The evolution of oxide inclusions during isothermal heating of 18Cr–8Ni stainless steel with yttrium addition at temperatures of 1273 to 1573 K was investigated *** spherical Al–Y–Si(–Mn–Cr)oxide inclusions were ...
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The evolution of oxide inclusions during isothermal heating of 18Cr–8Ni stainless steel with yttrium addition at temperatures of 1273 to 1573 K was investigated *** spherical Al–Y–Si(–Mn–Cr)oxide inclusions were observed in as-cast *** heating,most of the homogeneous inclusions were transformed into heterogeneous inclusions with Y-rich and Al-rich parts,even though some homogeneous oxide particles were still observed at 1273 and 1573 *** the increase in heating temperature,more large-sized inclusions were *** shape of the inclusions also changed from spherical to *** maximum transformation temperature of inclusions was determined to be 1373 *** evolution mechanism of inclusions during heating was proposed to be the combined effect of the(i)internal transformation of inclusions due to the crystallization of glassy oxide and(ii)interfacial reaction between inclusions and steel ***,the internal transformation of inclusions was considered to be the main factor at heating temperatures less than 1473 K.
In the Grand Challenge of IEEE VAST Challenge 2017, we explore the systems in each mini-challenge, and combine the discoveries logically to provide a comprehensive story happened in the wildlife preserve. In this repo...
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In virtualsimulation application, it is often necessary to use Open GL to render large-scale 3D static scenes including urban architectures. Each scene unit generally has individual vertex data and texture. For large...
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In virtualsimulation application, it is often necessary to use Open GL to render large-scale 3D static scenes including urban architectures. Each scene unit generally has individual vertex data and texture. For large-scale data set, it is hard to render all scene units simultaneously. We need to render part of the scene separately, which is called the scene partition and culling. In general, we partition the whole scene into different units on the CPU. We present a scheme that optimize the GPU rendering pipeline to cull the large-scale static scene, which will reduce the CPU suspending time and take full advantage of GPU computing advantages to speed up the rendering efficiency.
作者:
SHI Xiao-longLAI Shun-nanShenzhen Graduate School
Beijing Engineering Technology Research Center of Virtual Simulation and Visualization School of Electronics Engineering and Computer Science Peking University
We present a method to represent multi-resolution vector graphics such as road networks or railway networks in virtual environment. These vector data can be interactively edited and the landscape and be explored in re...
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We present a method to represent multi-resolution vector graphics such as road networks or railway networks in virtual environment. These vector data can be interactively edited and the landscape and be explored in real time at any altitude from flight view to car view. We design a context-focused vector description of linear can areal features, with associated customized definition painter to specify their appearance (color and material) and their display mode (detailed mode or simplified mode). There are some special problems in drawing vector graphics in virtual environment. Floating-point round-off error appear when we use a low view point to observe the scene, and it leads to scene jittering. Drawing 3D wide lines turns into a problem on 3D terrain. We design a view-based self-adaptive interpolation algorithm and an offset line generating algorithm to solve it. Our results show high performance with good visual quality.
Chess-board grid has been widely used for camera calibration and the associated feature point extraction algorithm draws much attention. In this paper, a multi-scale chess-board feature point detector is proposed, alo...
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In this paper, we present a framework of view synthesis, including range guided depth refinement and uncertainty-aware aggregation based novel view synthesis. We first propose a novel depth refinement method to improv...
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In this paper, we present a framework of view synthesis, including range guided depth refinement and uncertainty-aware aggregation based novel view synthesis. We first propose a novel depth refinement method to improve the quality and robustness of the depth map reconstruction. To that end, we use a range prior to constrain the estimated depth, which helps us to get more accurate depth information. Then we propose an uncertainty-aware aggregation method for novel view synthesis. We compute the uncertainty of the estimated depth for each pixel, and reduce the influence of pixels whose uncertainty are large when synthesizing novel views. This step helps to reduce some artifacts such as ghost and blur. We validate the performance of our algorithm experimentally, and we show that our approach achieves state-of-the-art performance.
simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game,...
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simulation and rendering of large-scale natural environments, especially the ocean, has always been one of the hot issues in computer graphics, which can provide realism for various applications such as computer game, movie and military usage. simulation of ocean environment is often lack of realism for real-time application due to its complexity of dynamic waves. In this paper, a method based on FFT Wave model is proposed to solve this problem, which can also simulate the ocean optic property with atmosphere scattering. Furthermore, our method has a lot of advantages including global ocean dataset support, real-time, dynamic reflection of ocean, the foam on the wave, smooth transition from deep ocean to seacoast, etc. The experimental results demonstrate the realism and effectiveness of our approach.
In this work, we propose improvements on a state-of-the-art scheme for progressive triangular mesh compression, which is based on hierarchical vertex clustering. Specifically, we fix several shortcomings of that schem...
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In this work, we propose improvements on a state-of-the-art scheme for progressive triangular mesh compression, which is based on hierarchical vertex clustering. Specifically, we fix several shortcomings of that scheme including quantization error accumulation, false facet generation and lack of facet orientation encoding. In addition, the resultant mesh encoder yields better rate-distortion performance than another state-of-the-art one on our test model, as demonstrated by the experiments.
Volume fracturing in shale gas forms complex fracture networks and increases stimulated reservoir volume through large-scale fracturing operation with plug-perforation technology. However, some perforation clusters ar...
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A novel scheme for single-rate compression of material and texture attributes for triangular meshes is proposed in this work. For the material coding, it proposes a novel approach based on breadth-first surface traver...
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ISBN:
(纸本)9781479947607
A novel scheme for single-rate compression of material and texture attributes for triangular meshes is proposed in this work. For the material coding, it proposes a novel approach based on breadth-first surface traversal, exploiting the local coherence of the material attributes among neighboring facets;for the texture coordinate coding, it proposes a similar-triangle-based prediction method, exploiting the correlation between 3D geometry and its texture-space parameterization. As a result, the proposed algorithm achieves efficient coding of the material and the texture attributes, as experimentally demonstrated.
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