• Title/Summary/Keyword: 영상의 입체성

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A Study on Change object Using Aerial photos (항공사진 입체시를 활용한 변화객체 탐색에 대한 연구)

  • Kim, Kam-Rae;Kim, Hak-Jun;HwangBo, Sang-Won;Jo, Won-U
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2007.04a
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    • pp.197-200
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    • 2007
  • 항공사진 원데이터의 변형을 방지하고 효율적인 관리를 위해서는 자동독취를 통한 수치화 방안이 마련되어야 한다. 항공사진 판독업무에 있어서 기존 판독자만 밀착항공사진과 입체경을 통하여 건축물의 형태와 변화 여부를 판단하던 것을 모니터 상에서 누구나 건물의 변동사항을 볼 수 있도록 효율적인 판독시스템을 구축하여 판독의 신뢰도를 높여야 한다. 판독시스템 구축은 디지털 영상의 다양한 활용과 업무의 효율성 확보 및 대민서비스 향상 차원에서 이루어져야 할 것이다. 또한 현재 외국의 항측사들이 실제로 활용하고 있으며 조만간 국내에서도 도입 예정인 디지털항공카메라는 항공사진의 수치화 단계를 거치치 않고 직접 수치항공영상을 취득 할 수 있으므로 수치화 과정에서 발생하는 많은 오류들을 제거할 수 있음은 물론 판독시스템을 활용한 데이터의 직접처리가 가능해 시간적, 경제적으로 많은 장점들을 가지고 있다. 그러므로 디지털항공카메라의 도입에 대비한 개발현황과 활용도 등에 관한 사전 연구가 수행되어야 한다. 본 연구에서는 사용자가 직접 입체 판독 및 분석을 수행할 수 있는 플랫폼을 구비함으로서 오류를 최소화 할 수 있도록 편광 모니터(Z-Screen)를 사용하여 수행하였다. 또한 환경은 Microsoft Window OS 환경 상에서 구동될 수 있도록 개발함으로서 시스템의 범용적 사용을 위한 기초 환경을 제공하도록 제안하였다.

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Research of the human factors required to the stereoscopic camera system in cellular phone (핸드폰용 스테레오 카메라에서의 입체시 인지 요소에 대한 연구)

  • Lee, K.H.;Son, J.Y.;Kim, S.H.;Yoon, Y.S.;Kim, S.K.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2007.02a
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    • pp.60-63
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    • 2007
  • 최근, 핸드폰은 일상생활의 필수품이 되었다. 특히 카메라가 장착된 핸드폰은 개인홍보와 오락요소로의 대표적인 도구로 사용된다. 나아가 양안카메라가 적용된 핸드폰은 사용자에게 입체감을 전달할 것이며, 입체감은 보다 효과적인 개인홍보 및 오락성을 제공할 것이다. 핸드폰은 휴대가 용이하지만 제한된 표시소자의 크기 및 해상도로 인하여 입체시 구현 시 사용자에게 손실된 정보 및 낮은 임장감을 제공한다. 이에 본 연구는 기존의 입체시 구현에 대한 구속조건들을 분석하고 핵심 요인을 산출하여, 핸드폰 환경에서의 최적의 입체시 구현을 위한 새로운 구속조건의 범위를 정량화하였다. 대표적인 구속조건으로는 수평, 수직 시차량이 고려되었다. 본 연구의 결과는 핸드폰용 양안카메라의 제작공차 및 효과적인 시차영상 제작을 위한 기준을 제시한다. 연구에 사용된 제품으로는 QVGA해상도(320*240) 및 2.8' 크기의 표시소자인 PDA폰이며, 입체시에 대한 구속조건을 정량화하기 위하여 수직, 수평이동이 가능한 지그를 사용하여 실험의 정확성을 높였다. 피실험자는 10명이며 남자 7명, 여자 3명으로 구성되었다.

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A Method for Reproducing Stereo Images to Adjust Screen Parallax on a 3D Display (3D 디스플레이에서의 화면 시차 제어를 위한 입체 영상재생성 기법)

  • Rhee, Seon-Min;Choi, Jong-Moo;Choi, Soo-Mi
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.4
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    • pp.1-10
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    • 2010
  • We present a method to reproduce in-between views from captured stereo images to control depth feeling that a user can perceive on a 3D display. The stereo images captured from a pair of cameras have a fixed viewpoint and a screen parallax which depend on the physical position and the distance between the cameras. In this paper, we produce stereo images of an intermediate viewpoint between two original cameras by a view interpolation on the input stereo images. Furthermore, the camera separation of the reproduced stereo images can be controlled by a linear interpolation coefficient used by the view interpolation. By using the proposed method, stereo images can be reproduced where the depth feeling and a three dimensional effect is suitable for the individual's eye separation or the characteristic of an application.

