• Title/Summary/Keyword: 모션 추출

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Making 2.5D with Vanishing Point in Photoshop (Photoshop Vanishing Point를 이용한 2.5D 제작에 관한연구)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.146-153
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    • 2009
  • Thanks to computer graphic technology development, graphic design programming is easily accessible by any home computer user today since it is free from the burdens of complicated 알고리듬 or the expensive graphic tools that were required in the past. The term 알고리듬 2.5 is commonly used by computer graphic designers to refer to 2D, a form of pseudo-3D. In this study, by using 2.5D, which was previously utilized for strengthening visual effects and engine efficiency, together with Adobe Photoshop along with After Effects, I will incorporate these into motion graphics. Today, motion graphics dominate the advertisement and image markets. Since viewers have developed higher expectations, a more dynamic 3D space graphic technology is preferred over the outdated 2D basis. In this study, I will produce a 2.5D image which is generated through a vanishing point filter of Adobe Photoshop and After Effects based on still image information and captured at an angle of Axonometric Projection. Also, I will compare the effectiveness of the production process and camera angle flexibility between the previous 3D process and new 2.5 D process.

3D Reconstruction using a Moving Planar Mirror (움직이는 평면거울을 이용한 3차원 물체 복원)

  • 장경호;이동훈;정순기
    • Journal of KIISE:Software and Applications
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    • v.31 no.11
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    • pp.1543-1550
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    • 2004
  • Modeling from images is a cost-effective means of obtaining 3D geometric models. These models can be effectively constructed from classical Structure from Motion algorithm. However, it's too difficult to reconstruct whole scenes using SFM method since general sites contain a very complex shapes and brilliant colours. To overcome this difficulty, the current paper proposes a new reconstruction method based on a moving Planar mirror. We devise the mirror posture instead of scene itself as a cue for reconstructing the geometry That implies that the geometric cues are inserted into the scene by compulsion. With this method, we can obtain the geometric details regardless of the scene complexity. For this purpose, we first capture image sequences through the moving mirror containing the interested scene, and then calibrate the camera through the mirror's posture. Since the calibration results are still inaccurate due to the detection error, the camera pose is revised using frame-correspondence of the comer points that are easily obtained using the initial camera posture. Finally, 3D information is computed from a set of calibrated image sequences. We validate our approach with a set of experiments on some complex objects.

Depth-Based Recognition System for Continuous Human Action Using Motion History Image and Histogram of Oriented Gradient with Spotter Model (모션 히스토리 영상 및 기울기 방향성 히스토그램과 적출 모델을 사용한 깊이 정보 기반의 연속적인 사람 행동 인식 시스템)

  • Eum, Hyukmin;Lee, Heejin;Yoon, Changyong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.6
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    • pp.471-476
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    • 2016
  • In this paper, recognition system for continuous human action is explained by using motion history image and histogram of oriented gradient with spotter model based on depth information, and the spotter model which performs action spotting is proposed to improve recognition performance in the recognition system. The steps of this system are composed of pre-processing, human action and spotter modeling and continuous human action recognition. In pre-processing process, Depth-MHI-HOG is used to extract space-time template-based features after image segmentation, and human action and spotter modeling generates sequence by using the extracted feature. Human action models which are appropriate for each of defined action and a proposed spotter model are created by using these generated sequences and the hidden markov model. Continuous human action recognition performs action spotting to segment meaningful action and meaningless action by the spotter model in continuous action sequence, and continuously recognizes human action comparing probability values of model for meaningful action sequence. Experimental results demonstrate that the proposed model efficiently improves recognition performance in continuous action recognition system.

Development of Dental Light Robotic System using Image Processing Technology (영상처리 기술을 이용한 치과용 로봇 조명장치의 개발)

  • Moon, Hyun-Il;Kim, Myoung-Nam;Lee, Kyu-Bok
    • Journal of Dental Rehabilitation and Applied Science
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    • v.26 no.3
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    • pp.285-296
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    • 2010
  • Robot-assisted illuminating equipment based on image-processing technology was developed and then its accuracy was measured. The current system was designed to detect facial appearance using a camera and to illuminate it using a robot-assisted system. It was composed of a motion control component, a light control component and an image-processing component. Images were captured with a camera and following their acquisition the images that showed motion change were extracted in accordance with the Adaboost algorithm. Following the detection experiment for the oral cavity of patients based on image-processing technology, a higher degree of the facial recognition was obtained from the frontal view and the light robot arm was stably controlled.

A Study on the Abrupt Scene Change Detection Using the Features of B frame in the MPEG Sequence (MPEG에서 B 프레임의 특징을 이용한 급진적 장면전환 검출에 관한 연구)

  • Kim Joong-Heon;Jang Jong-Whan
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.617-630
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    • 2005
  • General scene change detection determines the changes of a scene by using feature comparison of two continuous images that are above the fixed threshold. But existing algerian detects scene change that was used in comparing the features of two images continuously, it usually takes a lot of time in decrypting the image data and false-detection problem occurs when there is an object motion or a change of illumination. In this paper, macroblock were used to extract the information directly from the MPEG compression area and suggests algorithm that will detect scene changes more effectively. Existing algorithm have shown numerous arithmetic problems that were improved in the proposed algorithm. The existing algorithm cannot detect the changes of a scene after analyzing the relationship of the previousand futureimages while the algorithm being proposed can detect the changes of a scene continuously and resolves the problem of false-detection. To this end, the data used in general were tested to prove that this algerian would be able to detect the scene changes faster and more correctly than the existing ones. The performance of the suggested algorithm was analyzed basedontheresultsoftheexperiment. .

