical loyalty in the restoration of warped images. Also, peak signal-to-noise ratio (PSNR) statistics on non-hole regions and whole image comparisons both compare favorably to those obtained by state of the art techniques. 展开更多
关键词 Depth-aided inpainting Disocclusion restoration Depth-image-based rendering (DIBR) Image warping Stereoscopic image Multi-view image 3D-TV
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基于Redis和PostGIS的矢量瓦片动态渲染技术研究
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作者 李国伟 李行义 +2 位作者 朱敏华 贾玉明 贺子康 《地理空间信息》 2026年第1期66-70,共5页
结合PostGIS和Redis的技术优势,提出了一种矢量瓦片动态渲染技术,以解决传统瓦片技术在存储、传输和渲染效率等方面的不足,特别是针对大规模地理数据和高并发访问环境下的应用场景。利用PostGIS进行矢量数据的动态切片,通过实时生成瓦... 结合PostGIS和Redis的技术优势,提出了一种矢量瓦片动态渲染技术,以解决传统瓦片技术在存储、传输和渲染效率等方面的不足,特别是针对大规模地理数据和高并发访问环境下的应用场景。利用PostGIS进行矢量数据的动态切片,通过实时生成瓦片避免预生成瓦片的存储压力;采用Redis缓存技术存储频繁请求的瓦片数据,以降低服务器负载。对矢量瓦片渲染系统在实际应用中进行实验验证。结果表明,该技术显著提升了地图服务的加载效率和渲染性能,适用于地理大数据的在线地图服务、智能城市管理等场景,具有广泛的应用前景。初次加载时间平均为60 ms,在缓存机制作用下,后续请求的响应时间降至5 ms以内,表明缓存系统能有效降低服务器压力并提高数据传输效率。 展开更多
关键词 矢量瓦片 动态渲染 POSTGIS REDIS 地理大数据
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虚拟船舶操纵训练系统设计
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作者 胡佳宝 《广东造船》 2026年第1期78-81,共4页
传统的船舶操纵训练存在着成本高昂以及风险大的缺点,难以满足现代化航海教育的需求。本文根据功能性和非功能性需求分析,基于分层架构设计思想进行虚拟船舶操纵训练系统的开发,经过测试该系统能够对船舶航向进行高精度的控制,可以较好... 传统的船舶操纵训练存在着成本高昂以及风险大的缺点,难以满足现代化航海教育的需求。本文根据功能性和非功能性需求分析,基于分层架构设计思想进行虚拟船舶操纵训练系统的开发,经过测试该系统能够对船舶航向进行高精度的控制,可以较好地还原不同海况、气象条件下的场景,可以满足训练人员进行操纵训练的要求。本文所提出的基于数据驱动的MMG模型优化方案及TCP/UDP混合通信架构,既保证了仿真的精度,又提高了多用户协同训练的实时性。 展开更多
关键词 虚拟训练 场景渲染 MMG模型 混合通信架构
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