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A New Texture Generating Algorithm: Random Increment Streamline Method

机译:一种新的纹理生成算法:随机增量流线方法

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For quickly generating more expressive texture of vector field, Random Increment Streamline method was proposed, in which texture can be generated without convolution. Firstly, the concept of “Texture Unit” was put forward, and the processing of irregular grid was transformed into the texture unit of the rule. Secondly, the process of point location and interpolation of all texture units, using “Seed Filling Preprocessing” method, was completed before the streamline tracking. Finally, the texture unit which encircling the seed of each streamline was given an asymptotically normal distributed random number as its grey value, then each unit along the streamline was given a number as its grey value which was a sum of the grey value of previous unit and a uniformly distributed random number, it can make LIC-style texture. Experiments proved that the algorithm is efficient, flexible, and has more clearly description of vector field.
机译:为了快速生成更具表现力的矢量场纹理,提出了一种随机增量流线方法,该方法可以在不进行卷积的情况下生成纹理。首先提出“纹理单位”的概念,将不规则网格的处理转化为规则的纹理单位。其次,在流线跟踪之前,使用“种子填充预处理”方法完成了所有纹理单元的点定位和插值处理。最后,环绕每个流线种子的纹理单元被赋予一个渐近正态分布随机数作为其灰度值,然后沿流线的每个单元被赋予一个数字作为其灰度值,该值是前一个单元的灰度值之和和一个均匀分布的随机数,它可以产生LIC样式的纹理。实验证明,该算法高效,灵活,对矢量场的描述更加清晰。

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