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The generated depth structure maps from the three mapped horizons are presented in Figs. 10, 11 and 12.
Two main types of structures are prominent in the reservoir as shown in the generated depth structure maps.
To this end, we generated depth profiles for LFP and responses in the barrel cortex to whisker deflections in control mice (uninjected, n = 4; vehicle, n = 3, Fig. 11A) and mice treated with the nNOS inhibitor, 7-NI (n = 4, Fig. 11B).
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We generated depth-dependent creep curves and viscoelastic parameter maps of time constants and elastic moduli for the Kelvin model of viscoelasticity.
We employ edge information and superpixels to generate depth map.
These games use motion recognition technology native to the Microsoft Kinect to generate depth map image.
These comparisons show how effectively the two different techniques generate depth perception.
To generate depth maps of these scenes, three key issues are addressed.
The interpreted formation tops namely Mannville, Detrital, and Bakken were first used to generate depth structure grids (i.e., maps).
In [14] they approximated 3D structures of natural scenes to generate stereo images, using warm or cool color theories to generate depth data with simple models.
By using our experimental prototype, we record 12 × 12 elemental images arrays of different type specimens successfully, and generate depth slice images by CIIR method.
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