ibr 中文意思是什麼

ibr 解釋
城市快速路建設項目
  1. First, this dissertation gives a geometrical projection - based 3d warp algorithm, which has proved the feasibility to bring the studying method of ibr into geometry models - based modeling and rendering. it is an all - purpose algorithm, which can perform coordinate warping under different projection for scene and object models, and, this algorithm can perform color warping according to lighting characteristics

    演算法的提出證明了將圖像繪制的研究方法引入幾何繪制領域的可行性,演算法通用性好,對場景模型與對象模型均能夠依據不同的投影關系進行圖像的坐標變換,同時,演算法還能夠依據光照特性對象素點顏色值進行變換。
  2. The sampled representation scheme is the key problem in ibr, as the data structures decide how the reference images are collected and stored as well as how the virtual images are created. we devel op a prismy panoramic model and discuss the acquisition and rendering of the datasets

    圖像模型是基於圖像的繪制技術的關鍵所在,因為圖像的組織形式直接決定源圖像的採集存儲以及新圖像生成的方式和速度,為此我們提出了稜柱面全景圖模型並推導了新圖像生成演算法。
  3. By taking advantages of epipolar line features and depth discontinuities in reference 中國科學院 軟件 研究所 博士 學位 論文 基于 圖 象 的 快速 繪制 技術 的 研究 images , an efficient inverse wmping algorithm is pfoposed in chapter 3 for gcnerating nagcs of novel views by combining multiple eference images 帆 enhm different vie 呷 oints because continuous segnents determi 。 d by pairs ofedge pixels at co 。 spending epipolar lines are order kept , only pairs of edge pixels in the reference 渝 明 e e necess 叨 口 cowute to obtain generalized disparity of all points in the desired image as a result , sighficant acceleraion could be made in the endering pfo 比 鴕 two accelerating techiq 此 s e presented in this algori 山 mb accelerate the hole illing process his algorithm extends the reference images rom projection of single col : ii ’ ected surface in previously developed nvnverse w 出 下 er to ima 驢 s captured rom complex scene in chapter 4 , an 《 dent ibr method is prese 庇 仙 y takn ull 訕 antage of 呷 bies c 咖 the method can simulate the 3d details on sllri : ace of object successfully he 。 叩 proach , called rered ature mopmp consists of two pans at fst , an origi 。 ltexture with orthogonal displacements per pixel is deco 啊 osed into a series of new t6 刀 mfcs with each 他 lug a given displacement per pixel , called ae , ea atures , or lt hen hese lt e used to render the novel view by conventional texture mapping d avoid gaps n the endered hlla 驢 , some phels are to be interpolated nd extended in the 廠 kaccoding to the depth differe eee between two neighbor pixels in the original texture as these ltlt fc … e much storage nd therefore much time is equired to install ltlt into the text ’ ufc buffec an 舊 thod is pfoposed to co 呷 fcss the ltlt , nd the cottcspondingfclldering method is given experimental esults show that the new method is efficient , especially n rendering those objects with a smaller depth rnge compared withtheir size , such as relief surfaces of building

    與己有的三維變換方法相比較,該方法不但成功地填補了由於投影區域擴張而產生的第一類空洞,而且成功地填補了由於空間深度非連續物體相互遮擋而產生的第二類空洞,從而方便地實現了虛擬環境中的漫遊;基於物體表面深度的連續性,本文提出了一個位移預測方法? ?此方法可以從單幅參考圖象獲得逆映射過程中所需要的目標圖象的位移信息,從而大大提高了演算法的效率:與通常的正向映射演算法相比,此演算法克服了多幅參考圖象所帶來的計算量成倍增長等問題,而且誤差較小。 2 )基於極線幾何的快速逆映射演算法。利用參考圖象的邊界信息與隱含的遮擋關系,以及極線幾何的性質,本文第三章提出了一個基於極線幾何的快速3 『一中國科學院軟體研究所博士學位論文基於圖象的快速繪制技術的研究逆映射演算法,從多幅參考圖象精確合成當前視點目標圖象。
  4. Overcoming some faults of ibr, this method can realize the exact image filling and keep better model ' s integrity and lower redundancy

