纹理
- 更多网络例句与纹理相关的网络例句 [注:此内容来源于网络,仅供参考]
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De Bonet synthesizes new images by randomizing an input texture sample while preserving the cross-scale dependencies.
另外一些算法是在纹理建模时设置一组特性,并且通过比较纹理取样时的特性生成新的纹理,Heeger和Bergen [HB95][TM97]通过比较图像金字塔的边缘柱状图进行纹理建模,他们的技术在随机性纹理上比较成功,但针对结构纹理效果并不理想。
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The author used the fractal dimension method to calculate the texture fractal characteristics of meteorological cloud pictures with the methods of Sarkar and Chaudhuri.
气象卫星云图的识别主要集中在图像纹理分析上,图像纹理除了包括灰度信息外,还包含了结构信息应用70年代由曼德尔勃罗特Mandelbrot提出的分数维的概念,对图像纹理进行的分析表明,分数维是图像纹理的复杂度与粗糙度的变量作者将Sarkar和Chaudhuri的分数维计算方法应用于纹理分形特征的计算,取得了较好的效果
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The data analysis shows that: 1 different texture parameters have a clear scattered distribution, 2 the main direction of texture is the direction represented by the maximum parameter of Gauss-MRF parameters, and 3 for those samples basing the same main direction, the finer the texture is, the greater the corresponding parameter is, and the smaller the other parameters are; and the higher the order of Gauss-MRF is, the more clearly the texture is described.
数据分析表明,各不同纹理特征参数之间具有明显的分布性;Gauss-MRF参数值最大的参数所表示的纹理集聚为向为纹理的主方向;对于纹理主方向相同的样本,纹理越细致,其相应参数越大,而其他参数越小;Gauss-MRF阶数越高,纹理描述越细致:在2阶Gauss-MRF模型情况下,弦切纹理的B1参数大于径切纹理的B1;弦切纹理的B2、B3、B4分别小于径切纹理的B2、B3、B4。
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Firstly, we introduce the technology of seismic geometric attribute for fault identification detailedly at home and abroad. Secondly we study the coherence, texture,curvature attribute and tricolor display technology of RGB to identify fault; In the part of coherence,we compare the traditional algorithms with model and actual data,mainly study the geometric structural tensor and wavelet multi-scale sub-frequency coherent algorithm; In the part of texture attribute, we introduce texture energy, texture contrast, texture entropy and texture homogeneity attribute.By merging texture attributes of different directions,the effect are more clear; In the part of curvature attribute,we study and analyze fractional-order curvature attribute's extraction and its application in fault identification; The RGB display technology mainly introduces how to merge multi-attributes in order to getting more richer and more clearer information.
首先具体先容了地震几何属性识别断层技术的国内外研究现状;然后分别研究了相干属性、纹理属性、曲率属性和RGB三原色显示技术来识别断层;其中相干属性通过模型和实际资料对传统相干体算法进行了对比,重点研究了几何结构张量相干体算法和小波多标准分频相干体算法;纹理属性主要先容了纹理能量、纹理对比、纹理熵和纹理一致性属性,通过对不同方向的纹理属性进行融合,效果更清楚;曲率属性重点分析了分波数曲率属性提取及其在断层识别中的应用;RGB三原色显示技术则主要先容了如何进行多属性融合来或得更丰富、清楚的信息,在此基础上开发了基于。
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First scanning the known handwriting materials then number them ,In pretreatment, we convert the valid part of the image into a standard size, as images carries out duotone and go throw off chirp handling in order to achieve better effect.draw features from the known handwriting materials with the Co-occurence,especially,we divided a copy of handwriting into 25 little pieces with the size of 128*128 ,drawing features from every little piecese with four directions(0 degree, 45 degrees, 90 degrees as well as 135 degrees) and calculate the four major feature values( veins and the statistical quantity of veins contrast and the statistical quantity of veins consistency Shang the statistical quantity of statistical quantity as well as the veins correlation of gray scale ), preservation all the feature value that drawn from all known ma terials to the handwriting characteristic database,then input the unknown handwriting materials, also using the method of the Co-occurence to draw those features, recycling the minimum European Distance law match the unknown writing material feature value with the handwriting characteristic feature database, export the label of the known hand writing materials which is most similar to the unknown material with minimum European Distance, and then we can confirm who is the author of the unknown material.
