• Title/Summary/Keyword: 깊이 맵

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Depth Map Estimation Model Using 3D Feature Volume (3차원 특징볼륨을 이용한 깊이영상 생성 모델)

  • Shin, Soo-Yeon;Kim, Dong-Myung;Suh, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.447-454
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    • 2018
  • This paper proposes a depth image generation algorithm of stereo images using a deep learning model composed of a CNN (convolutional neural network). The proposed algorithm consists of a feature extraction unit which extracts the main features of each parallax image and a depth learning unit which learns the parallax information using extracted features. First, the feature extraction unit extracts a feature map for each parallax image through the Xception module and the ASPP(Atrous spatial pyramid pooling) module, which are composed of 2D CNN layers. Then, the feature map for each parallax is accumulated in 3D form according to the time difference and the depth image is estimated after passing through the depth learning unit for learning the depth estimation weight through 3D CNN. The proposed algorithm estimates the depth of object region more accurately than other algorithms.

Unsupervised Monocular Depth Estimation Using Self-Attention for Autonomous Driving (자율주행을 위한 Self-Attention 기반 비지도 단안 카메라 영상 깊이 추정)

  • Seung-Jun Hwang;Sung-Jun Park;Joong-Hwan Baek
    • Journal of Advanced Navigation Technology
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    • v.27 no.2
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    • pp.182-189
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    • 2023
  • Depth estimation is a key technology in 3D map generation for autonomous driving of vehicles, robots, and drones. The existing sensor-based method has high accuracy but is expensive and has low resolution, while the camera-based method is more affordable with higher resolution. In this study, we propose self-attention-based unsupervised monocular depth estimation for UAV camera system. Self-Attention operation is applied to the network to improve the global feature extraction performance. In addition, we reduce the weight size of the self-attention operation for a low computational amount. The estimated depth and camera pose are transformed into point cloud. The point cloud is mapped into 3D map using the occupancy grid of Octree structure. The proposed network is evaluated using synthesized images and depth sequences from the Mid-Air dataset. Our network demonstrates a 7.69% reduction in error compared to prior studies.

The Integration of Segmentation Based Environment Models from Multiple Images (다중 영상으로부터 생성된 분할 기반 환경 모델들의 통합)

  • 류승택;윤경현
    • Journal of Korea Multimedia Society
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    • v.6 no.7
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    • pp.1286-1301
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    • 2003
  • This paper introduces segmentation based environment modeling method and integration method using multiple environment map for constructing the realtime image-based panoramic navigation system. The segmentation-based environment modeling method is easy to implement on the environment map and can be used for environment modeling by extracting the depth value by the segmentation of the environment map. However, an environment model that is constructed using a single environment map has the problem of a blurring effect caused by the fixed resolution, and the stretching effect of the 3D model caused when information that does not exist on the environment map occurs due to the occlusion. In this paper, we suggest environment models integration method using multiple environment map to resolve the above problem. This method can express parallax effect and expand the environment model to express wide range of environment. The segmentation-based environment modeling method using multiple environment map can build a detail model with optimal resolution.

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Rendering Quality Improvement Method based on Inverse Warping and Depth (역 변환과 뎁스 기반의 포인트 클라우드 렌더링 품질 향상 방법)

