• Title/Summary/Keyword: 시각객체

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Implementation of Real-time Stereoscopic Image Conversion Algorithm Using Luminance and Vertical Position (휘도와 수직 위치 정보를 이용한 입체 변환 알고리즘 구현)

  • Yun, Jong-Ho;Choi, Myul-Rul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1225-1233
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    • 2008
  • In this paper, the 2D/3D converting algorithm is proposed. The single frame of 2D image is used fur the real-time processing of the proposed algorithm. The proposed algorithm creates a 3D image with the depth map by using the vertical position information of a object in a single frame. In order to real-time processing and improve the hardware complexity, it performs the generation of a depth map using the image sampling, the object segmentation with the luminance standardization and the boundary scan. It might be suitable to a still image and a moving image, and it can provide a good 3D effect on a image such as a long distance image, a landscape, or a panorama photo because it uses a vertical position information. The proposed algorithm can adapt a 3D effect to a image without the restrictions of the direction, velocity or scene change of an object. It has been evaluated with the visual test and the comparing to the MTD(Modified Time Difference) method using the APD(Absolute Parallax Difference).

Linear Convolution Based Realtime Animation of Interaction bewteen Water Surface and 3D object (선형 컨벌루션 기반의 물표면과 객체의 실시간 상호작용 애니메이션)

  • Gang, Gyeong heon;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.708-712
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    • 2007
  • In computer graphics, fluid dynamics are used for animating and expressing the various special effects of water. Although the algorithms that were impossible through the hardware at that time become to be possible in real time, it still requires a lot of time to achieve the realistic and detailed expressions. Therefore, there are many researches on the techniques of balancing between performance and quality. Specially in environments with the game context which express the interaction between water surface and 3D objects in the wide area such as sea or lake according to user's request, it must give priority to the executive performance preserving the visual reality even though physical reality is sacrificed. In this paper, we propose a method for the realtime animation of interaction between water surface and 3D objects using the linear convolution of height fields and the bounding spheres of objects.

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Hybrid Down-Sampling Method of Depth Map Based on Moving Objects (움직임 객체 기반의 하이브리드 깊이 맵 다운샘플링 기법)

  • Kim, Tae-Woo;Kim, Jung Hun;Park, Myung Woo;Shin, Jitae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37A no.11
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    • pp.918-926
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    • 2012
  • In 3D video transmission, a depth map being used for depth image based rendering (DIBR) is generally compressed by reducing resolution for coding efficiency. Errors in resolution reduction are recovered by an appropriate up-sampling method after decoding. However, most previous works only focus on up-sampling techniques to reduce errors. In this paper, we propose a novel down-sampling technique of depth map that applies different down-sampling rates on moving objects and background in order to enhance human perceptual quality. Experimental results demonstrate that the proposed scheme provides both higher visual quality and peak signal-to-noise ratio (PSNR). Also, our method is compatible with other up-sampling techniques.

An Efficient Multidimensional Scaling Method based on CUDA and Divide-and-Conquer (CUDA 및 분할-정복 기반의 효율적인 다차원 척도법)

  • Park, Sung-In;Hwang, Kyu-Baek
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.4
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    • pp.427-431
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    • 2010
  • Multidimensional scaling (MDS) is a widely used method for dimensionality reduction, of which purpose is to represent high-dimensional data in a low-dimensional space while preserving distances among objects as much as possible. MDS has mainly been applied to data visualization and feature selection. Among various MDS methods, the classical MDS is not readily applicable to data which has large numbers of objects, on normal desktop computers due to its computational complexity. More precisely, it needs to solve eigenpair problems on dissimilarity matrices based on Euclidean distance. Thus, running time and required memory of the classical MDS highly increase as n (the number of objects) grows up, restricting its use in large-scale domains. In this paper, we propose an efficient approximation algorithm for the classical MDS based on divide-and-conquer and CUDA. Through a set of experiments, we show that our approach is highly efficient and effective for analysis and visualization of data consisting of several thousands of objects.

Digital Hologram Encryption Algorithm using Fresnel Diffraction (프레넬 회절을 이용한 디지털 홀로그램 암호화 알고리즘)

  • Lee, Yoon-Hyuk;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.20 no.6
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    • pp.807-817
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    • 2015
  • This paper is to propose an encryption method for only an allowed user to see the content for a digital hologram, that is a high value-added content. This paper uses a characteristic of Fresnel transform that the object region is concentrated to a relatively small part of the diffraction plane. By encrypting the concentrated part only the region to be encrypted and in turn the amount of data to be encrypted is reduced a lot, which results in an high efficiency with low encryption rate. As the methodology, a digital hologram is first Fresnel transformed for reconstruction and the result is secondly Fresnel transformed to concentrate the energy into the center of the diffraction plane to encrypt the concentrated region only. For the 2nd transform, energy concentration degree is determined by adjusting the diffraction distance and encryption strength is determined by adjusting the scaling factor. For this we analyze the optimal encryption area according to the diffraction distance and the scaling factor. When applying the proposed method with diffraction distance of 20m the object information was visually unrecognizable with the encryption ratio only 0.005% ~ 0.02%.

