In order to evaluate the complexity of a color image more effectively and find the connection between image complexity and image information, this paper presents a method to compute the complexity of image based on color information.Under the complexity ,the theoretical analysis first divides the complexity from the subjective level, divides into three levels: low complexity, medium complexity and high complexity, and then carries on the image feature extraction, finally establishes the function between the complexity value and the color characteristic model. The experimental results show that this kind of evaluation method can objectively reconstruct the complexity of the image from the image feature research. The experimental results obtained by the method of this paper are in good agreement with the results of human visual perception complexity,Color image complexity has a certain reference value.
The simulation of 3D clouds has been a challenging research question in the field of computer graphics. Aiming at the problem that the existing three-dimensional cloud is not realistic, a three-dimensional particle cloud simulation method based on the illumination model is proposed, which randomly generate the particles according to the principle of the particle system and give the particles the initial color, size and shape. And then add the lighting effects and render them to achieve the three-dimensional cloud simulation. Comparing with the previous three-dimensional cloud modeling method, this method has the advantages of rapid rendering of cloud, because of the effect of adding light, the real feeling more intense.
Nowadays, face expression simulation is widely used in film and television special effects, human-computer interaction and many other fields. Facial expression is captured by the device of Kinect camera .The method of AAM algorithm based on statistical information is employed to detect and track faces. The 2D regression algorithm is applied to align the feature points. Among them, facial feature points are detected automatically and 3D cartoon model feature points are signed artificially. The aligned feature points are mapped by keyframe techniques. In order to improve the animation effect, Non-feature points are interpolated based on empirical models. Under the constraint of Bézier curves we finish the mapping and interpolation. Thus the feature points on the cartoon face model can be driven if the facial expression varies. In this way the purpose of cartoon face expression simulation in real-time is came ture. The experiment result shows that the method proposed in this text can accurately simulate the facial expression. Finally, our method is compared with the previous method. Actual data prove that the implementation efficiency is greatly improved by our method.