  • Lee, Heejea;Yun, Junyoung;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.85-88
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    • 2021
  • 포인트 클라우드 콘텐츠는 실제 환경 및 물체를 3 차원 위치정보를 갖는 점들과 그에 대응하는 색상 등을 획득하여 기록한 실감 콘텐츠이다. 위치와 색상 정보로만 이뤄진 3 차원 점으로 이뤄진 포인트 클라우드 콘텐츠는 확대하여 렌더링 할 경우 점과 점 사이의 간격이 벌어지면서 발생하는 구멍에 의해 콘텐츠 품질이 저하될 수 있다. 이러한 문제를 해결하기 위해 본 논문에서는 포인트 클라우드 확대 시 점들 간 간격이 벌어져 생기는 구멍에 대해 깊이정보를 활용한 역변환 기반 보간 방법을 통해 포인트 클라우드 콘텐츠 품질을 개선하는 방법을 제안한다. 벌어진 간격들 사이에서 빈 공간을 찾을 때 그 사이로 뒷면의 점들이 그려지게 되어 보간 방법을 적용하는데 방해요소로 작용한다. 이를 해결하기 위해 구멍이 발생하지 않은 시점에서 렌더링 된 영상을 사용하여 포인트 클라우드의 뒷면에 해당되는 점들을 제거한다. 다음으로 깊이 맵(depth map)을 추출한 후 추출된 깊이 값을 사용하여 뎁스 에지(depth edge)를 구하고 에지를 사용하여 깊이 불연속 부분에 대해 처리한다. 마지막으로 뎁스 값을 활용하여 이전에 찾은 구멍들의 역변환을 하여 원본의 데이터에서 픽셀을 추출한다. 제안하는 방법으로 콘텐츠를 렌더링 한 결과, 기존의 크기를 늘려 빈 영역을 채우는 방법에 비해 렌더링 품질이 평균 PSNR 측면에서 2.9 dB 향상된 결과를 보였다.

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Mining Frequent Closed Sequences using a Bitmap Representation (비트맵을 사용한 닫힌 빈발 시퀀스 마이닝)

  • Kim Hyung-Geun;Whang Whan-Kyu
    • The KIPS Transactions:PartD
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    • v.12D no.6 s.102
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    • pp.807-816
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    • 2005
  • Sequential pattern mining finds all of the frequent sequences satisfying a minimum support threshold in a large database. However, when mining long frequent sequences, or when using very low support thresholds, the performance of currently reported algorithms often degrades dramatically. In this paper, we propose a novel sequential pattern algorithm using only closed frequent sequences which are small subset of very large frequent sequences. Our algorithm generates the candidate sequences by depth-first search strategy in order to effectively prune. using bitmap representation of underlying databases, we can effectively calculate supports in terms of bit operations and prune sequences in much less time. Performance study shows that our algorithm outperforms the previous algorithms.

Representation of Translucent Objects using Multiple Projection Images for Real-time Rendering (시점을 달리한 여러 장의 투영 영상을 이용한 반투명 재질의 실시간 렌더링)

  • Lee, Jae-Young;Kim, Kang-Yeon;Yoo, Jae-Doug;Lee, Kwan-H.
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.878-883
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    • 2006
  • 반투명 물체(Translucent Object)는 불투명한 물체와는 달리 물체 내부에서 산란이 일어난다. 반투명 물체의 한 표면(Surface)을 렌더링하기 위해서는 그 표면의 정규 벡터뿐만 아니라 그 표면의 주변 기하 정보가 필요하다. 그러나 그래픽 하드웨어 구조는 반투명 물체의 실시간 렌더링의 구현에 많은 제약을 준다. 3D 기하 정보 대신에 라디언스 맵(Radiance map)과 깊이 맵(Depth map)과 같은 투영 영상(Projected Image)을 기반으로 하는 영상 공간 접근 방법(Image Space Approach)을 사용함으로써 GPU 상에서 반투명 재질을 실시간으로 표현할 수 있다. 본 논문에서는 영상 공간 접근 방법(Image Space Approach)의 연장선에서 시점을 달리한 여러 장의 투영 영상을 이용함으로써 기존의 한 장의 투영 영상만을 이용한 방법이 가지고 있는 가시성 한계점을 해결한다. 또한 복수 투영 영상의 이용에 따른 계산량 증가에 의해서 손실된 프레임 속도(Frame Rate)에 대해 분석한다.

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Producing Stereoscopic Video Contents Using Transformation of Character Objects (캐릭터 객체의 변환을 이용하는 입체 동영상 콘텐츠 제작)

