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Description: 目前医学图像三维体绘制主要采用以下几中方法:光线投射算法(Ray—casting)、抛雪球算法(Splatting)和错切一变形算法(Shear warp) 三维纹理.本文只着重讲解第一种方法的实现原理及部分算法
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Size: 264757 |
Author: 刘刚 |
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Description: 医学图像体绘制重建方法有Shear—warp,Splatting和Raycasting算法。.Shear.warp 算法是目前前最快的体绘制方法,本文介绍了其实现原理及方法
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Size: 119668 |
Author: 刘刚 |
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Description: 实现人脸的三维重建,里面txt富有说明
数据保存在data文件夹中,
用的是mc算法-Human Face of 3D reconstruction inside txt rich descriptions of data stored in data files and the algorithm is mc
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Size: 1979392 |
Author: dfal |
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Description: 目前医学图像三维体绘制主要采用以下几中方法:光线投射算法(Ray—casting)、抛雪球算法(Splatting)和错切一变形算法(Shear warp) 三维纹理.本文只着重讲解第一种方法的实现原理及部分算法
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Size: 264192 |
Author: 刘刚 |
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Description: 医学图像体绘制重建方法有Shear—warp,Splatting和Raycasting算法。.Shear.warp 算法是目前前最快的体绘制方法,本文介绍了其实现原理及方法-Medical Image Volume Rendering reconstruction methods have Shear-warp, Splatting and Raycasting algorithm. . Shear. pre-warp algorithm is currently the fastest volume rendering methods, This paper introduces the principle and method of its realization
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Size: 119808 |
Author: 刘刚 |
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Description: 图像处理领域,体绘制splatting算法-Image processing fields, Splatting Volume Rendering Algorithm
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Size: 9419776 |
Author: 魏继增 |
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Description: VTK库的用shearwarp算法进行物体的三维重建的源代码,并有改进,克服了原来的内存泄露问题-VTK library shearwarp algorithm using three-dimensional reconstruction of objects in the source code, and have improved to overcome the original memory leak problem
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Size: 27648 |
Author: 周西 |
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Description: 自己写的一个采用了CUDA加速的splatting算法的demo,采用CUDA加速后,算法性能得到十几倍的提升,数据采用了医学扫描格式(附带一个演示数据),CUDA版本为2.0。对于学习CUDA和可视化体绘制算法的同学应该会有帮助-This program is written for the splating algorithm, which is widly used in medical data visualization. To accelerate the performance, it used a CUDA technology.
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Size: 18589696 |
Author: 徐 |
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Description: splatting 方法 , point method for cloud point-splatting method, point method for cloud point
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Size: 1670144 |
Author: jin |
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Description: In this paper, we propose a practical method for hardware-
accelerated rendering of the depth image-based representation (DIBR) object,
which is defined in MPEG-4 Animation Framework eXtension (AFX). The
proposed method overcomes the drawbacks of the conventional rendering, i.e. it
is slow since it is hardly assisted by graphics hardware and surface lighting is
static. Utilizing the new features of modern graphic processing unit (GPU) and
programmable shader support, we develop an efficient hardware-accelerated
rendering algorithm of depth image-based 3D object. Surface rendering in re-
sponse of varying illumination is performed inside the vertex shader while
adaptive point splatting is performed inside the fragment shader. Experimental
results show that the rendering speed increases considerably compared with the
software-based rendering and the conventional OpenGL-based rendering
method.
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Size: 5890048 |
Author: phonox |
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