A Study on the Application Technology of Multi-dimensional Urban geo-spatial Simulation using Digital Image (디지털 영상의 다차원 도시공간 시뮬레이션 적용기술연구)

  • 연상호;박희주;홍일화
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.255-259
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    • 2003
  • The technique of birdeye image generation of terrain through the use of satellite digital images and digital maps are very important elements and have applications in planning establishment as well as the actual design of several construction work in complex fields. This paper studies stereo perspective image generation as a possibility through 3-dimensional analysis combined with digital elevation data and remotely sensed images. For this, first of all, ortho-images generated by very accurate GCP and DEM from contour file makes 3-dimensional terrain analysis possible and allows stereo-viewing at the highway construction planning sites. So, we developed the technical methods for the 3-dimensional approach on the planning sites of highways by use of perspective orthoimages. From this research diverse terrain analysis is possible through stereo perspective image generation, and can leads to various application in road construction through gain study results from access to realtime virtual spatial on the objects area in korea.

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Study on Applying 3D Display Device for Effective Update of Spatial Information Based on Stereovision (입체시 기반 공간정보의 효율적 갱신을 위한 3차원 디스플레이 장비 적용에 관한 연구)

  • Choi, Sun-Ok;Kim, Dong-Wook;Kim, Deok-In;Wie, Gwang-Jae
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.29 no.6
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    • pp.601-611
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    • 2011
  • The paper deals with the selection of 3D display devices in accordance with the user's conveniences and accuracy of spatial information by applying 3D display devices to Spatial Information Update System (SIUS) which generate edit and update digital thematic maps. After applying different manufacturer's 3D display devices to SIUS, aerial images acquired from the stereo images were displayed through the devices and spatial information was extracted from the displayed 3D images. Assessment of 3D display devices were based on quantitative and qualitative analysis on accuracy of spatial information and user's conveniences. Planar's PL2020 and Redrover's Tru3Di 3D monitor has expressed outstanding display environment in 3D related tasks for the generation of spatial information compared to other 3D display devices. System improvement is expected regarding accuracy of spatial information, work efficiency and user's conveniences.

Automated Image Alignment and Monitoring Method for Efficient Stereoscopic 3D Contents Production (스테레오스코픽 3D 콘텐츠 제작의 효율성 향상을 위한 자동 영상정렬 및 모니터링 기법)

  • Kim, Jae-In;Kim, Taejung
    • Journal of Broadcast Engineering
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    • v.19 no.2
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    • pp.205-214
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    • 2014
  • Minimization of visual fatigue is important for production of high quality stereoscopic 3D contents. Vertical disparity of stereo images occurred during contents production is considered as the main factor of visual fatigue. To ensure correct stereoscopy vertical disparity needs to be eliminated. In this paper, a method for automated image alignment was proposed for Stereoscopic 3D contents generation and post-processing steps. The proposed method consists of two parts: rectification for image alignment and camera motion detection. The proposed method showed that its rectification performance was the most superior among the existing methods tested and that camera motion detection had a success rate of 98.35%. Through these evaluations, we confirmed that the proposed method can be effectively applied to 3D contents production.

Integral Imaging Pickup Method of Bio-Medical Data using GPU and Octree (GPU와 옥트리를 이용한 바이오 메디컬 데이터의 집적 영상 픽업 기법)

  • Jang, Young-Hee;Park, Chan;Jung, Ji-Sung;Park, Jae-Hyeung;Kim, Nam;Ha, Jung-Sung;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.1-9
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    • 2010
  • Recently, 3D stereoscopic display such as 3D stereoscopic cinemas and 3D stereoscopic TV is getting a lot of interest. In general, a stereo image can be used in 3D stereoscopic display. In other hands, for 3D auto stereoscopic display, the elemental images should be generated through visualization from every camera in a lens array. Since a lens array consists of several cameras, it takes a lot of time to generate the elemental images with respect to 3D virtual space, specially, if a large bio-medical volume data is in the 3D virtual space, it will take more time. In order to improve the problem, in this paper, we construct an octree for a given bio-medical volume data and then propose a method to generate the elemental images through efficient rendering of the Octree data using GPU. Experimental results show that the proposed method can obtain more improvement comparable than conventional one, but the development of more efficient method is required.

