CONTINUOUS MICROWAVE FREEZE-DRYING DEVICE
    1.
    发明申请
    CONTINUOUS MICROWAVE FREEZE-DRYING DEVICE 有权
    连续微波冷冻干燥装置

    公开(公告)号:US20130333237A1

    公开(公告)日:2013-12-19

    申请号:US13990767

    申请日:2011-06-15

    IPC分类号: F26B3/347

    摘要: A continuous microwave freeze-drying device comprises a vacuum water-trapping system (1), a microwave shield plate (2), a microwave bin (6) and a freeze-drying bin (5) located in the microwave bin (6), wherein the freeze-drying bin (5) comprises an upper bin opening, a left bin wall, a right bin wall and a bottom bin wall, and the left, right and bottom bin walls are all made from nonmetal wave transmitting materials, such as polyfluortetraethylene, polyethylene, polypropylene or quartz glass. The device solves the technical problem of freeze-drying failure caused by glow discharge of microwave under freeze-drying environment.

    摘要翻译: 连续微波冷冻干燥装置包括位于微波炉(6)中的真空吸水系统(1),微波屏蔽板(2),微波炉(6)和冷冻干燥箱(5) 其特征在于,所述冷冻干燥箱(5)包括上部箱体开口,左侧箱壁,右侧箱壁和底部箱体壁,左侧和右侧箱体壁全部由非金属波浪传输材料制成,例如 聚四氟乙烯,聚乙烯,聚丙烯或石英玻璃。 该装置解决了冷冻干燥环境下微波辉光放电引起的冷冻干燥故障的技术问题。

    Continuous microwave freeze-drying device
    2.
    发明授权
    Continuous microwave freeze-drying device 有权
    连续微波冷冻干燥装置

    公开(公告)号:US09568243B2

    公开(公告)日:2017-02-14

    申请号:US13990767

    申请日:2011-06-15

    IPC分类号: F26B3/347 F26B5/06 F26B5/04

    摘要: A continuous microwave freeze-drying device comprises a vacuum water-trapping system (1), a microwave shield plate (2), a microwave bin (6) and a freeze-drying bin (5) located in the microwave bin (6), wherein the freeze-drying bin (5) comprises an upper bin opening, a left bin wall, a right bin wall and a bottom bin wall, and the left, right and bottom bin walls are all made from nonmetal wave transmitting materials, such as polyfluortetraethylene, polyethylene, polypropylene or quartz glass. The device solves the technical problem of freeze-drying failure caused by glow discharge of microwave under freeze-drying environment.

    摘要翻译: 连续的微波冷冻干燥装置包括位于微波炉(6)中的真空吸水系统(1),微波屏蔽板(2),微波炉(6)和冷冻干燥箱(5) 其特征在于,所述冷冻干燥箱(5)包括上部箱体开口,左侧箱壁,右侧箱壁和底部箱体壁,左侧和右侧箱体壁全部由非金属波浪传输材料制成,例如 聚四氟乙烯,聚乙烯,聚丙烯或石英玻璃。 该装置解决了冷冻干燥环境下微波辉光放电引起的冷冻干燥故障的技术问题。

    Method for correcting image distortion and system, and magnetic resonance imaging equipment
    3.
    发明授权
    Method for correcting image distortion and system, and magnetic resonance imaging equipment 有权
    校正图像失真和系统的方法以及磁共振成像设备

    公开(公告)号:US09404987B2

    公开(公告)日:2016-08-02

    申请号:US13872292

    申请日:2013-04-29

    申请人: Kun Zhou

    发明人: Kun Zhou

    IPC分类号: G01R33/565 G01R33/563

    摘要: In a method for an apparatus correcting image distortion in diffusion-weighted echo-planar magnetic resonance imaging, a marker sequence is applied before a diffusion-weighted echo planar imaging sequence, to form a combined sequence. The combined sequence is used to obtain marked images with different preset b values and different preset diffusion directions. The diffusion-weighted echo planar imaging sequence is used to obtain diffusion-weighted echo planar images with the same b values and diffusion directions as the marked images. A stretching coefficient and a displacement coefficient are calculated for each image data column of the diffusion-weighted echo planar image. The stretching coefficient and displacement coefficient are used to correct the diffusion-weighted echo planar images.