首先将笔迹材料作为图象扫描输入,并对其进行编号。预处理部分可将笔迹图象的有效部分规范化到一个统一尺寸,接着对其进行二值化和去除噪声的处理,以便于更好的提取图像的特征。在此我们采用了灰度共生矩阵法提取手写笔迹材料的纹理特征,与以往有所不同的是,我们将一份手写材料分割成64块大小为80*80象素的子图象,每个小块都从四个方向(0度、45度、90度以及135度)来更全面的提取特征,并计算出四个最主要的特征值(纹理一致性的统计量、纹理反差的统计量、纹理熵的统计量以及纹理灰度相关性的统计量),将从所有已知材料提取的特征值保存到纹理特征库中,对于待检手写材料,同样采用灰度共生矩阵的方法提取其纹理特征,再利用最小欧氏距离分类法将从待检手写材料中提取的特征值与纹理特征库中的特征值进行比对,与欧氏距离比对值最小的相匹配,输出匹配成功的原材料的标号,进而识别出待检材料书写者的身份。
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Based on the summarizing of the exiting algorithms of the texture mapping and antialiasing, this paper goes deeply into the basic theory and processing of texture mapping. The texture compress algorithm which can satisfy the need of the memory and time is given for the stochastic sampling in the inverse texture mapping; the geometry transformation in the texture mapping are discussed and the concepts of the unitary parametrization and the patch parametrization is proposed, some kinds of the unitary parametrization methods of parametric surfaces and the geometry transformation in the patch parametrization are also presented; in order to solve the aliasing in the parametrization of intermediate surface-sphere in two-part texture mapping, an area-preserving transformation is presented also; to improve the quality of the graph the aliasing in the texture mapping is analyzed from the aspect of signal process, and the modified summed-area tables algorithms is proposed; the distortion of the scanline conversion algorithms under perspective transformation is analyzed and the proper interpolation algorithm is presented so the aliasing problem of the polyhedral object after the unitary parametrization is efficiently solved.
本文在总结现有的纹理映射和反走样算法的基础上,深入研究了纹理映射的基本原理与过程,根据反向纹理映射对纹理随机采样的特殊要求,提出了一种可满足存储空间和寻址时间的纹理压缩存储算法;通过对纹理映射中几何变换理论的进一步深入探讨,提出了整体参数化和面片参数化的概念,并给出了参数化曲面的各种整体参数化方法和面片参数化的几何变换形式;针对现有的两步映射算法所存在的中间曲面—球面的参数化问题,提出一种等积映射方法,较好地实现了由非参数化面片拼接而成的多面体表面的纹理映射;从信号采样的角度深入分析了纹理映射中走样产生的原因,提出了改进的区域求和表算法,使图形生成的效果有所提高;还分析了一般的扫描线算法在透视变换中所存在的问题,提出了一种正确的插值算法,从而解决了整体参数化后多面体表面纹理映射的几何变形问题。
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Two-dimensional texture mappings are summarized in this paper including Catmull algorithm and Blinn algorithm, two-step texture mapping, environment mapping and bump mapping. Moreover, a new method of regional texture mapping based on intermediate surface is presented and a new algorithm is promoted to reduce texture distortion in the process of mapping onto the sphere surface.
在二维纹理方面,本文讨论了适用于参数曲面的Catmull算法与Blinn算法,适用于一般曲面的两步纹理映射技术,现已广为应用的环境纹理映射技术及凸包纹理映射技术,还分析了纹理映射的几种快速反走样技术。
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For regular topology surface, intermediate surface local texture mapping are used; for irregular topology surface, subdivision surface local texture mapping are used. So different topology surface using different texture mapping methods can solve the contradiction between texture effect and processing speed when they are dealt with by single method. The three judge conditions of texture distortion in the process of mapping onto the sphere surface are discussed and the exiting algorithms of mapping are analyzed, the new algorithms of mapping onto the sphere surface are presented. In order to enhance the realistic of graphics, a new function of wood texture is presented. OpenGL is also introduced in this papers and some realization examples of texture mapping based on OpenGL under the environment of VC++ and POV-RAY are presented in some chapters.
对于简单拓扑表面,利用改进的两步纹理映射,对于复杂拓扑表面利用新的面片分割算法,初步解决了颜色纹理中速度与走样之间的矛盾;通过对球面纹理时纹理不变形的三个判断条件的研究,分析了现在各种球面纹理映射算法,并在此基础上提出了一种基于等面积的半球面纹理映射算法,明显减少了球面纹理的纹理变形;针对现有的木纹纹理中,两种表示木纹的颜色差距表现出的颜色突变问题进行研究,提出对这两种颜色进行线性插值或二次插值,使生成的木纹纹理颜色更加连续,更加逼真;在VC++环境下,通过调用Open GL的图形库及在Pov-Ray软件环境下,实现了参数化纹理、球面纹理、凹凸纹理及木纹纹理等各种算法。
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Gabor-ring is often used in texture feature extraction, but it is based on the assumption that texture is narrowband signal and can not applied to most actual textured images that have more than one center frequency in power spectrum. To overcome the limitation of existing method, an improved method is proposed. According to this method, Gabor filters are constructed in accordance with the spectrum feature vector of texture, and a relaxation parameter is used to determine the effect of difference filters so as to integrate the frequencies and phases into the process of extraction.