3D Object's shape and motion recovery using stereo image and Paraperspective Camera Model (스테레오 영상과 준원근 카메라 모델을 이용한 객체의 3차원 형태 및 움직임 복원)

  • Kim, Sang-Hoon
    • The KIPS Transactions:PartB
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    • v.10B no.2
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    • pp.135-142
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    • 2003
  • Robust extraction of 3D object's features, shape and global motion information from 2D image sequence is described. The object's 21 feature points on the pyramid type synthetic object are extracted automatically using color transform technique. The extracted features are used to recover the 3D shape and global motion of the object using stereo paraperspective camera model and sequential SVD(Singuiar Value Decomposition) factorization method. An inherent error of depth recovery due to the paraperspective camera model was removed by using the stereo image analysis. A 30 synthetic object with 21 features reflecting various position was designed and tested to show the performance of proposed algorithm by comparing the recovered shape and motion data with the measured values.

Pacman Game Using Skin Color Extraction and Center of Gravity of Hand (손의 피부색 추출과 무게중심을 이용한 팩맨 게임)

  • Shin, Seong-Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.6
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    • pp.49-55
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    • 2012
  • Pacman is one of the world-famous and have been chosen game in the game room at the arcade. In this paper, pacman game gives you the ability to perform by simple hand movement alone. First, we obtain binary RGB image to extract skin color, and convert into binary image YCbCr by minus the luminance in this image. Next, we extract the hand region by the product of an binary RGB image and binary YCbCr image. Finally, the hand region, we obtain the center of gravity by the minimum bounding rectangle and the center of the hand pixel area, and we used to obtain the center of the hand area with an average of two center of gravity. In other words, we presented the game of motion that can take the place of arrow key by using the center coordinates of hand. In addition, these experiments showed the average movement and error rate, and cause of the error type was also investigated.

A Method for Recovering Text Regions in Video using Extended Block Matching and Region Compensation (확장적 블록 정합 방법과 영역 보상법을 이용한 비디오 문자 영역 복원 방법)

  • 전병태;배영래
    • Journal of KIISE:Software and Applications
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    • v.29 no.11
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    • pp.767-774
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    • 2002
  • Conventional research on image restoration has focused on restoring degraded images resulting from image formation, storage and communication, mainly in the signal processing field. Related research on recovering original image information of caption regions includes a method using BMA(block matching algorithm). The method has problem with frequent incorrect matching and propagating the errors by incorrect matching. Moreover, it is impossible to recover the frames between two scene changes when scene changes occur more than twice. In this paper, we propose a method for recovering original images using EBMA(Extended Block Matching Algorithm) and a region compensation method. To use it in original image recovery, the method extracts a priori knowledge such as information about scene changes, camera motion and caption regions. The method decides the direction of recovery using the extracted caption information(the start and end frames of a caption) and scene change information. According to the direction of recovery, the recovery is performed in units of character components using EBMA and the region compensation method. Experimental results show that EBMA results in good recovery regardless of the speed of moving object and complexity of background in video. The region compensation method recovered original images successfully, when there is no information about the original image to refer to.

(A Comparison of Gesture Recognition Performance Based on Feature Spaces of Angle, Velocity and Location in HMM Model) (HMM인식기 상에서 방향, 속도 및 공간 특징량에 따른 제스처 인식 성능 비교)

  • 윤호섭;양현승
    • Journal of KIISE:Software and Applications
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    • v.30 no.5_6
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    • pp.430-443
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    • 2003
  • The objective of this paper is to evaluate most useful feature vector space using the angle, velocity and location features from gesture trajectory which extracted hand regions from consecutive input images and track them by connecting their positions. For this purpose, the gesture tracking algorithm using color and motion information is developed. The recognition module is a HMM model to adaptive time various data. The proposed algorithm was applied to a database containing 4,800 alphabetical handwriting gestures of 20 persons who was asked to draw his/her handwriting gestures five times for each of the 48 characters.

Affection of Game Character's Jumping Motion Factors on Visual Effects (게임 캐릭터의 점프 동작 요인이 시각적 효과에 미치는 영향)

  • Go, Hye-Young;Yoon, Seon-Jeong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.3-14
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    • 2011
  • In this paper, affection of jumping motion factors on visual effects are studied for game character's natural motion realization. First, 3 kinds of games that realize natural motions are selected and 4-types of characters jumping motions are captured from it. Then, the motions are measured using four fundamental principles of jumping as takeoff strength, landing impact, landing elasticity and flexibility, and measured in motion factors as time, distance, angle either. Finally, consistent characteristics of visual effects and motion factors on jumping motion are suggested. The study could be used to basic information for realization of character's natural jumping motion.