    摘要翻译: 在扩散加权回波平面磁共振成像中校正图像失真的装置的方法中,在扩散加权回波平面成像序列之前应用标记序列,以形成组合序列。 组合序列用于获得具有不同预设b值和不同预设扩散方向的标记图像。 扩散加权回波平面成像序列用于获得具有与标记图像相同的b值和扩散方向的扩散加权回波平面图像。 对扩散加权回波平面图像的每个图像数据列计算拉伸系数和位移系数。 拉伸系数和位移系数用于校正扩散加权回波平面图像。

    Target detection method and apparatus and image acquisition device
    4.
    发明授权
    Target detection method and apparatus and image acquisition device 有权
    目标检测方法及装置及图像采集装置

    公开(公告)号:US09008357B2

    公开(公告)日:2015-04-14

    申请号:US13382140

    申请日:2010-03-05

    申请人: Danwei Shi Kun Zhou

    发明人: Danwei Shi Kun Zhou

    IPC分类号: G06K9/46 G06T7/00 G06K9/32

    摘要: A target detection method including the following steps controlling a modulated light emitting device to emit optical pulse signals with a first light intensity and a second light intensity to a target to be detected and a background, controlling an image sensor to acquire images of the target to be detected and the background, and distinguishing the target to be detected and the background, using the first frame image and the second frame image.

    摘要翻译: 一种目标检测方法,包括以下步骤:控制调制发光器件向待检测目标发射具有第一光强度和第二光强度的光脉冲信号和背景,控制图像传感器以获取目标图像 使用第一帧图像和第二帧图像来检测和背景,并区分待检测的目标和背景。

    Ray tracing on graphics hardware using kd-trees
    5.
    发明授权
    Ray tracing on graphics hardware using kd-trees 有权
    使用kd-tree对图形硬件进行光线跟踪

    公开(公告)号:US08963918B2

    公开(公告)日:2015-02-24

    申请号:US12241044

    申请日:2008-09-30

    IPC分类号: G06T15/00 G06T15/06 G06T17/00

    CPC分类号: G06T15/06 G06T17/005

    摘要: Described is a technology by which a ray tracer incorporates a GPU-based kd-tree builder for rendering arbitrary dynamic scenes. For each frame, the ray tracer builds a kd-tree for the scene geometry. The ray tracer spawns and traces eye rays, reflective and refractive rays, and shadow rays. For each ray to be traced, the ray tracer walks through the kd-tree until it reaches leaf nodes and associated triangles. When a ray passes through both sides of a splitting plane, the “far” sub-tree is pushed into the stack and the “near” sub-tree is traversed first.

    摘要翻译: 描述了一种技术,通过该技术,射线跟踪器结合了用于渲染任意动态场景的基于GPU的kd-tree构建器。 对于每个帧,光线跟踪器为场景几何构建一个kd-tree。 射线追踪器产生并追踪眼睛的光线,反射和折射光线以及阴影线。 对于要跟踪的每条光线,光线跟踪器穿过kd树,直到它到达叶节点和相关联的三角形。 当光线穿过分裂平面的两侧时,“远”子树被推入堆叠中,并且首先遍历“近”子树。

    Bulk-synchronous graphics processing unit programming
    6.
    发明授权
    Bulk-synchronous graphics processing unit programming 有权
    批量同步图形处理单元编程

