• Title/Summary/Keyword: 가상시점 합성

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Real-time Multiple Stereo Image Synthesis using Depth Information (깊이 정보를 이용한 실시간 다시점 스테레오 영상 합성)

  • Jang Se hoon;Han Chung shin;Bae Jin woo;Yoo Ji sang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.4C
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    • pp.239-246
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    • 2005
  • In this paper. we generate a virtual right image corresponding to the input left image by using given RGB texture data and 8 bit gray scale depth data. We first transform the depth data to disparity data and then produce the virtual right image with this disparity. We also proposed a stereo image synthesis algorithm which is adaptable to a viewer's position and an real-time processing algorithm with a fast LUT(look up table) method. Finally, we could synthesize a total of eleven stereo images with different view points for SD quality of a texture image with 8 bit depth information in a real time.

Mutual Gaze Correction for Videoconferencing using View Morphing (모핑을 이용한 화상회의의 시선 맞춤 보정 방법)

  • Baek, Eu-Tteum;Ho, Yo-Sung
    • Smart Media Journal
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    • v.4 no.1
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    • pp.9-15
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    • 2015
  • Nonverbal communications such as eye gazing, posture, and gestures send forceful messages. In regard to nonverbal communication, eye gazing is one of the most strong forms that an individual can use. However, lack of mutual gazing occurs when we use video conferencing system. The displacement between locations of the eyes and a camera gets in the way of eye contact. The lack of eye gazing can give unapproachable and unpleasant feeling. In this paper, we propose an eye gazing correction for video conferencing. We use two cameras installed at the top and the bottom of the television. The captured two images are rendered with 2D warping at virtual position. We implement view morphing to the detected face, and synthesize the face and the warped image. The result shows that eye gazing is corrected and correctly preserved and the image was synthesized seamlessly.

View Interpolation Algorithm for Continuously Changing Viewpoints in the Multi-panorama Based Navigatio (다중 파노라마 영상기반 네비게이션에서 연속적인 시점이동을 위한 장면보간 방법)

  • 김대현;최종수
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.40 no.6
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    • pp.141-148
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    • 2003
  • This paper proposes a new algorithm that generates the smooth and realistic transition views from one viewpoint to another on the multi-panorama based navigation system. The proposed algorithm is composed of two steps. One is prewarping that aligns the viewing directions of two panoramic images, and the other is the bidirectional disparity morphing(BDM) that generates the intermediate scene from the aligned panoramic images. For prewarping, we compute the phase correlation between two images in order to obtain the information, such as translation, rotation, and scaling. Then we align the viewing directions of two original images using these information. Afterprewarping, we compute the block based disparity vector(DV) and smooth them using two occluding patterns. As we apply these DVs to the BDM, we can generate the elaborate intermediate scene. We make an experiment on the proposed algorithm with some real panoramic images and obtain good quality intermediate scenes.

Development of a Real-time Sensor-based Virtual Imaging System (센서기반 실시간 가상이미징 시스템의 구현)

  • 남승진;오주현;박성춘
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.63-71
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    • 2003
  • In sport programs, real-time virtual imaging system come into notice for new technology which can compose information like team logos, scores. distances directly on playing ground, so it can compensate for the defects of general character generator. In order to synchronize graphics to camera movements, generally two method is used. One is for using sensors attached to camera moving axis and the other is for analyzing camera video itself. KBS technical research institute developed real-time sensor-based virtual imaging system 'VIVA', which uses four sensors on pan, tilt, zoom, focus axis and controls virtual graphic camera in three dimensional coordinates in real-time. In this paper, we introduce our system 'VIVA' and it's technology. For accurate camera tracking we calculated view-point movement occurred by zooming based on optical principal point variation data and we considered field of view variation not only by zoom but also by focus. We developed our system based on three dimensional graphic environment. so many useful three dimensional graphic techniques such as keyframe animation can be used. VIVA was successfully used both in Busan Asian Games and 2002 presidential election. We confirmed that it can be used not only in the field but also in the studio programs in which camera is used within more close range.

A High-Quality Occlusion Filling Method Using Image Inpainting (영상 인페인팅을 이용한 고품질의 가려짐 영역 보간 방법)

  • Kim, Yong-Jin;Lee, Sang-Hwa;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.15 no.1
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    • pp.3-13
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    • 2010
  • In this paper, we propose a method for filling out the occlusions in generating multi-view images from one source image and its ground-truth depth image. The method is based on image inpainting and layered interpolation. The source image is first divided into several layers using depth information. The occlusions are interpolated separately in every layered image using the image inpainting algorithm. Finally, the interpolated layered images are combined to obtain different viewpoint images. Interpolating occlusions with depth-correlated texture information that is contained to each layer makes it possible to obtain more detailed and accurate results than previous methods. The effectiveness of the proposed method is shown through experimental results.

