Zobrazeno 1 - 10
of 173
pro vyhledávání: '"Viewing frustum"'
Publikováno v:
International Journal of Digital Earth, Vol 15, Iss 1, Pp 1081-1100 (2022)
As an important technology of digital construction, real 3D models can improve the immersion and realism of virtual reality (VR) scenes. The large amount of data for real 3D scenes requires more effective rendering methods, but the current rendering
Externí odkaz:
https://doaj.org/article/7a2a9e5b8bb644fbb73ec37f4765edf3
Autor:
Jingwei Xu, Xianshun Wang, Dongchen Zhu, Wenjun Shi, Guanghui Zhang, Xiaolin Zhanga, Jiamao Li
Publikováno v:
IEEE Transactions on Circuits and Systems for Video Technology. 32:183-197
The 3D semantic map plays an increasingly important role in a wide variety of applications, especially for many kinds of task-driven robots. In this paper, we present a semantic mapping methodology for 3D semantic map obtaining from RGB-D scans. In c
Publikováno v:
ISMAR Adjunct
Augmented reality (AR) is an emerging technology to improve visualization experiences. However, visualizing volume data is limited in existing AR systems due to the lack of an intuitive and precise exploration scheme. In this paper, we present a 3D a
Publikováno v:
Computers & Graphics. 84:42-54
Rendering large point clouds ordinarily requires building a hierarchical data structure for accessing the points that best represent the object for a given viewing frustum and level-of-detail. The building of such data structures frequently represent
Publikováno v:
ICASSP
Application of point clouds is in critical demand, which, however, are composed of large amounts of data and difficult to stream in bandwidth-constrained networks. To address this, we propose a QoE-driven and tile-based adaptive streaming approach fo
Autor:
Ruicheng Wu, Hongyu Fan
Publikováno v:
2021 4th International Conference on Advanced Electronic Materials, Computers and Software Engineering (AEMCSE).
This paper presents a method for fast rendering of CNC milling which is based on the previous techniques using the Permutation Embedding Sequence (PES). To reduce the total length of the PES, the viewing frustum is subdivided and the rendering is per
Autor:
Mankyu Sung, JinGi Im
Publikováno v:
International Journal of Advanced Computer Science and Applications. 12
Realistic real-time rain streaks rendering has been treated as a very difficult problem because of various natural phenomena. Also, for creating and managing many particles in a rain streak, many resources had to be used. This paper propose am effici
Publikováno v:
DICTA
Ahstract- The ability to detect and analyze changes or understand the scene while navigating close to buildings is very important for autonomous aerial and ground vehicle based surveillance applications. For this, the latest textured 3D scan of the p
Autor:
Joacim Dybedal, Geir Hovland
Publikováno v:
2020 15th IEEE Conference on Industrial Electronics and Applications (ICIEA).
This paper presents a fast GPU-based solution to the 3D occlusion detection problem and the 3D camera placement optimisation problem. Occlusion detection is incorporated into the optimisation problem to return near-optimal positions for 3D cameras in
Autor:
Jianwei Zhang, Dening Luo
Publikováno v:
Mathematics
Volume 8
Issue 10
Mathematics, Vol 8, Iss 1655, p 1655 (2020)
Volume 8
Issue 10
Mathematics, Vol 8, Iss 1655, p 1655 (2020)
Anti-aliasing plays a decisive role in enhancing immersion experience in games and 3D visualization fields. In general, hardware anti-aliasing is not directly compatible with deferred shading. It is challenging to detect geometry edges accurately fro