    公开(公告)号:US08866827B2

    公开(公告)日:2014-10-21

    申请号:US12146715

    申请日:2008-06-26

    CPC分类号: G06F8/447 G06F8/31 G06F9/522

    摘要: Described is a technology in a computing environment comprising a programming language for general purpose computation on a graphics processing unit (GPU), along with an associated compiler. A Bulk-Synchronous GPU Programming (BSGP) program is programmed to include barriers to describe parallel processing on GPUs. A BSGP compiler detects barriers corresponding to supersteps, converts BSGP programs to kernels based on the barriers, and combines them. During compilation, the compiler aligns barriers in the statements and bundles the corresponding supersteps together. A par construct is provided to allow the programmer to control aspects of bundling, e.g., by specifying a block independent statements. Thread manipulation emulation is provided to transparently emulate thread creation and destruction, with operations fork and kill. Also provided is remote variable access intrinsics for efficient communications between threads, and collective primitive operations.

    摘要翻译: 描述了一种计算环境中的技术,包括用于图形处理单元(GPU)上的通用计算的编程语言以及相关联的编译器。 批量同步GPU编程(BSGP)程序被编程为包括描述GPU上的并行处理的障碍。 BSGP编译器检测与超级步骤相对应的障碍,基于障碍将BSGP程序转换为内核,并将其组合。 在编译期间,编译器将语句中的障碍放在一起,并将相应的超级步骤捆绑在一起。 提供了一个参考构造以允许程序员控制捆绑的方面,例如通过指定块独立语句。 线程处理仿真被提供以透明地模拟线程的创建和破坏,与操作fork和kill。 还提供了用于线程之间有效通信的远程变量访问内在函数和集合原语操作。

    Three dimensional polygon mesh deformation using subspace energy projection
    7.
    发明授权
    Three dimensional polygon mesh deformation using subspace energy projection 有权
    使用子空间能量投影的三维多边形网格变形

    公开(公告)号:US08749543B2

    公开(公告)日:2014-06-10

    申请号:US11464721

    申请日:2006-08-15

    CPC分类号: G06T17/20 G06T13/00

    摘要: A computer implemented method for deforming a 3D polygon mesh using non-linear and linear constraints. The method includes creating a coarse control 3D polygon mesh that completely encapsulates the 3D polygon mesh to be deformed, projecting the deformation energy of the 3D polygon mesh and the constraints of the 3D polygon mesh to the vertices, or subspace, of the coarse control 3D polygon mesh, and determining the resulting deformed 3D polygon mesh by iteratively determining the deformation energy of the subspace. The constraints may be either linear or non-linear constraints, for example, a Laplacian constraint, a position constraint, a projection constraint, a skeleton constraint, or a volume constraint.

    摘要翻译: 一种用于使用非线性和线性约束来变形3D多边形网格的计算机实现的方法。 该方法包括创建完全封装要变形的3D多边形网格的粗略控制3D多边形网格,将3D多边形网格的变形能量和3D多边形网格的约束投射到粗略控制3D的顶点或子空间 多边形网格,并且通过迭代地确定子空间的变形能量来确定产生的变形的3D多边形网格。 约束可以是线性或非线性约束,例如拉普拉斯约束,位置约束,投影约束,骨架约束或体积约束。

    High dynamic range image hallucination
    8.
    发明授权
    High dynamic range image hallucination 有权
    高动态范围图像幻象

    公开(公告)号:US08346002B2

    公开(公告)日:2013-01-01

    申请号:US11781227

    申请日:2007-07-20

    IPC分类号: G06K9/00

    CPC分类号: G06T5/008

    摘要: An apparatus and method provide for providing an output image from an input image. The input image may contain at least one portion that does not display certain desired information of the image, such as texture information. The desired information may be obtained from a second portion of the input image and applied to the at least one portion that does not contain the texture information or contains a diminished amount of the texture information. Also, at least one characteristic of the second portion of the input image may not be applied to the at least one portion such as illumination information. In another example, the input image may be decomposed into multiple parts such as a high frequency and a low frequency component. Each component may be hallucinated individually or independently and combined to form the output image.

