A new 3D reconstruction algorithm based on particle swarm optimization (PSO) is proposed. This is the first time to introduce PSO to the multi-views problem. The proposed algorithm designs a scheme to represent the 3D...
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A new 3D reconstruction algorithm based on particle swarm optimization (PSO) is proposed. This is the first time to introduce PSO to the multi-views problem. The proposed algorithm designs a scheme to represent the 3D parameters using a particle. Then the PSO algorithm is used to search the solution space and optimizes the fitness function. Finally, the algorithm can efficiently get the correct solution with less time and less complexity. Additionally, some details of implement are discussed which influence the performance of the algorithm. Experiments and comparisons are given in real data. The accuracy of the recovered solution is compared to the existing algorithms and outperformed them.
In designing a focused crawler, the choice of strategy for prioritizing unvisited URLs is vital. The text surrounding a link or the link context on the HMTL page is a good summary of the target page. This paper invest...
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In designing a focused crawler, the choice of strategy for prioritizing unvisited URLs is vital. The text surrounding a link or the link context on the HMTL page is a good summary of the target page. This paper investigates some alternative methods and advocates that the link-context derived from reference page's HTML tag tree can provide a wealth of illumination for domain-specific web resource discovery guided by SVM classifier with uneven margins, which is particularly helpful for small training datasets. Little work has been done to utilize the beneficial link context information about the seed URLs. In order that crawler can acquire enough illumination from link-context, we initially look for some referring pages by traversing backward from seed URLs. The method collects this kind of resources beforehand and then uses it to steer resource discovery. A comprehensive experiment has been conducted using multiple crawls over 10 topics covering thousands of pages allowing us to derive statistically strong results.
In this paper, we introduce two improvements on Ant Colony Optimization (ACO) algorithm: route optimization and individual variation. The first is an optimized implementation of ACO, by which the running time of ants ...
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In this paper, we put forward a fast simplification method for the terrain model by integrating the discrete particle swarm optimization with the hierarchical structure. In this method, each particle is represented as...
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We augment Naive Bayes models by using divide and conquer strategy to address shortcomings of the standard Naive Bayes text classifier. The result is a generalized Bayes classifier which allows for local dependence am...
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We augment Naive Bayes models by using divide and conquer strategy to address shortcomings of the standard Naive Bayes text classifier. The result is a generalized Bayes classifier which allows for local dependence among feature subset;a model we refer to as the Augmented Naive Bayes (ANB) classifier. ANB relaxes the independence assumptions of Naive Bayes while still permitting efficient inference and learning. Experimental studies on a set of natural domains show that ANB has clear advantages with respect to the generalization ability.
It is very important in the field of bioinformatics to apply computer to perform the function annotation for new sequenced bio-sequences. Based on GO database and BLAST program, a novel method for the function annotat...
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It is very important in the field of bioinformatics to apply computer to perform the function annotation for new sequenced bio-sequences. Based on GO database and BLAST program, a novel method for the function annotation of new biological sequences is presented by using the variable-precision rough set theory. The proposed method is applied to the real data in GO database to examine its effectiveness. Numerical results show that the proposed method has better precision, recall-rate and harmonic mean value compared with existing methods.
Previous methods of volume rendering are very slow and thus impractical. We present volume rendering based on marching cubes iso-surfacing and transfer function. For an iso-surface, we divide the voxels into logical c...
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Previous methods of volume rendering are very slow and thus impractical. We present volume rendering based on marching cubes iso-surfacing and transfer function. For an iso-surface, we divide the voxels into logical cubes according to a predefined threshold value, the tangent planes and normal vectors at each voxel are calculated and the normal vectors are orientated to the outside of surface based on wide first searching (WFS), and the 3D surface model is then obtained using marching cubes. Transfer function is used to specify the optical properties for volume rendering technology. We employ a 2D function. The end-user interacts with a set of direct manipulation widgets (triangles and rectangles). Each widget precisely corresponds to a different material and widgets are blended automatically to compute an overall transfer function. Compared to traditional techniques, the overall specification process takes a fraction of the time.
This paper proposes a novel way for the population evolution research. In the paper, it constructs the phylogenies tree of four populations using the single nucleotide polymorphism (SNP) genotype frequency of human...
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This paper presents a fast method to construct the simplified terrain model with the multi-resolution. In this method, we adopt the normal quad-tree hierarchy to subdivide the original terrain surface into the multi- ...
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This paper presents a fast method to construct the simplified terrain model with the multi-resolution. In this method, we adopt the normal quad-tree hierarchy to subdivide the original terrain surface into the multi- resolution levels. For the sake of implementing the compressive storage and the efficient index for the elevation data, a connotative hierarchy is proposed and its corresponding index strategies are deduced. On the basis of the connotative hierarchy, we focus on resolving the crack problem of the simplified model. We firstly create the space filling curve during the simplification process to accelerate the search for the potential cracks. Afterwards, the different approaches are utilized to process the cracks in terms of the dissimilar terrain features. For this reason, we put forward an evaluation function that can selfadaptively identify the terrain feature according to the normal vector angle of the adjacent nodes in the connotative hierarchy. Consequently, there are not redundant triangles in our seamless multi-resolution terrain model. The proposed approaches are experimented on the real data and the results show that our method is relatively efficient and robust. Besides, the seamless simplified model has less number of triangles than the other common algorithm.
The necessary and sufficient condition for the existence of prewavelets with finite decomposition and finite reconstruction is presented. Especially when r = 1, we show that {φj(x-k) | 1 &le j &le r, k ∈ s} ...
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The necessary and sufficient condition for the existence of prewavelets with finite decomposition and finite reconstruction is presented. Especially when r = 1, we show that {φj(x-k) | 1 &le j &le r, k ∈ s} is shift-orthogonal if there exist prewavelets with finite decomposition and finite reconstruction, i.e., non-trivial prewavelets with finite decomposition and finite reconstruction does not exist. As an example, when r = 2 we construct a prewavelet with finite decomposition and finite reconstruction where the scale function is not shift-orthogonal, which demonstrate that there exist vector prewavelets with finite decomposition and finite reconstruction.
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