利用opencv的多目标追踪算法,实现对视频中鼠标选取的多个对象进行跟踪处理,算法可以自行选择,现为kcf算法
2022-07-08 11:10:13 12.45MB 计算机视觉
Fluent UDF 激光焊接 VOF追踪自由界面 灵活添加各种源项(Laser welding UDF FLUENT)
2022-07-06 16:41:06 3KB stm32 arm 嵌入式硬件 单片机
强大的NTFS权限记录追踪软件,可以查看你的系统中那个应用程序调用了NTFS权限。然后列出一张详细的表格用于报告Windows文件服务器上的目录权限,从而然你进一步查看。感兴趣的朋友一起看看吧。NTFS权限的特征有:权限累加-用户最终权限是所属所有组权限之和。拒绝权限-优先级最高。继承权限-文件夹的权限会被其文件和子文件继承。
2022-07-05 18:08:43 55.06MB NTFS权限记录追踪软件
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Kinect for windows人脸追踪
2022-07-05 15:04:06 842KB 文档资料
1、支持人脸检测、人脸质量检测、人脸追踪、活体检测、人脸比对、性别年龄检测; 2、离线永久,附带人证比对、门禁、属性分析场景开发的C/C++和C#语言demo,开发简单快捷; 3、精度高达99.9%,毫秒级识别,服务高效,万人级人脸场景400ms以内;
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VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标位置追踪VisualC 实效编程 109 鼠标
2022-06-29 09:10:19 27KB VisualC实效编程109
英文教材,讲解物体追踪的基础方法,涵盖面广。
2022-06-28 09:28:03 2.6MB 物体追踪
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由目标位置点获得轨迹段,目标发生交叉时即断开,MATLAB代码
2022-06-28 06:12:29 7KB MATLAB代码 多目标追踪
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For those that do not know me: My name is Jacco Bikker, also known as 'Phantom'. I work as '3D tech guy' at Overloaded, a company that develops and distributes games for mobile phones. I specialize at 3D Symbian games, which require highly optimized fixed-point, non-HW-accelerated 3D engines, crammed into 250Kb installers. So basically I'm having fun. As software rendering used to be my spare time activity, I was looking for something else. I tried some AI, which was great fun, and recently I dove into a huge pile of research papers on raytracing and related topics; such as global illumination, image based lighting, photon maps and so on. One document especially grabbed my attention. It's titled: "State-of-the-Art in Interactive Ray Tracing", and was written by Wald & Slusallek. I highly recommend this paper. Basically, it summarizes recent efforts to improve the speed of raytracing, and adds a couple of tricks too. But it starts with a list of benefits of raytracing over rasterization-based algorithms. And one of those benefits is that when you go to extremes, raytracing is actually faster than rasterizing. And they prove it: Imagine a huge scene, consisting of, say, 50 million triangles. Toss it at a recent GeForce with enough memory to store all those triangles, and write down the frame rate. It will be in the vicinity of 2-5. If it isn't, double the triangle count. Now, raytrace the same scene. These guys report 8 frames per second on a dual PIII/800. Make that a quad PIII/800 and the speed doubles. Raytracing scales linearly with processing power, but only logarithmically with scene complexity. Now that I got your attention, I would like to move on to the intended contents of this crash course in raytracing.
2022-06-27 15:58:00 12.2MB 光线追踪 raytracing
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