Super Metric: Quality Assessment Methods for Immersive Video (몰입형 비디오 품질 평가를 위한 슈퍼 메트릭)

  • Jeong, Jong-Beom;Kim, Seunghwan;Lee, Soonbin;Kim, Inae;Ryu, Eun-Seok
    • Journal of Internet Computing and Services
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    • v.22 no.2
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    • pp.51-58
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    • 2021
  • Three degrees of freedom plus(3DoF+) and six degrees of freedom(6DoF) system, which supports a user's movements in graphical and natural scene-based virtual reality, requires multiple high-quality and high-resolution videos to provide immersive media. Previous video quality assessment methods are not appropriate for the 3DoF+ and 6DoF system assessment because different types of artifacts occur in these systems which are not shown in the traditional video compression. This paper provides the performance assessments of several quality assessment methods in 3DoF+ system. Furthermore, this paper presents a super metric, which combines multiple quality assessment methods, thereby it showed a higher correlation coefficient with the subjective quality assessment than the previous methods. Experimental results on 3DoF+ immersive video showed 0.4513 gain on correlation coefficient with subjective quality assessment compared to that of peak signal-to-noise ratio(PSNR).

Real-Time Free Viewpoint TV System Using CUDA (CUDA 를 이용한 실시간 Free Viewpoint TV System 구현)

  • Yang, Yun Mo;Lee, Jin Hyeok;Oh, Byung Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.11a
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    • pp.71-73
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    • 2015
  • In this paper, we propose the Real-Time Free Viewpoint TV System with multiple Microsoft Kinects and CUDA of NVidia GPGPU library. It generates a virtual view between two views by using color and depth image acquired by Kinect in real time. In order to reduce complexity of coordinate transformations and nearest neighbor method for hole filling caused by IR pattern interference, we parallelize this process using CUDA. Finally, it is observed that CUDA based system generates more frames than using CPU based system in the same time.

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A Study on Car Navigation System Based on Augmented Reality Technology (증강현실을 이용한 차량 항법 시스템에 관한 연구)

  • 변기종;이동춘;김주완;박찬용;장병태
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.493-495
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    • 2001
  • 증강현실은 사용자가 보고 있는 실세계의 영상과 컴퓨터가 생성한 가상의 영상이 실시간으로 합성된 영상을 제공하여 사용자에게 실세계에 대한 이해 및 현실감을 높여 줄 수 있는 기술이다. 증강현실에서 실세계의 대상 물체들과 관련된 부과 정보의 실시간 정합 기술은 매우 중요하다. 따라서 정확한 정합을 위해서 실세계 영상과 부과정보영상의 시절을 실시간으로 측위 하여야 한다. 본 논문은 옥외 실험 환경에서 실시간 정합을 위해 지역 및 전역 트래커의 오차에 대한 보정방법과 지역 및 전역 트래커의 데이터를 이용한 실세계 영상 및 부과 정보 영상의 시점 계산방법을 소개한다.

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A Study on Registration Techniques for Outdoor Augmented Reality System (옥외용 증강현실 시스템을 위한 영상정합기술 구현)

  • Kim, Ju-Wan;Byun, Ki-Jong;Lee, Dong-Chun;Jang, Byung-Tae
    • Annual Conference of KIPS
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    • 2001.10a
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    • pp.635-638
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    • 2001
  • 증강현실은 사용자가 보고 있는 실세계의 영상과 컴퓨터가 생성한 가상의 영상이 실시간으로 합성된 영상을 제공하여 사용자에게 실세계에 대한 이해 및 현실감을 높여 줄 수 있는 기술로서 국방, 의료, 교육, 건축설계, 게임, 방송 등 여러 응용 분야에서 연구가 진행 중이거나 활용 중에 있다. 증강현실에서 실세계의 대상 물체들과 관련된 부과 정보의 실시간 정합 기술은 매우 중요하다. 본 논문은 옥외 실험 환경에서 실시간 정합을 위해 지역 및 전역 트래커의 오차에 대한 보정방법과 지역 및 전역 트래커의 데이터를 이용한 실세계 영상 및 부과 정보 영상의 시점 계산 방법을 소개한다.

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The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
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    • s.46
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    • pp.181-206
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    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.