نتایج جستجو برای: continnous casting

تعداد نتایج: 14716  

2012
Hou Huiling Wang

Abstract This paper presents an improved ray casting algorithm, in order to solve the problems of powerful computing capacity and slow rendering velocity. In the course of ray casting volume rendering, an algorithm of ICT slice images original data field 2D maximum entropy threshold segmentation prior preprocessing is proposed. It is used to define the extent of threshold, and research the opti...

Journal: :Comput. Graph. Forum 1995
Jürgen Hesser Reinhard Männer Günter Knittel Wolfgang Straßer Hanspeter Pfister Arie E. Kaufman

Volume rendering is a key technique in scientific visualization that lends itself to significant exploitable parallelism. The high computational demands of real-time volume rendering and continued technological advances in the area of VLSI give impetus to the development of special-purpose volume rendering architectures. This paper presents and characterizes three recently developed volume rend...

Journal: :Computers & Graphics 2002
Zhiyan Liu Adam Finkelstein Kai Li

Recently, we proposed a new isosurface extraction algorithm that extracts portions of the isosurface in a viewdependent manner by ray casting and propagation. The algorithm casts rays through a volume to find visible active cells as seeds and then propagates their polygonal isosurface into the neighboring cells. Small pieces of the isosurface are generated by distance-limited propagation and jo...

2002
Sundar Vedula Simon Baker Takeo Kanade

We propose a fully automatic algorithm for view interpolation of a completely non-rigid dynamic event across both space and time. The algorithm operates by combining images captured across space to compute voxel models of the scene shape at each time instant, and images captured across time to compute the “scene flow” between the voxel models. The scene-flow is the non-rigid 3D motion of every ...

Journal: :SIAM J. Comput. 1997
Shai Mohaban Micha Sharir

We consider the problem of ray shooting amidst spheres in 3-space: given n arbitrary (possibly intersecting) spheres in 3-space and any " > 0, we show how to preprocess the spheres in time O(n 3+"), into a data structure of size O(n 3+"), so that any ray-shooting query can be answered in time O(n "). Our result improves previous techniques (see 3, 5]), where roughly O(n 4) storage was required ...

Journal: :The Iowa Review 1970

Journal: :Microscopy Today 2001

Journal: :Journal of Japan Institute of Light Metals 1971

Journal: :JSME International Journal Series C 2002

Journal: :Journal of Japan Institute of Light Metals 1954

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