    摘要翻译: 一种设备和方法提供从输入图像提供输出图像。 输入图像可以包含不显示图像的某些所需信息的至少一个部分,例如纹理信息。 可以从输入图像的第二部分获得期望的信息,并将其应用于不包含纹理信息的至少一个部分或者包含纹理信息的减少量。 此外,输入图像的第二部分的至少一个特征可以不被应用于诸如照明信息的至少一个部分。 在另一示例中,输入图像可以被分解成多个部分,例如高频和低频分量。 每个组件可以单独地或独立地幻影,并组合以形成输出图像。

    BULK-SYNCHRONOUS GRAPHICS PROCESSING UNIT PROGRAMMING
    9.
    发明申请
    BULK-SYNCHRONOUS GRAPHICS PROCESSING UNIT PROGRAMMING 有权
    大容量图形处理单元编程

    公开(公告)号:US20090322769A1

    公开(公告)日:2009-12-31

    申请号:US12146715

    申请日:2008-06-26

    IPC分类号: G06T1/00

    CPC分类号: G06F8/447 G06F8/31 G06F9/522

    摘要: Described is a technology in a computing environment comprising a programming language for general purpose computation on a graphics processing unit (GPU), along with an associated compiler. A Bulk-Synchronous GPU Programming (BSGP) program is programmed to include barriers to describe parallel processing on GPUs. A BSGP compiler detects barriers corresponding to supersteps, converts BSGP programs to kernels based on the barriers, and combines them. During compilation, the compiler aligns barriers in the statements and bundles the corresponding supersteps together. A par construct is provided to allow the programmer to control aspects of bundling, e.g., by specifying a block independent statements. Thread manipulation emulation is provided to transparently emulate thread creation and destruction, with operations fork and kill. Also provided is remote variable access intrinsics for efficient communications between threads, and collective primitive operations.

    摘要翻译: 描述了一种计算环境中的技术,包括用于图形处理单元(GPU)上的通用计算的编程语言以及相关联的编译器。 批量同步GPU编程(BSGP)程序被编程为包括描述GPU上的并行处理的障碍。 BSGP编译器检测与超级步骤相对应的障碍,基于障碍将BSGP程序转换为内核,并将其组合。 在编译期间,编译器将语句中的障碍放在一起,并将相应的超级步骤捆绑在一起。 提供了一个参考构造以允许程序员控制捆绑的方面,例如通过指定块独立语句。 线程处理仿真被提供以透明地模拟线程的创建和破坏,与操作fork和kill。 还提供了用于线程之间有效通信的远程变量访问内在函数和集合原语操作。

    Real-Time Rendering of Light-Scattering Media
    10.
    发明申请
    Real-Time Rendering of Light-Scattering Media 有权
    光散射介质的实时渲染

    公开(公告)号:US20090006052A1

    公开(公告)日:2009-01-01

    申请号:US11770974

    申请日:2007-06-29

    IPC分类号: G06G7/48

    CPC分类号: G06T15/50

    摘要: A real-time algorithm for rendering of an inhomogeneous scattering medium such as fog with a surface object immersed therein is described. An input media animation is represented as a sequence of density fields. The algorithm computes surface reflectance of the surface object in the inhomogeneous scattering medium. The algorithm may also compute airlight of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as optical depth integrations and single scattering integrations, and a reduced number of integrations that need to be calculated. The resultant algorithm is able to render inhomogeneous media including their shadowing and scattering effects in the real time. The algorithm may be adopted for a variety of light sources including point lights and environmental lights.

    摘要翻译: 描述了用于渲染非均匀散射介质(例如,其中浸入表面物体的雾)的实时算法。 输入媒体动画被表示为一系列密度字段。 该算法计算非均匀散射介质中表面物体的表面反射率。 该算法还可以计算不均匀散射介质的空气光。 采用几种近似方法,其导致诸如光学深度积分和单一散射积分的量的分析解,以及需要计算的减少的积分数。 所得到的算法能够实时渲染包括它们的阴影和散射效果的非均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。