A Study on Expressing 3D Animation by Visual Direction : focused on 〈 How to train your dragon 〉 (시각적 연출에 의한 3D 입체 애니메이션 표현 연구: 〈드래곤 길들이기〉를 중심으로)

  • Kim, Jung-Hyun
    • Cartoon and Animation Studies
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    • s.26
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    • pp.1-30
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    • 2012
  • The purpose of animation is to give interesting stories to an audience through motion. To achieve the purpose, over the past century since its inception, animation has adopted many kinds of technologies, and thus developed diverse narrative methods and visual expression techniques. In addition, with the advancement of expression techniques, all elements making up animation have gradually been systemized, and at the same time, have helped express the worlds beyond the reality. As a result, people have faced the era when an audience can watch everything imaginated by an animation director on a big screen. These days, more efforts have been made in order for the audience to feel much more than enjoy pictures moving in a frame. In other words, the purpose of the animation is changing from the passive viewing of animation to feeling and sensing stuffs through the animation. In the center of the changing process is 3D technology which gives new interesting to an audience. Sometime ago, a 3D animation movie was produced in Korea. But it did not bring out box-office profits, for it failed to give satisfaction to an audience who expected high perfection and beauty being able to be rivalled to those of international 3D animation movies. The failure is attributable to the fact that the domestic 3D animation production industry is merely in the early stage, and has not sufficient human resources, technology, and experiences in producing 3D animation films. Moreover, the problem is that most studies on 3D focus on the technologies related to reenactment, but that few studies on the images, which an audience directly faces, have been conducted. Under the domestic circumstance, the study on stereoscopic image screen of , a 3D stereoscopic animation film which was released in 2010 and has been seen as the best successful 3D stereoscopic animation, is worthwhile. Thus this thesis conducted theoretical consideration and case analysis focusing on the visual direction that creates the pictures to deliver abundant three dimensional effect so that it can be used as a basic data when producing high quality-domestic 3D animation and training professional labor forces. In the result, it was found that the 3D animation was not a new area, but the area which has been expanded and changed by applying the characteristics of 3D image based on the principles of the existing media aesthetics. This study might be helpful to establish the foundation of the theoretical studies necessary for producing 3D animation contents for realizing the sense of reality.

Real-Time Stereoscopic Visualization of Very Large Volume Data on CAVE (CAVE상에서의 방대한 볼륨 데이타의 실시간 입체 영상 가시화)

  • 임무진;이중연;조민수;이상산;임인성
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.6
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    • pp.679-691
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    • 2002
  • Volume visualization is an important subarea of scientific visualization, and is concerned with techniques that are effectively used in generating meaningful and visual information from abstract and complex volume datasets, defined in three- or higher-dimensional space. It has been increasingly important in various fields including meteorology, medical science, and computational fluid dynamics, and so on. On the other hand, virtual reality is a research field focusing on various techniques that aid gaining experiences in virtual worlds with visual, auditory and tactile senses. In this paper, we have developed a visualization system for CAVE, an immersive 3D virtual environment system, which generates stereoscopic images from huge human volume datasets in real-time using an improved volume visualization technique. In order to complement the 3D texture-mapping based volume rendering methods, that easily slow down as data sizes increase, our system utilizes an image-based rendering technique to guarantee real-time performance. The system has been designed to offer a variety of user interface functionality for effective visualization. In this article, we present detailed description on our real-time stereoscopic visualization system, and show how the Visible Korean Human dataset is effectively visualized on CAVE.

Face-Summarization using Spatio-Temporal Volume (시공간 입체를 이용한 등장인물 얼굴요약)

  • 박재희;김휘용;김성대
    • Proceedings of the IEEK Conference
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    • 2003.07e
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    • pp.1839-1842
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    • 2003
  • 본 논문에서는 동영상 내 얼굴요약을 통하여 동영상의 접근성을 향상시키고자 하는 방법을 제안한다. 얼굴요약이란 동영상에 등장한 각 사람들을 한 장씩의 얼굴영상으로 요약하는 것을 말한다. 제안하는 얼굴요약 방법은 크게 얼굴그룹생성과 대표얼굴선정의 두 과정으로 이루어진다. 동영상에서의 얼굴그룹이란 한 사람의 얼굴영상들의 집합을 의미한다. 본 논문에서는 살색화소의 시공간에서의 연속성(spatio-temporal connectivity)및 얼굴검출기법을 이용하여 얼굴영상들을 사람에 따라 그룹화 한다. 대표얼굴이란 얼굴그룹에서 그 사람을 알아보는데 가장 적당한 얼굴영상이다. 본 논문에서는 크고 정면인 얼굴을 대표얼굴로 선정하는 방법을 제안한다. 실험결과에서는 제안한 기법을 이용하여 등장인물의 등퇴장이 빈번하게 발생할 경우에도 동영상을 얼굴 영상들로 요약할 수 있음을 보인다

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