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PL
W niniejszej pracy zaprezentowana została metoda pozwalająca na zwiększenie możliwości wykrywania ruchomych obiektów przez konwencjonalny, różnicowy algorytm subtrakcji tła. Opracowany algorytm jest metodą hybrydową, łączącą różnicową metodę subtrakcji tła oraz algorytm obliczający przesunięcia histogramu konturowego (C-HDC – Contour Histogram Displacement Calculation). Poprawa niezawodności działania dotyczy sekwencji wideo za-rejestrowanych przez ruchomą kamerę. W artykule zaprezentowano wyniki badań określające wpływ wprowadzenia poprawek na jakość otrzymywanych wyników detekcji.
EN
A method which allows to improve object detection abilities of conventional difference-based back-ground subtraction algorithm has been presented in this paper. The algorithm is a hybrid method consisting of the background subtraction method and the Contour Histogram Displacement Calculation (C-HDC) algorithm. Background subtraction method processes a grey scale image, while C-HDC calculates displacement values basing on its contour histograms. Tracking ratios before, and after merging with C-HDC have been measured and presented.
EN
This article describes an algorithm for procedural generation of underground systems with terrain features, by processing set of schematic maps. L-system and cellular automata are used to generate final system shapes. Most of existing algorithms are not suitable for application in computer games, since they usually lack any considerable level of control, require large amount of computation or produce overly complex meshes. We present our solution, that can produce editable 3D objects from very simple input, with high level of control over final system layout. We also allow evaluation at every key step of generation process. Presented approach incorporates placement of various terrain features with stalactites, stalagmites and columns as an example of such elements. Obtained results can be used in computer games or similar applications.
EN
The research on the 3D scene reconstruction on the basis of its images and video recordings has been in progress for many years. As a result there is a number of methods concerning how to manage the reconstruction problem. This article's goal is to present the most important methods of reconstruction including stereo vision, shape from motion, shape from defocus, shape form silhouettes. shape from photo-consistency. All the algorithms explained in this article can be used on images taken with casual cameras in an ordinary illuminated scene (passive methods).
EN
This paper describes a method, for procedural content generation, allowing alteration of object during generation process, as well as further modifications of object after it was created. Most of existing algorithms either require adjustment of unintuitive data and parameters, or don’t allow for further alteration of created object. Such outcomes are unsatisfactory for most of game designers. We offer our solution for this problem and identify some possible future directions of our research.
PL
W artykule przedstawiono wyniki badań wpływu doboru wartości parametrów algorytmu na poprawność i efektywność procesu rozpoznawania obiektu na obrazie z wykorzystaniem metody porównywania z 2-wymiarowym wzorcem. Jako badane parametry przyjęto liczbę iteracji operacji dylatacji wzorcowego konturu, rozmieszczenie punktów próbnych obiektu, liczbę modeli oraz wprowadzanie różnego rodzaju ograniczeń nakładanych podczas klasyfikowania obiektów. Rozpatrywano zarówno analizę obrazów zapisanych w formie plików graficznych, jak i materiału wideo.
EN
The paper presents results of research on the influence of parameters values on the correctness and efficiency of image object recognition in the case of a two-dimensional pattern. The authors have examined such parameters as: the number of the operation of dilating the model contour, the arrangement of object testing points, the number of models used or imposing various restrictions on the object classifying process. Both graphical files and video data have been analysed.
7
Content available remote Increasing resolution of digital images using edge-based approach
EN
This paper presents the results of our research aimed at obtaining new methods for increasing resolution of digital images giving better visual results. Classification of these methods and implementation of some algorithms is also shortly presented here. The main part of the paper presents modification and development of the new methods. Main new feature, which we added to the interpolation algorithms, consists in taking into consideration in the final image (i.e., after interpolation at high resolution) the edges detected in the original image (i.e., before interpolation). Summing an image and its properly processed edges in the interpolation process enables us to get final image characterized by better sharpness with simultaneous precise presentation of the image details interpolated to higher resolution.
PL
W artykule zostały opisane i porównane metody podwyższania rozdzielczości obrazów cyfrowych. Przedstawiono klasyfikację tych metod oraz implementacje wybranych algorytmów. Zasadniczą część artykułu stanowi przedstawienie dwóch hybrydowych autorskich metod interpolacji. Zaproponowane metody, w celu poprawy jakości interpolowanego obrazu (w szczególności jego ostrości), wykorzystują informacje o krawędziach wykrytych na obrazie oryginalnym. Artykuł opisuje, w jaki sposób są wykrywane i wykorzystywane krawędzie do poprawy jakości obrazu w większej rozdzielczości.
EN
This paper presents results of our research aiming at obtaining new methods for increasing resolution of digital images, giving better visual results. Classification of these methods and implementation of some algorithms is also shortly presented here. The main part of the paper presents two proposes a simple but efficient method for increasing resolution of digital images using edge-based approach.
9
Content available remote Fractal-based hierarchical mip-pyramid texture compression
EN
As the level of realism of computer-generated images increases with the number and resolution of textures, we faced the problem of limited hardware resources. Additionally, filtering methods require multiple access and extra memory space for texture representation, thus severely reducing the memory space and bandwidth, the most common example being mip-mapping technique. We propose a hierarchical texture compression algorithm for real-time decompression on the GPU. Our algorithm is characterised by low computational complexity, random access and a hierarchical structure, which allows access to the first three levels of an encoded mip-map pyramid. The hierarchical texture compression algorithm HiTC is based on a block-wise approach, where each block is subject to local fractal transform and further effectively coded by one level of the Laplacian Pyramid.
10
Content available remote Linking constructive and visual simulations in combat simulators
EN
One most important problem in the present military simulators is multi-resolution entity simulation. Up-to-data military combat simulators tend to join constructive and the visual one. The ultimate goal is to give a smooth transition between different organization levels and to fully immerse the commanders in an exercise in a virtual battlefield. This paper deals with the two most important problems resulting from multi-resolution entity simulation - i.e. information disaggregation and discrepancies in different time-scale operations. Selected methods of solving these problems are presented here, as well as our proposal of an inexpensive solution ensuring data consistency.
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