• Title/Summary/Keyword: 가시 영상

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3D Face Image Watermarking using Wavelet Transform (웨이브렛 변환을 이용한 3차원 얼굴영상 워터마킹)

  • 이정환;박세훈;이시웅
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.10a
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    • pp.691-694
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    • 2003
  • This paper proposes an 3D face image watermarking method based on discrete wavelet transform(DWT). First, 3D face image are transformed by DWT and inserted gaussian watermark into frequency domain. To increase the robustness and perceptual invisibility of watermark, the proposed algorithm is combined with the characteristics of 3D face image and human visual system. The proposed method is invisible and blind watermarking which the original image is not required. Simulation results show that the proposed method is robust to the general attack such as JPEG compression, enhancement, noise, cropping, and filtering etc.

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Nonvisibility and robustness evaluation of image watermarking mixed Key and Logo method (키와 로고 방식을 혼합한 이미지 워터마킹의 비가시성과 강인성 평가)

  • Park, Young;Song, Hag-Hyun;Choi, Se-Ha;Lee, Myong-Kil;Kim, Yoon-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.3
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    • pp.464-469
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    • 2002
  • In this research, nonvisibility and robustness of image watermarking mixed Key and Logo method were evaluated. The role of the Key was performed by a personal ID of a copyrighter and the logo images were used as the watermark. The standard image of Lena was used for experimental image and binary images of `Park'with size 32${\times}$32 and 64${\times}$64 were used for the watermark, respectively In order to evaluate nonvisibility of the proposed watermarking scheme, PSNR(Peak Signal to Noise Ratio) of the watermarked image was obtained and for robustness reconstructive rates of the reconstructed watermark were obtained from the watermarked image with image transformation of JPEG lossy compression. The experimental results show that nonvisibility is excellent as PSNR of the watermarked image is 93.75dB and the reconstructive rates of the case of 322${\times}$32 watermark was better than the case of the 64${\times}$64 watermark; average 5.9%, 13.9%, 6.5%, and 4.2% in the case of scale-down rates, rotational rates, impulse noise power density, and JPEG lossy compression rates, respectively.

Binary Image Watermarking for Preserving Feature Regions (특징영역을 보존한 이진영상의 워터마킹)

  • 이정환
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.4
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    • pp.624-631
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    • 2002
  • In this paper, an effective digital watermarking method for copyright protection of binary image data is proposed. First a binary image is grouped into feature regions which has geometrical features and general one. The watermark for authentication is embedded in general regions in order to preserve geometrical features regions. We have used run-length code and special runs for grouping feature regions and general one. For invisibility of watermark, we have embedded the watermark considering transition sensitivity of each pixel in general regions. The proposed method is applied some binary image such as character, signature, seal, and fingerprint image to evaluate performance. By the experimental results, the proposed method preserve feature regions of original image and have higher invisibility of watermarks.

Binary Image Watermarking Based on Grouping Feature Regions (특수런을 이용한 특징영역 분리에 의한 이진영상 워터마킹)

  • 이정환;박세현;노석호
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.05a
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    • pp.177-180
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    • 2002
  • In this paper, an effective digital watermarking method for copyright protection of binary image data is proposed. First, a binary image is grouped into feature regions which have geometrical features and general one. The watermark for authentication is embedded in general regions in order to preserve geometrical features regions. We have used run-length code and special runs for grouping feature regions and general one. For invisibility of watermark, we have embedded the watermark considering transition sensitivity of each pixel in general regions. The proposed method is applied to some binary image such as character, signature, seal, and fingerprint image to evaluate performance. By the experimental results, the proposed method preserve feature regions of original image and have higher invisibility of watermarks.

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Estimation of the Medium Transmission Using Graph-based Image Segmentation and Visibility Restoration (그래프 기반 영역 분할 방법을 이용한 매체 전달량 계산과 가시성 복원)

  • Kim, Sang-Kyoon;Park, Jong-Hyun;Park, Soon-Young
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.4
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    • pp.163-170
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    • 2013
  • In general, images of outdoor scenes often contain degradation due to dust, water drop, haze, fog, smoke and so on, as a result they cause the contrast reduction and color fading. Haze removal is not easier problem due to the inherent ambiguity between the haze and the underlying scene. So, we propose a novel method to solve single scene dehazing problem using the region segmentation based on graph algorithm that has used a gradient value as a cost function. We segment the scene into different regions according to depth-related information and then estimate the global atmospheric light. The medium transmission can be directly estimated by the threshold function of graph-based segmentation algorithm. After estimating the medium transmission, we can restore the haze-free scene. We evaluated the degree of the visibility restoration between the proposed method and the existing methods by calculating the gradient of the edge between the restored scene and the original scene. Results on a variety of outdoor haze scene demonstrated the powerful haze removal and enhanced image quality of the proposed method.

