• Title/Summary/Keyword: 이미지 기반 가상현실

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GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.71-80
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    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

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Development of Autonomous Vehicle Learning Data Generation System (자율주행 차량의 학습 데이터 자동 생성 시스템 개발)

  • Yoon, Seungje;Jung, Jiwon;Hong, June;Lim, Kyungil;Kim, Jaehwan;Kim, Hyungjoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.19 no.5
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    • pp.162-177
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    • 2020
  • The perception of traffic environment based on various sensors in autonomous driving system has a direct relationship with driving safety. Recently, as the perception model based on deep neural network is used due to the development of machine learning/in-depth neural network technology, a the perception model training and high quality of a training dataset are required. However, there are several realistic difficulties to collect data on all situations that may occur in self-driving. The performance of the perception model may be deteriorated due to the difference between the overseas and domestic traffic environments, and data on bad weather where the sensors can not operate normally can not guarantee the qualitative part. Therefore, it is necessary to build a virtual road environment in the simulator rather than the actual road to collect the traning data. In this paper, a training dataset collection process is suggested by diversifying the weather, illumination, sensor position, type and counts of vehicles in the simulator environment that simulates the domestic road situation according to the domestic situation. In order to achieve better performance, the authors changed the domain of image to be closer to due diligence and diversified. And the performance evaluation was conducted on the test data collected in the actual road environment, and the performance was similar to that of the model learned only by the actual environmental data.

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.

Construction of Information System for Cultural Heritages Management Using Web (웹을 이용한 문화재 관리 정보시스템 구축)

  • Jang, Ho-Sik;Roh, Tae-Ho;Lee, Jong-Chool
    • Journal of Korean Society for Geospatial Information Science
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    • v.12 no.1 s.28
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    • pp.63-68
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    • 2004
  • Since 20th century, the rapid growth in economy development and ill-advisable construction of infrastructure which causing injury of nature has generated an El Nino phenomenon problems. For this reason, establishment of heritage preservation plan is being required to prevent damages of important cultural assets from natural disaster. In this study, we obtained both 3D-dxf and VRML-wrl(which support 3D image) files from stone pagodas(stone cultural heritages) by using the digital photogrammetric program. Then database are formed by these two files with other attribute informations. And we made existing cultural heritages management information data format to be unified using JAVA, HTML, and Cosmo Player. Thus, we could construct the web-server for Cultural Heritages Management Information System to contribute not only effective management but also ease of use for expert or amateur user in using of cultural assets informations. And, in virtual reality system, we could make texture presented like as actual texture by using the VRML program.

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Hair Classification and Region Segmentation by Location Distribution and Graph Cutting (위치 분포 및 그래프 절단에 의한 모발 분류와 영역 분할)

  • Kim, Yong-Gil;Moon, Kyung-Il
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.1-8
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    • 2022
  • Recently, Google MedeiaPipe presents a novel approach for neural network-based hair segmentation from a single camera input specifically designed for real-time, mobile application. Though neural network related to hair segmentation is relatively small size, it produces a high-quality hair segmentation mask that is well suited for AR effects such as a realistic hair recoloring. However, it has undesirable segmentation effects according to hair styles or in case of containing noises and holes. In this study, the energy function of the test image is constructed according to the estimated prior distributions of hair location and hair color likelihood function. It is further optimized according to graph cuts algorithm and initial hair region is obtained. Finally, clustering algorithm and image post-processing techniques are applied to the initial hair region so that the final hair region can be segmented precisely. The proposed method is applied to MediaPipe hair segmentation pipeline.

Shadow of War Covering the Steam Punk Animations (스팀펑크 애니메이션에 드리운 전쟁의 그늘 -미야자키 하야오 감독의 작품을 중심으로-)

  • Oh, Jin-hee
    • Cartoon and Animation Studies
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    • s.46
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    • pp.63-84
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    • 2017
  • Overwhelming images of vividly colored aircraft flying across the blue sky and steam gushing from massive machines are reminiscent of Japanese animation films, especially of works by master director Hayao Miyazaki. By presenting together steam engines, which are mechanical devices of the Industrial Age in the past, and aircraft of the future age, the director constructs ambiguous space and time. These special time and space constitute nostalgia for past time, with devices called steam engines as a medium, and a longing for science and the future as represented by aircraft. In addition, the anticipation and disappointment, ideals and regrets of humans who see these two from the perspective of the present are projected on the works. This shares the characteristic of the steam punk genre, which seeks to return to the past rather than to face current problems. A subgenre of science fiction (henceforth "sci-fi"), steam punk reflects fundamental skepticism of science and technology and mechanized civilization, which have developed beyond human control. In addition, as works that clearly display such characteristics, director Miyazaki's and < $Nausica{\ddot{a}}$ of the Valley of Wind> can be examined. With spectacles of steam engines and aircraft, these two works enticingly visualize narratives about nature and humans and about the environment and destruction. Such attractiveness on the part of the master director's works has led to support from fans worldwide. However, often in the backgrounds of director Miyazaki's works, which have depicted ideal worlds of nature, environment, and community as highly concentrated fantasies, lie presuppositions of war and the end of the world. As works that are especially prominent in such characteristics, there are and . These two works betray the expectations of the audience by establishing the actual wartime as the temporal background and proceeding toward narratives of reality. Trapped in the ontological identity of the director himself, the war depicted by him projects a subjective and romantic attitude. Such a problem stems also from the ambiguity of the hybrid space and time, which is basic to the steam punk genre. This is because the basic characteristic of steam punk is to transplant past time, which humans were able to control, in the future from a perspective of optimism and longing via steam engines rather than to face current problems. In this respect, steam punk animation films in themselves can be seen as having significance and limitations at the same time.