• Title/Summary/Keyword: 영상의 입체성

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Research on Infrastructure technology of Stereoscopic Object Expression Utilizing the Grabcut algorithm (Grabcut 알고리즘을 활용한 Stereoscopic 객체표현 기반 기술 연구)

  • Lee, Min ho;Choi, Jin yeong;Lee, Jong hyeok;Cha, Jae sang
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.17 no.5
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    • pp.151-159
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    • 2018
  • Recently, stereoscopic technology has become a potential for blue ocean as a new growth power industry, and interest in it has been steadily increasing with the development of virtual and augmented reality technologies. Various methods such as binocular parallax and polarized glasses have been developed and used for stereoscopic image expression, but they have limitations such as eye damage, headache, crosstalk and resolution degradation. In this paper, we present a new method of stereoscopic image representation that can overcome the limitations and verify its applicability through basic experiments for object extraction and real - time image representation.

In Watching 3D Stereoscopic Display Using the Binocular Disparity, the Effect of Pupillary Distance of Adults and Children on the Perception of 3D Image (양안시차를 이용한 3D 입체영상 장치의 시청에 있어 성인 및 아동의 동공간거리가 미치는 영향)

  • Kang, Seok Hyon;Hong, HyungKi
    • Journal of Korean Ophthalmic Optics Society
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    • v.16 no.3
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    • pp.299-305
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    • 2011
  • Purpose: In watching 3D stereoscopic display using the binocular disparity, effect of difference of the pupillary distance between the adults and children on the perception of depth were investigated. Methods: The average PD of children was determined from the PD measurements of children of the elementary school of 2nd and 3rd grade in Seoul. The location of crossing visual axes were derived from the relation of the binocular disparity and the PD for the adults and children. Results: The average PD of the children was measured to be 57.3 mm which was smaller than the average PD of the adults that was known to be about 65 mm. As the binocular disparity increases to the positive direction, the crossing location steeply moves farther behind the screen. On the other hand, when the binocular disparity increases to the negative direction, the crossing location gradually moves toward the viewer. For the same amount of the binocular disparity, the crossing locations were derived to be larger for the children than the adults due to the difference of the PD. Therefore, children will perceive larger depth than the adults. Conclusions: Small PD of the viewer causes the larger amount of the depth perception. In producing the stereoscopic images, the average PD of children as well as adults need to be considered.

Design on the Structure of VRML Authoring Tool for Multi-user (다중 사용자용 VRML Authoring Tool 구조 설계)

  • Choi, Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.2 no.1
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    • pp.59-66
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    • 2001
  • Networked Virtual Reality systems provide a consistent virtual world to the users, possibly ditributed across long distance, and have been widely applied in the military war game, network game. edutainment, architectural areas, and shopping mall etc. Large processing requirements. however. made these systems be mainly researched on the platforms of high-performence system graphics workstations. This study paper Presents several problems when networked virtual reality systems are implemented on commodity Internet : two problems related with 3D graphical Processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

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Depth Map Generation Based on Motion (움직임 기반의 실시간 자동 깊이맵 생성)

  • Lee, Kwan Wook;Gil, Jong In;Choi, Chang Yeol;Kim, Man Bae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.242-243
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    • 2010
  • 최근 3D 콘텐츠의 관심 증가는 Display 장치, 모바일 기기 등의 하드웨어적인 발전을 가져왔고, 이에 따른 입체 콘텐츠의 필요성이 대두되고 있다. 또한 단순히 영상을 비 실시간으로 처리하여 입체로 변환하는 것 외에, 방송이나 모니터 자체에서의 입체변환에 대한 기술은 3D콘텐츠 산업에서 또 다른 이슈로 부각되고 있다. 본 논문에서는 깊이 필터와 움직임 예측을 이용한 깊이맵 생성 기법을 제안한다. 영상에서 Y 버퍼를 추출하고, 이에 깊이 필터를 적용시킨 후 블록단위 움직임 예측을 적용한다. 이렇게 구해진 움직임 벡터에 노이즈 제거 등을 통하여 물체의 영역을 추출한 후, 최종적으로 깊이맵을 생성한다.

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Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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Development of Stereoscopic 3D Personalized Adventure Game: HowSee (3D 체험형 어드벤처 게임 "HowSee" 개발)

  • Lim, C.J.;Chung, S.T.;Choi, Seung-Hoon;Lee, Chang-Nam;Song, Jang-Sup
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.13-22
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    • 2011
  • Advances in display technology, stereoscopic (S3D) in the development of social interest in the content development approach is high but it does not make the standardization of interactive 3D content creation performance is very poor. In this paper, real-time video input from an infrared camera that is based on eye tracking implementation user interface developed 3D interactive adventure game "HowSee" was the process of developing skills in the process, an efficient 3D content production methods were presented. unnormalized S3D-based game content production process on how this development occurred in the trial and how to troubleshoot S3D games, etc. to streamline content creation can be a basis for.