Observation of Dendritic Spines of Purkinje Cell Using High-Voltage Electron Microscopy (고압전자현미경을 이용한 소뇌 조롱박세포 가지돌기가시 관찰)

  • Rhyu, Im-Joo;Lee, Kea-Joo;Suh, Young-Suk
    • Applied Microscopy
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    • v.31 no.1
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    • pp.1-8
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    • 2001
  • The morphological features of neuronal dendritic spines are changed their shapes, sizes and density in response to physiological or pathological conditions . Therefore, exact analysis of spines warrants understanding of neuronal function. The size of the spine is at the borderline of resolution with light microscopy. High voltage electron microscopy Provide excellent resolution of the spines with proper stain techniques thanks to its higher resolution and penetration power. We evaluated more effective staining method for observing dendritic spines after labeling Purkinje cells with anti-calbindin 28 kD immunohistochemistry or Golgi staining methods. 4 fm thickness sections were observed with high voltage electron microscopy and some morphometric analyses were performed. Both Golgi staining and immunohistochemistry revealed the detail structures of the Purkinje cell such as soma, dendrites, and dendritic spines. High voltage electron micrographs with Golgi staining provide more precise morphology and are easy to measure. Average density of spine is $24.5{\pm}3.6/10{\mu}m$ and its length is $1.12{\pm}0.22{\mu}m$. For quantitative analysis of the spines, high voltage electron, micrographs with Golgi staining are more effective. This preliminary result is expected to be useful for further study of spine plasticity in various conditions.

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Structured lights Calibration for Depth Map Acquisition System (깊이맵 획득을 위한 가시구조광 캘리브레이션)

  • Yang, Seung-Jun;Choo, Hyon-Gon;Cha, Jihun;Kim, Jinwoong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.242-243
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    • 2011
  • 구조광을 이용하는 깊이 정보 획득 방법에서 코드화된 패턴의 색상 정보는 촬영된 영상으로부터 패턴을 해석하여 패턴의 위상 변화량으로부터 물체의 깊이 정보를 찾기 위함으로 구조광 패턴들이 대상에 정확하게 투영되는 것이 중요하다. 그러나 프로젝터의 특성에 따라 패턴의 RGB 채널들이 종종 좌표에서 어긋나는 현상이 발생하게 된다. 본 논문에서는 프로젝터의 특성에 따른 컬러 구조광의 캘리브레이션을 위한 방법을 제안한다. 제안하는 방법은 시변화 가시구조광 시스템의 캘리브레이션 과정 중에서 투사된 영상으로부터 RGB 패턴 채널을 추출하고, 추출된 패턴으로부터 각 RGB 채널에 대한 히스토그램을 통하여 패턴 채널이 어느 방향으로 번져 나갔는지를 파악하여 원 패턴에 대한 재정렬을 수행한다. 본 논문의 실험결과에 따르면, 기존의 방법에 비해 간단한 방법으로 가시구조광 패턴에 대한 캘리브레션을 수행할 수 있음을 보여준다.

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Pattern Decoding for Depth Map Acquisition System using time-varying structured lights (시변화 가시구조광 깊이 영상 획득을 위한 칼라 패턴 해석)

  • Choo, Hyon-Gon;Choi, Jinsu;Kim, Jinwoong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.244-246
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    • 2011
  • 컬러 구조광을 이용한 깊이 정보 획득 시스템에서 구조광의 패턴의 색상 정보를 정확하게 추출하는 것이 중요하다. 본 논문에서는 시변화 가시구조광 시스템을 위한 색상 패턴을 해석하는 방법에 대해서 제안한다. 제안하는 방법은 시변화 가시구조광의 패턴이 투사된 영상으로부터 투사된 색상 정보를 추출하고, 추출된 색상 정보로부터 색상 패턴의 ID를 추출한다. 추출된 정보는 물체에 대한 깊이 정보로 계산될 수 있다. 패턴 ID를 빠르고 정확하게 추출하기 위해 최초의 원 패턴 정보를 기반으로 하여 Look-up 테이블을 구성하고, 이 테이블 정보를 이용하여 초기 패턴 ID 정보를 추출한다. 이후 추출된 패턴 ID에 대해서 신뢰도를 바탕으로 비어있는 정보를 채워준다. 본 논문의 실험에서는 제안하는 방법이 기존의 방법에 비해 정확하면서도 빠르게 색상 패턴 정보를 찾을 수 있음을 보여준다.

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Digital Watermarking using a Quadratic Equation Embedding Method in Wavelet Transform Domain (웨이블릿 변환영역에서 이차방정식 삽입 방법을 이용한 디지털 워터마킹)

  • 신용달
    • Journal of Korea Multimedia Society
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    • v.6 no.5
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    • pp.870-875
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    • 2003
  • We Present digital watermarking using a quadratic equation embedding method in wavelet transform domain in order to improve the invisibility. Generally, embedding watermark used a simple equation form, but we extended a quadratic equation form in this paper. We performed a computer simulation in order to compare proposed method to other methods using LENA, GOLDHILL, BARBARA, and MAN images By computer experiments, invisibility of the proposed method better than the conventional methods at 100 % normalized similarity.

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Development of a Interactive Stereoscopic Image Display System using Invisible Interaction Surface Generation (비가시성 인터랙션 표면 생성을 통한 인터랙티브 입체영상 시연 시스템 개발)

  • Lee, Dong-Hoon;Yang, Hwang-Kyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.3
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    • pp.371-379
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    • 2011
  • In this paper, we propose a development methodology of interactive stereoscopic image display system. In our case, we consider a multiple touch recognition technique as the interaction method. That's because we want to guarantee multiple user access and interaction to the content without any restriction. In this case, however, some restrictions are occurred on account of the distance between display and participants. For this reason, this paper propose an invisible interaction surfaces which are generated in the air. This surface is utilized as interaction medium instead of the display wall. We also present an effective way to generate and edit interactive stereoscopic images based on Game Engine.