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完整的静脉识别程序包含enroll和match c++代码
完整的静脉识别程序包含enroll和match,里面有完整的图像处理库源代码,不需要再去调用opencv库 方便平台移植,代码是VC++写的,里面有enroll 和 match 两个程序,分别是模式识别的注册和匹配,学会一个静脉 稍微修改就可以用于指纹,虹膜 掌纹等的识别,难能可贵的是里面的注释基本是中文的,不是洋文,很容易理解
2009-11-03
200个SCI收录杂志的写作模板(ACS,Nature,JACS等) Templates.rar
200个SCI收录杂志的写作模板(ACS,Nature,JACS等) Templates,对于想发paper的可以看看
2009-08-24
Three-Dimensional Television Capture Transmission Display
Advances in optical technology and computing power are bringing life-like 3DTV closer, with potential applications not only in entertainment, but also in education, scientific research, industry, medicine, and many other areas.
3DTV will require the integration of a diversity of key technologies from computing to graphics, imaging to display, and signal processing to communications. The scope of this book reflects this diversity: different chapters deal with different stages of an end-to-end 3DTV system such as capture, representation, coding, transmission, and display. Both autostereoscopic techniques which eliminate the need for special glasses and allow viewer movement, and holographic approaches which have the potential to provide the truest three-dimensional images, are covered. Some chapters discuss current research trends in 3DTV technology, while others address underlying topics.
This book, the condensed result of an extensive European project developing the future of 3D-Television, is essential to those with an interest in 3DTV-related research or applications, and also of interest to those who, while not directly working on 3DTV, work in areas which developments in 3DTV may touch, such as multimedia, computer games, virtual reality, medical imaging, and scientific simulation.
2009-07-27
Fehn_Interactive 3-DTV-concepts and key technologies.pdf
立体电视是一个新的热点,Fehn_的这篇立体电视概念和关键技术《3-DTV-concepts and key technologies》描述了立体电视的原理立体电视系统框架,以及当前的立体图像的绘制方法DIBR以及交互式立体电视等 是一篇很好的文章
2009-07-27
一本关于directshow 编程的好书
This book has been written for the complete DirectShow novice; you don’t need to know anything about DirectShow—or even audio or video—to get started. If you’re already familiar with DirectShow, chances are you’ll be able to race through the first three chapters of this book very quickly. However, it’s always a good idea to review the pages, just to see if there’s anything covered that you might not be familiar with.
The basics covered in Part I of this book include a firm understanding of the DirectShow filter, which is the core component of all DirectShow applications. Filters come in three flavors, as mentioned earlier—capture filters, transform filters, and render filters—and they’re connected together to process a media stream from source to renderer. To demonstrate this, we’ll open up the DirectShow prototyping application, GraphEdit, which allows you to visually explore DirectShow filters, creating your own DirectShow applications with nothing more than a few clicks of the mouse. Next we’ll dive headlong into some C++ programming with the Microsoft Component Object Model (COM), the interface “wrapper” for DirectShow filters, and create some very simple C++ programs (only a few tens of lines of code each) illustrating how DirectShow can be used to play a range of media files. If you’re planning to use DirectShow only to add some media playback to your application, this basic information might be all you’ll ever need to read.
With the basics behind us, we’ll dive headlong into DirectShow. The organization of Part II of the book echoes the three basic types of DirectShow filters: capture, transform and renders. We’ll explore how to capture audio and video from a broad range of sources, including camcorders, broadcast TV capture cards, and webcams. Each of these devices has its own peculiar properties, so each chapter explores a different capture device. An example application is included with each chapter, which could be used in a “cookbook” formula for your own applications. (Go ahead; reuse this code.) Next, we’ll explore the DirectShow editing services, which allow you to slice-and-dice video and audio streams and then “paste” them back together along a timeline. Finally, we’ll focus on the Video Mixing Renderer (VMR), a powerful new addition to DirectShow that allows you to mix multiple video streams into a single stream. By the end of Chapter 9, you’ll have a thorough understanding of media capture, editing, and rendering within DirectShow.
In Part III you’ll learn how to write your own DirectShow transform filters; when you’re done with this section, you’ll be able to extend DirectShow in any way you’d like, either with a custom DirectShow filter or by creating a DirectX Media Object (DMO), which is similar to a DirectShow filter but can also be used in other DirectX applications. Starting with a DirectShow filter that converts color video to black and white, we’ll explore a framework that could form the basis of almost any transform filter of your own design. Using another DirectShow filter known as Sample Grabber, which grabs media samples as they pass through the filter, you’ll see how to add your own application-level processing to DirectShow. That’ll be followed by coverage of source filters, and you’ll learn how to write your own source filters, producing media streams for DirectShow to process. Finally, we’ll explore the world of DMOs, creating an audio delay effect that can be used within DirectShow or in DirectSound, the audio library for DirectX applications.
The two concluding chapters cover advanced topics that will interest dedicated DirectShow programmers: the AVI format and the Windows Media Format. We’ll get down and dirty into the bits and bytes of the AVI format, which will come in handy if you’re ever creating the kind of code that manipulates or creates media streams—inside or outside of DirectShow. Windows Media Format is a brand-new architecture that provides unprecedented flexibility in the creation and management of a wide range of media formats, and we’ll learn how to compose our own Windows Media streams programmatically.
A comprehensive reference for DirectShow could easily run to 1000 pages. The DirectX SDK has a complete set of documentation on DirectShow, and those pages are the final authority. This book is a complement to the SDK documentation to help you get your feet wet with DirectShow. Before you finish this book, you’ll find that DirectShow is one of the hidden jewels of the Microsoft operating systems—a powerful platform for multimedia that’s easy to use and performs well on a wide range of hardware. You’ll have no trouble dreaming up your own DirectShow applications, and after you’ve read this book, you’ll understand how to bring them to life.
2009-05-05
接口选择指南 1394 can i2c dvi serdes lvds uart crosspoint pcie rs232 usb xecl等接口
接口选择指南 1394 can crosspoint pcie rs232 usb xecl RS485 translation i2c dvi serdes lvds uart 等接口
你知道和和不知道的 多有
各种接口 一网打尽 应有尽有 同时提供各种对应的芯片接口 绝对的好资料
2009-04-07
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