    該方法克服了圖像繪制的固有弱點,能夠保證正確的圖像填充,並且具有較好的模型完備性及較低的冗餘度。
  5. This paper presented a technique based on ibr interpolation model and used a two - level buffer architecture. our experiment results showed that the technique was robust and reliable to communication failure

    摘要提出了一種可靠的本地客戶端參考圖像緩沖管理演算法,該演算法基於ibr插值模型,並應用了一個雙列的緩沖管理架構。文章最後用一個例子顯示了該演算法在通訊錯誤情況下可靠性的提高。
  6. Camera calibration, depth maps recovering and constructing representation scheme are important issues in ibr, on which our research is concentrating. camera calibration is the preliminary step towards deriving metric information from the images

    相機定標、圖像深度信息提取和建立圖像模型是圖像繪制技術的重要研究內容,本文著重對這些問題開展研究。
  7. In contrast with the conventional geometry - based approaches of using 3 - d models for creating new virtual views, ibr techniques use a collection of photographs as the underlying data representation, and render directly from these original images based on pixel interpolation or reprojection

    與傳統的基於幾何的繪制技術不同,基於圖像的繪制技術所採用的數據模型是由光學圖像集構成,直接由這些源圖像通過插值或重投影的方式獲得新的圖像。
  8. In chapter 2, we present an efficient depth - estimating - based ibr algorithm for novel view generation from multiple reference images in a static scene by combining forward mapping technique and inverse mapping technique

    本文對dbr技術中一些理論和應用問題進行了深入分析和探討,提出了一些基於深度圖象的快速繪制演算法。
  9. It has been widely applied to computer visc, computer vision, multimedia, and etc. the research of the thesis belongs to the field of ibr, and aims at applying camera self - calibration to ibr

    Ibr方法已經成為近年來計算機圖形學的研究熱點,廣泛應用於計算機可視化、計算機視覺、多媒體等領域。
  10. In this article, the main works as follows : 1 ) talk over some basic ideas about ibr, such as, plenoptic modeling lumigraph concentric mosaics 2 ) put forward a new method about 3d animation combining reality with virtuality a. spacing matching b. lighting and shadow matching c

    1 )全光模型; 2 )光圖函數; 3 ) 「同心圓拼圖」方法;二、利用「虛實結合」的方法構建建築場景,探討了一種簡便易行的建築動畫方法,並且作了有益的實踐嘗試。
  11. In the realization process of ibr, image inverse mapping and blending techniques are very important

    基於圖象繪制技術的具體實現中常常涉及圖象映射和圖象融合技術。
  12. This thesis restricts itself on the topic of image - based rending techniques. some efficient ibr algorithms have been proposed to render novel views of complex virtual environment interactively, or in real time

    Ibr技術是一個比較新的課題,研究起步較晚,仍然有許多問題如空洞、多幅圖象合成的效率等需要解決。
  13. Institution review board, ibr

    機構審查委員會
  14. Ibr is based on the theory and method of computer vision and image processing, and it uses photo - realistic renderings and warping. it is appealing since natural scenes, which are very difficult to model using traditional 3d geometry modeling, can be acquired semi - automatically using cameras and other devices

    基於圖像的繪制是近來興起的一種新的虛擬現實實現方法,它以計算機視覺和圖像處理等學科的理論和方法為基礎,試圖利用真實的圖像來代替傳統的幾何建模,同時又用圖像空間的變換操作來代替傳統的繪制過程。
  15. The main problem of ibr is the organization method for large data set, and the cooperation strategy with geometry model

    基於圖像的繪制技術中的關鍵問題是采樣數據的組織模式,及其與場景幾何模型的結合策略。
  16. The research works of ibr have gained many achievements recently. but these achievements still cannot meet the development of virt

    本論文的研究工作在基於真實場景照片的繪制技術及實用演算法方面作了一些有益的嘗試。
  17. Real - time rendering technology, including ibr, lod and so on. 4. proposed a design frame of modules for walk - through system of virtual city

    實踐方面,提出了模塊化的設計框架,開發了虛擬城市漫遊系統,並且把前面研究的相關理論應用到系統中,例如紋理反走樣技術、 lod技術等。
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