A Study on Application of SPOT5 Image for Renewal of Digital Map (수치지도 갱신을 위한 SPOT5 영상의 활용에 관한 연구)

  • Kang Joon Mook;Yun Hee Cheon;Park Joon Kyu;Um Dae Yong
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.23 no.1
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    • pp.89-96
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    • 2005
  • With acquisition of satellite image being facilitated due to recent advancement in Electro optical and astronautic technologies, focus on establishment of Geoinformation and analysis using satellite images have increased. This research have conducted digital plotting and digitizing operation, utilizing stereo images and grey level images provided by SPOT5 satellite and evaluated the accuracy through comparison and analysis with digital map results. Digital plotting results acquired using stereo images have been compared and analyzed on the basis of scale 1:25,000 digital map results published by National Geographic Information Institute. Accuracy of 20 check points have showed RMSE results 5.369 m at X (Easting) and 4.718 m, digitizing using grey level images showed RMSE results 7.616 m in X (Easting) and Y (Northing) 6.532 m. This is within the allowance of accuracy standards for scale 1:25,000 maps, and although digitizing operation was confirmed to have lower accuracy than that of digital plotting, using the former is considered to be more effective in terms of economical efficiency.

Asymmetrical Role of Left and Right Eyes in 3-D Contents Production (3-D 영상 제작 시 고려돼야 할 좌우 눈의 비대칭적인 역할)

  • Lim, Jae-A;Nam, Jong-Ho
    • Journal of Broadcast Engineering
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    • v.19 no.4
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    • pp.478-490
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    • 2014
  • In order to make 3-D display technique a better tool to provide viewers with realistic stereoscopic experience, various researches have been done in the many relevant fields. This psychophysical study was designed to investigate whether there was any difference in the perceptual processing between a dominant and non-dominant eye when a 3-D cue was provided exclusively to only one eye. We measured the reaction time for detecting a depth change by providing the viewer's each eyes with differential 3-D stimuli, which have systematical patterns. We obtained that there was a consistent 3-D perceptual performance when the 3-D cue was provided to the viewers' left eye regardless of their eye dominance. The result suggests that it might be a better technique to arrange the camera for left eye to carry 3-D cues to get the viewer's consistent 3-D perception.

3-D Conformal Radiotherapy for CNS Using CT Simulation (입체조준장치를 이용한 중추신경계의 방사선 입체조형치료 계획)

  • 추성실;조광환;이창걸
    • Progress in Medical Physics
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    • v.14 no.2
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    • pp.90-98
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    • 2003
  • Purpose : A new virtual simulation technique for craniospinal irradiation (CSI) that uses a CT-simulator was developed to improve the accuracy of field and shielding placement as well as patient positioning. Materials and Methods : A CT simulator (CT-SIM) and a 3-D conformal radiation treatment planning system (3D-CRT) were used to develop CSI. The head and neck were immobilized with a thermoplastic mask while the rest of the body was immobilized with a Vac-Loc. A volumetric image was then obtained with the CT simulator. In order to improve the reproducibility of the setup, datum lines and points were marked on the head and body. Virtual fluoroscopy was performed with the removal of visual obstacles, such as the treatment table or immobilization devices. After virtual simulation, the treatment isocenters of each field were marked on the body and on the immobilization devices at the conventional simulation room. Each treatment fields was confirmed by comparing the fluoroscopy images with the digitally reconstructed radiography (DRR) and digitally composited radiography (DCR) images from virtual simulation. Port verification films from the first treatment were also compared with the DRR/DCR images for geometric verification. Results : We successfully performed virtual simulations on 11 CSI patients by CT-SIM. It took less than 20 minutes to affix the immobilization devices and to obtain the volumetric images of the entire body. In the absence of the patient, virtual simulation of all fields took 20 min. The DRRs were in agreement with simulation films to within 5 mm. This not only reducee inconveniences to the patients, but also eliminated position-shift variables attendant during the long conventional simulation process. In addition, by obtaining CT volumetric image, critical organs, such as the eyes and the spinal cord, were better defined, and the accuracy of the port designs and shielding was improved. Differences between the DRRs and the portal films were less than 3 m in the vertebral contour. Conclusion : Our analysis showed that CT simulation of craniospinal fields was accurate. In addition, CT simulation reduced the duration of the patient's immobility. During the planning process. This technique can improve accuracy in field placement and shielding by using three-dimensional CT-aided localization of critical and target structures. Overall, it has improved staff efficiency and resource utilization by standard protocol for craniospinal irradiation.

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TIN based Matching using Stereo Airphoto and Airborne LiDAR (입체항공사진과 항공 LiDAR를 이용한 TIN 기반 정합)

  • Kim, Hyung-Tae;Han, Dong-Yeob
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.26 no.4
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    • pp.443-452
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    • 2008
  • To deduce 3D linear information which express shapes of buildings out of airphoto by fusion of airphoto and LiDAR data, this research went through 2 process. First, research made LiDAR data into projected data of 2D based on airphoto. For this, the virtual points were added to solve the visual problem of building boundary area which has poor information because the attribute in LiDAR data. Research construct irregular triangular nets from modified LiDAR data and judge visual triangular nets out of image. Through this, research can make reference to information of triangular nets in each image pixel. Second, 3D information was extracted from stereo images segments by combining extracted information of visible region and 2D irregular triangular nets. Matching way based on TIN for segments from stereo images was used. Matching condition based on TIN can improve about 20% of edge matching accuracy compared to existing quadrilateral condition of epipolar geometry.