Decomposing Images into Layers with Advanced Color Blending

2018 ◽  
Vol 37 (7) ◽  
pp. 397-407 ◽  
Author(s):  
Yuki Koyama ◽  
Masataka Goto
Keyword(s):  
2008 ◽  
Vol 27 (3) ◽  
pp. 342-350 ◽  
Author(s):  
Jonathan Henderson ◽  
Stephen J. Purves ◽  
Gaynor Fisher ◽  
Chris Leppard

2009 ◽  
Vol 15 (6) ◽  
pp. 1275-1282 ◽  
Author(s):  
J. Chuang ◽  
D. Weiskopf ◽  
T. Moller
Keyword(s):  

1998 ◽  
Author(s):  
Weichung Chao ◽  
Sien Chi ◽  
Ching-Yi Wu ◽  
Chung Jung Kuo

2021 ◽  
pp. 100201
Author(s):  
Fang Zhang ◽  
Chenshan Gao ◽  
Linlin Bai ◽  
Yiquan Chen ◽  
Shuying Liang ◽  
...  

2016 ◽  
Vol 2016 ◽  
pp. 1-7 ◽  
Author(s):  
Jianhua Cao ◽  
Xiankun Zhang ◽  
Yan Wang ◽  
Qi Zhao

Recently, ideas of color blending have brought the enlightenment for subsurface geobody imaging in petroleum engineering. In this paper, we present this approach of CMY color blending and its application in subsurface geobody characterization by using seismic attributes data. The first step is to calculate three types of seismic attributes based on the Hilbert transform algorithm, including envelop, instantaneous phase, and instantaneous frequency. Then scale the three attributes and combine them together using CMY color model in three-dimensional environment, with each attribute corresponding to one primary color channel. Adjust the scale and offset for each color component and then mix them optimally to create one color-blended volume. The blended volume in CMY mode has plenty of geological information coming from the three input attributes, resulting in high resolution and accurate image for subsurface geobodies. Applications show good performances in buried channels, caves, and faults imaging. Based on the blended slice, the geological targets can be easily but accurately interpreted and depicted.


Author(s):  
Alex Zhang ◽  
Kan Chen ◽  
Henry Johan ◽  
Marius Erdt

AbstractWe propose a high-performance texture streaming system for real-time rendering of large 3D cities with millions of textures. Our main contribution is a texture streaming system that automatically adjusts the streaming workload at runtime based on measured frame latencies, specifically addressing the high memory binding costs of hardware virtual texturing which causes frame rate stuttering. Our system streams textures in parallel with prioritization based on GPU computed mesh perceptibility, and these textures are cached in a sparse partially resident image at runtime without the need for a texture preprocessing step. In addition, we improve rendering quality by minimizing texture pop-in artifacts using a color blending scheme based on mipmap levels. We evaluate our texture streaming system using three structurally distinct datasets with many textures and compared it to a baseline, a game engine, and our prior method. Results show an 8X improvement in rendering performance and 7X improvement in rendering quality compared to the baseline.


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