• Title/Summary/Keyword: 깊이 기반 영상 렌더링

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Robust Semi-auto Calibration Method for Various Cameras and Illumination Changes (다양한 카메라와 조명의 변화에 강건한 반자동 카메라 캘리브레이션 방법)

  • Shin, Dong-Won;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.36-42
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    • 2016
  • Recently, many 3D contents have been produced through the multiview camera system. In this system, since a difference of the viewpoint between color and depth cameras is inevitable, the camera parameter plays the important role to adjust the viewpoint as a preprocessing step. The conventional camera calibration method is inconvenient to users since we need to choose pattern features manually after capturing a planar chessboard with various poses. Therefore, we propose a semi-auto camera calibration method using a circular sampling and an homography estimation. Firstly, The proposed method extracts the candidates of the pattern features from the images by FAST corner detector. Next, we reduce the amount of the candidates by the circular sampling and obtain the complete point cloud by the homography estimation. Lastly, we compute the accurate position having the sub-pixel accuracy of the pattern features by the approximation of the hyper parabola surface. We investigated which factor affects the result of the pattern feature detection at each step. Compared to the conventional method, we found the proposed method released the inconvenience of the manual operation but maintained the accuracy of the camera parameters.

Group-based Adaptive Rendering for 6DoF Immersive Video Streaming (6DoF 몰입형 비디오 스트리밍을 위한 그룹 분할 기반 적응적 렌더링 기법)

  • Lee, Soonbin;Jeong, Jong-Beom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.216-227
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    • 2022
  • The MPEG-I (Immersive) group is working on a standardization project for immersive video that provides 6 degrees of freedom (6DoF). The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR) technique. Many efficient coding methods have been suggested for MIV, but efficient transmission strategies have received little attention in MPEG-I. This paper proposes group-based adaptive rendering method for immersive video streaming. Each group can be transmitted independently using group-based encoding, enabling adaptive transmission depending on the user's viewport. In the rendering process, the proposed method derives weights of group for view synthesis and allocate high quality bitstream according to a given viewport. The proposed method is implemented through the Test Model for Immersive Video (TMIV) test model. The proposed method demonstrates 17.0% Bjontegaard-delta rate (BD-rate) savings on the peak signalto-noise ratio (PSNR) and 14.6% on the Immersive Video PSNR(IV-PSNR) in terms of various end-to-end evaluation metrics in the experiment.

Screen Content Coding Analysis to Improve Coding Efficiency for Immersive Video (몰입형 비디오 압축을 위한 스크린 콘텐츠 코딩 성능 분석)

  • Lee, Soonbin;Jeong, Jong-Beom;Kim, Inae;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.911-921
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    • 2020
  • Recently, MPEG-I (Immersive) has been exploring compression performance through standardization projects for immersive video. The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR). MIV is a model that processes the Basic View and the residual information into an Additional View, which is a collection of patches. Atlases have the unique characteristics depending on the kind of the view they are included, requiring consideration of the compression efficiency. In this paper, the performance comparison analysis of screen content coding tools such as intra block copy (IBC) is conducted, based on the pattern of various views and patches repetition. It is demonstrated that the proposed method improves coding performance around -15.74% BD-rate reduction in the MIV.

Simultaneous Method for Depth Image Based Rendering Technique (깊이 영상 기반 렌더링을 위한 동시 처리 방법)

  • Jung, Kwang-Hee;Park, Young-Kyung;Kim, Joong-Kyu;Lee, Gwang-Soon;Lee, Hyun;Hur, Nam-Ho;Kim, Jin-Woong
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.859-860
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    • 2008
  • In this paper, we present a simultaneous method for depth image based rendering. Simultaneous method can reduce high computational complexity and waste of memory required for DIBR. Experimental results show that the proposed method is suitable for generating auto-stereoscopic images.

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3DentAI: U-Nets for 3D Oral Structure Reconstruction from Panoramic X-rays (3DentAI: 파노라마 X-ray로부터 3차원 구강구조 복원을 위한 U-Nets)

  • Anusree P.Sunilkumar;Seong Yong Moon;Wonsang You
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.7
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    • pp.326-334
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    • 2024
  • Extra-oral imaging techniques such as Panoramic X-rays (PXs) and Cone Beam Computed Tomography (CBCT) are the most preferred imaging modalities in dental clinics owing to its patient convenience during imaging as well as their ability to visualize entire teeth information. PXs are preferred for routine clinical treatments and CBCTs for complex surgeries and implant treatments. However, PXs are limited by the lack of third dimensional spatial information whereas CBCTs inflict high radiation exposure to patient. When a PX is already available, it is beneficial to reconstruct the 3D oral structure from the PX to avoid further expenses and radiation dose. In this paper, we propose 3DentAI - an U-Net based deep learning framework for 3D reconstruction of oral structure from a PX image. Our framework consists of three module - a reconstruction module based on attention U-Net for estimating depth from a PX image, a realignment module for aligning the predicted flattened volume to the shape of jaw using a predefined focal trough and ray data, and lastly a refinement module based on 3D U-Net for interpolating the missing information to obtain a smooth representation of oral cavity. Synthetic PXs obtained from CBCT by ray tracing and rendering were used to train the networks without the need of paired PX and CBCT datasets. Our method, trained and tested on a diverse datasets of 600 patients, achieved superior performance to GAN-based models even with low computational complexity.

Two Efficient Methods for Generating Depth-of-Field (효율적인 피사계 심도 생성을 위한 두 가지 기법)

  • Suh, Young-Seon;Ihm, In-Sung
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.31-46
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    • 2008
  • The depth of field is the range that the objects inside of this range treated to be focused. Objects that are placed out of this range are out of focus and become blurred. In computer graphics, generating depth of field effects gives a great reality to rendered images. The previous researches on the depth of field in computer graphics can be divided into two major categories. One of them is the distributed ray tracing that samples the lens area against each pixel. It is possible to obtain precise results without noise if enough number of samples are taken. However, to make a good result, a great number of samples are needed, resulting in an enormous timing requirement. The other approach is the method that approximates depth of field effect by post-processing an image and its depth values computed using a pin-hole camera. Though the second technique is not that physically correct like distributed ray tracing, many approaches which using this idea have been introduced because it is much faster than the first approach. But the post-processing have some limitations because of the lack of ray information. In this paper, we first present an improvement technique that corrects the previous post-processing methods and then propose another one that accelerates the distributed ray tracing by using a radiance caching method.

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