  • Lee, Kwan-Wook;Won, Ji-Yeon;Choi, Chang-Yeol;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.16 no.1
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    • pp.33-43
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    • 2011
  • Recently, 3D displays are supplied in the 3D markets so that the demand for 3D stereoscopic contents increases. In general, a simple method is to use a stereoscopic camera. As well, the production of 3D from 2D materials is regarded as an important technology. Such conversion works have gained much interest in the field of 3D converting. However, the stereoscopic image generation from a single 2D image is limited to simple 2D to 3D conversion so that the better realistic perception is difficult to deliver to the users. This paper presents a new stereoscopic content production method where foreground objects undergo alive action events. Further stereoscopic animation is viewed on 3D displays. Given a 2D image, the production is composed of background image generation, foreground object extraction, object/background depth maps and stereoscopic image generation The alive objects are made using the geometric transformation (e.g., translation, rotation, scaling, etc). The proposed method is performed on a Korean traditional painting, Danopungjung as well as Pixar's Up. The animated video showed that through the utilization of simple object transformations, more realistic perception can be delivered to the viewers.

A Study on Synthetic Techniques Utilizing Map of 3D Animation - A Case of Occlusion Properties (오클루전 맵(Occlusion Map)을 활용한 3D애니메이션 합성 기법 연구)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.157-176
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    • 2015
  • This research describes render pass synthetic techniques required to use for the effectiveness of them in 3D animation synthetic technology. As the render pass is divided by property and synthesized after rendering, elaborate, rapid synthesis can be achieved. In particular, occlusion pass creates a screen as if it had a soft, light shading, expressing a sense of depth and boundary softness. It is converted into 2D image through a process of pass rendering of animation projects created in 3D space, then completed in synthetic software. Namely, 3D animation realizes the completeness of work originally planned through compositing, a synthetic process in the last half. To complete in-depth image, a scene manufactured in 3D software can be sent as a synthetic program by rendering the scene by layer and property. As recently the occlusion pass can express depth notwithstanding conducting GI rendering of 3D graphic outputs, it is an important synthetic map not omitted in the post-production process. Nonetheless, for the importance of it, currently the occlusion pass leaves much to be desired for research support and books summarizing and analyzing the characteristics of properties, and the principles and usages of them. Hence, this research was aimed to summarize the principles and usages of occlusion map, and analyze differences in the results of synthesis. Furthermore, it also summarized a process designating renderers and the map utilizing the properties, and synthetic software usages. For the future, it is hoped that effective and diverse latter expression techniques will be studied beyond the limitation of graphic expression based on trends diversifying technique development.

Real-Time USB-based Video Processing System for Generating Depth Map of Stereoscopic Image (스테레오 영상의 깊이맵을 추출하기 위한 USB 기반의 실시간 비디오 처리 시스템)

  • Bae, Yun-Jin;Seo, Young-Ho;Choi, Hyun-Jun;Kim, Dong-Wook
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.12-13
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    • 2010
  • 본 논문에서는 USB(Universal Serial Bus) 인터페이스를 이용하여 PC와 하드웨어 사이의 영상을 송수신 하는 시스템을 제안한다. 구현된 시스템은 PC에서 스테레오 캠으로부터 획득된 좌안, 우안 영상을 USB 인터페이스를 이용하여 고속으로 하드웨어에 전송해주고, 하드웨어에서 생성된 깊이 맵을 고속으로 전송받도록 구성되어 있다. Cypress사의 USB2.0 컨트롤러 칩인 CY68013A를 사용하여 구현하였으며, USB칩과 FPGA와의 인터페이스는 GPIF(General Programmable Interface)를 이용하여 병목현상이 없이, 고속의 데이터 전송을 달성하도록 하였다.

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Depth Map Processing for Improving Stereoscopic Image and CGH (입체영상 및 CGH 화질 개선을 위한 깊이맵 처리)

  • Gil, Jong In;Kim, Manbae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.27-29
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    • 2010
  • 깊이데이터는 CG 또는 실사 영상에서 획득되는데 입체 영상 분야에서 활용도가 높다. 예를 들어 2D영상의 3D화질 개선, 입체영상의 입체감 개선 등의 활용이 되고 있다. 본 논문에서는 이러한 추세에 맞추어 홀로그램을 생성하는 입력 데이터의 전처리과정으로 통하여 CGH 홀로그램을 개선하는 영상처리 기술을 제안한다. 입력 데이터의 전처리를 통해 생성된 홀로그램 영상의 화질 개선을 제안하고, 실험을 통해 제안 방법의 우수성을 보여준다.

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