Gabor环(即在频率域成环形分布的Gabor滤波器组)常被用于提取图像纹理特征,但它是以"纹理是窄带信号"为基础的,实际的纹理图像并不能很好地满足"窄带信号"的假设,用一个中心频率来描述一种纹理对能量集中在多个频率点的纹理图像往往不能取得理想的效果,而根据频谱特征值向量构造Gabor环的改进方法,通过松弛因子的加入改变不同滤波器的作用强度,综合考虑了多频率多相位对纹理特征提取的影响。
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Athena series boast natural and graceful styles represented by the combination of solid-color tiles of different colors and luster, like a concise and avant-garde abstract painting; Galaxy Stone series are endowed with artistic quality according to their natural patterns and gorgeous colors, and they are also safe and environmental friendly; Diamond series enjoy super hardness and diamond quality, crystal-clear and natural texture, excellent abrasion resistance and extremely low water absorption; Emerald Stone series are the perfect combination of outside beauty and inside merits thanks to their rock-style natural texture; Magic Crystal Jade series are as lucid as jade, show attractive texture and transparent crystal phase as high as 90%; Fuji White series are made with original two-in-one production technology, and enjoy smooth surface texture, for the construction of an artistic space; Lava Stone series comprise multiple raw materials, show special charm and exclusive styles; Snow Crystal Stone series show the newest ceramic styles and cater for the taste of the masses; Sky River Stone series present diversified noble and elegant texture, free flowing as clouds; Lucky Star series enjoys fine and flowing texture and glittering surface due to the scattering of numerous micro-crystals; Rainbow Stone series present us fine texture and soft color and luster, being hard and stain resistant; New Generation series are made with multi-layer material distribution technique, enjoying lively and smooth texture and distinct layers.
利家居不断设计出新颖的产品,以尊贵品位、卓越超群为理念,推出雅典娜系列雍容大器张显贵族气派不同色泽纯色砖搭配铺贴有如一幅简约而前卫的抽象画、银河石系列艺术手法造就陶瓷艺术感观其图案自然色彩绚丽安全环保、金刚石系列金刚硬度钻石风范其晶莹剔透纹理丰富自然坚韧耐磨吸水性极低、翡翠石系列外观美感与内在特性的完美结合其产品提炼岩石纹理效果清晰随意、幻晶玉系列如玉晶透张显纹理动人合成透明晶相高达90%、富士白系列独创合二为一的生产工艺专体纹路流畅构筑艺术空间、熔岩石系列多种原料融为一体极具韵味展现与众不同的风格之美、雪晶石系列全新的陶瓷特色迎合大众品味其产品融洽淡雅融合如写意山水、天河石系列玉脉纵横华贵端庄纹理自由随意似云影飘逸潇洒飘扬美伦美焕、幸运星系列流动细腻晶莹灵动其面层微晶颗粒晶莹圆润变化万千、彩虹石系列形式之美完美体现其纹理细腻色泽柔和采用顶尖工艺坚硬防污、风生水起系列采用多层布料技术纹理生动流畅层次分明,等多系列多款式完全玻化砖。
- 更多网络解释与纹理相关的网络解释 [注:此内容来源于网络,仅供参考]
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convolute lamination:旋卷纹理,包卷纹理
旋卷形褶皱,包卷褶皱 convolute fold | 旋卷纹理,包卷纹理 convolute lamination | 旋卷构造,包卷构造 convolute structure
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Diagonal grain:对角纹理
断纹理;破折纹理 broken grain | 对角纹理 diagonal grain | 钝棱材 waney lumber
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highlight color:纹理的亮部色彩
Base Color:纹理的基准色及暗部纹理 | Highlight Color:纹理的亮部色彩 | 2.Fire 火焰,作用是文字或者是图象添加火焰的效果.
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Texture Mirroring:(纹理反射) 支持 支持
Texture Clamping(纹理扩散) 支持 支持 | Texture Mirroring(纹理反射) 支持 支持 | Texture Wrapping(纹理外包) 支持 支持
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Texture Mirroring:(纹理反射) 支持 支持 支持 支持
Texture Clamping(纹理扩散) 支持 支持 支持 支持 | Texture Mirroring(纹理反射) 支持 支持 支持 支持 | Texture Wrapping(纹理外包) 支持 支持 支持 支持
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Preprint Texture:(预印纸纹理)
Trnsprncy Text(透明胶片纹理) | Preprint Texture(预印纸纹理) | Colored Texture(彩色纸纹理)
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texture reads:纹理读取
texture mapping 纹理贴图 | texture reads 纹理读取 | texture sample 纹理样本
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Texel Fillrate:纹理填充率
17.像素填充率(Pixel Fillrate)和纹理填充率(Texel Fillrate): DX9阶段或之前的显卡都是非统一架构的,也就是分为顶点渲染和像素渲染. 顶点着色器先建立图形,再由像素渲染管线主要负责把顶点绘出的图形填色. 然后纹理处理单元对图形加上纹理,
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texture mapping:纹理贴图
3、纹理贴图(Texture Mapping) 纹理贴图是将2D图形(通常是位图)蚋射到3D物体上的一种技术. 当纹理较小时,物体的表面会显得模糊或呈马赛克状,较大的纹理可以让物体表面表现出更多细节. 纹理压缩也可以让更多的纹理贴图同时使用,
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Base color:纹理的基准色及暗部纹理
Light Direction:光照方向的调节 | Base Color:纹理的基准色及暗部纹理 | Highlight Color:纹理的亮部色彩