Interaction between Water Surface and 3D Object by using Linear Convolution and Bounding Sphere (선형 컨벌루션과 경계구를 이용한 물표면과 객체의 실시간 상호작용 생성)

  • Kang, Gyeong-Heon;Lee, Hyeon-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.17-29
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    • 2008
  • In Computer Graphics, fluid dynamics is used for animating and expressing the various special effects of water. As the hardware performance is getting higher, the several algorithms for fluid dynamics become to be executed in real time. However, it still requires a lot of computational time to get the realistic and detailed results. Therefore, there are many researches on the techniques of balancing between performance and quality. It must give priority to the executive performance preserving the visual reality even though sacrificing the physical reality, specially in applications with the game context which need to express the interaction between 3D objects and the surface of the water such as the sea or a lake. In this paper, we propose a method for the realtime animation of interactions between 3D objects and the surface of the water using the linear convolution of height fields and the bounding spheres of object.

Image Retrieval System of semantic Inference using Objects in Images (이미지의 객체에 대한 의미 추론 이미지 검색 시스템)

  • Kim, Ji-Won;Kim, Chul-Won
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.7
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    • pp.677-684
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    • 2016
  • With the increase of multimedia information such as image, researches on extracting high-level semantic information from low-level visual information has been realized, and in order to automatically generate this kind of information. Various technologies have been developed. Generally, image retrieval is widely preceded by comparing colors and shapes among images. In some cases, images with similar color, shape and even meaning are hard to retrieve. In this article, in order to retrieve the object in an image, technical value of middle level is converted into meaning value of middle level. Furthermore, to enhance accuracy of segmentation, K-means algorithm is engaged to compute k values for various images. Thus, object retrieval can be achieved by segmented low-level feature and relationship of meaning is derived from ontology. The method mentioned in this paper is supposed to be an effective approach to retrieve images as required by users.

A Study on the Building Object Correspondence Between SLI and Vector Map for Conflation (SLI와 벡터 지도 간 합성을 위한 대응 건물 객체 탐색에 관한 연구)

  • Ga, Chill O;Rho, Gon Il;Huh, Yong;Lee, Jeung Ho;Yu, Ki Yun
    • Journal of Korean Society for Geospatial Information Science
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    • v.21 no.2
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    • pp.35-43
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    • 2013
  • Georeferenced SLI(Street-Level Imagery) services such as Google Streetview, which contain abundant information about the real world, can increase its applicability substantially through conflation with other spatial datasets. For this purpose, we propose a method to improve a correspondence of building region to combine building information more accurately. First, the spatial inconsistency between SLI and vector map is removed by alignment based on road intersections. Then, visible building regions are searched from the spatial inconsistency-removed vector map, and the optimal corresponding building areas are determined in the SLI scene using the visible regions as seed information. The experimental results demonstrated that our method had improved the accuracy of building region correspondence by about 8%. Therefore, our method can be utilized effectively for enhancement of conflation service based on the SLI.

The Method of 3D Stereoscopic Animation Editing Using Layers (레이어를 이용한 3D 입체 애니메이션 편집 기법)

  • Park, Sung-Dae;Son, Kook-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.21-29
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    • 2013
  • The current software for creating and editing animation offers the possibility of dividing variable objects into layers. This paper suggests a method to render and edit each of right and left layer in the process of creating a 3D stereoscopic animation. It is possible to apply a variety of effects to left and right images and to adjust the gap of binocular parallax through this method so that wider variation of images and richer sense of depth can be produced. In addition, this method offers freedom of deleting and inserting an object, controlling size and position of the object and adjusting the gap of binocular parallax. Thus, new sense of depth can be obtained. This method shows the results to apply various effects on the 3D stereoscopic image and to reduce visual fatigue rather than the method to render simultaneously both of left and right layer.

A Development of a Framework for Building Knowledge based Augmented Reality System (지식기반 증강현실 시스템 구축을 위한 프레임워크 개발)

  • Woo, Chong-Woo;Lee, Doo-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.7
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    • pp.49-58
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    • 2011
  • Augmented Reality(AR) assists human's cognitive ability through the information visualization by substantiating information about virtual situation. This technology is studied in a variety of ways including education, design, industry, and so on, by various supply of information devices equipped with cameras and display monitors. Since the most of the AR system depends on limited interaction that responds to the order from user, it can not reflect diverse real world situation. In this study, we suggest a knowledge based augmented reality system, which is composed of context awareness agent that provides recognized context information, along with knowledge based component that provides intelligent capability by utilizing domain knowledges. With this capability, the augmented object can generate dynamic model intelligently by reflecting context information, and can make the interaction possible among the multiple objects. We developed rule based context awareness system along with 3D model generation, and tested interaction among the augmented objects. And we suggest a framework that can provide a convenient way of developing augmented reality system for user.