• Title/Summary/Keyword: 포토그래메트리

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Comparison of Virtual 3D Tree Modelling Using Photogrammetry Software and Laser Scanning Technology (레이저스캐닝과 포토그래메트리 소프트웨어 기술을 이용한 조경 수목 3D모델링 재현 특성 비교)

  • Park, Jae-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.304-310
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    • 2020
  • The technology in 3D modelling have advanced not only maps, heritages, constructions but also trees modelling. By laser scanning(Faro s350) and photogrammetry software(Pix4d) for 3D modelling, this study compared with real coniferous tree and both technology's results about characteristics of shape, texture, and dimensions. As a result, both technologies all showed high reproducibility. The scanning technique showed very good results in the reproduction about bark and leaves. Comparing the detailed dimensions on it, the error between the actual tree and modelling with scanning was 1.7~2.2%, and the scanning result was larger than the actual tree. The error between the actual tree and photogrammetry was only 0.2~0.5%, which was larger than the actual tree. On the other hand, the dark areas's modelling was not fully processed. This study is meaningful as a basic research that can be used for tree DB on BIM for the landscape architecture, landscape design and analysis with AR technology, historical tree and heritage also.

A Study on the Usefulness of Photogrammetry through 3D Recording of the Rock-carved Standing Buddha in Singyeong-ri, Hongseong (홍성 신경리 마애여래입상의 3차원 기록화를 통한 포토그래메트리의 유용성 연구)

  • Oh, Jun-Young;Kim, Choong-Sik
    • Korean Journal of Heritage: History & Science
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    • v.50 no.3
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    • pp.30-43
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    • 2017
  • The purpose of this study is to improve the usefulness of photogrammetry in the field of cultural heritage recording concentrated on laser scanning. Two measurement methods(laser scanning, photogrammetry) were compared in terms of accuracy and reality for the Rock-carved Standing Buddha in Singyeong-ri, Hongseong. With regard to accuracy, the distances of major points by both shape information and between the two shape information were compared. Only a deviation of about 1mm was found in the distance measurement of the major points by both shape information. In particular, the average distance between two shape information identified through aligning was only about 0.01mm. Also, the absolute deviation within about 2mm accounted for 70% of the total, and the absolute deviation within about 3.5mm was found to be 95.4% of the total. These values showed very high similarity between laser scanning and photogrammetry-based shape information. In respect of reality, the carved depth, texture, and patterns were compared. As a result of comparing four cross-sectional shapes, only slight differences were found in the shape information of both measurement techniques and similar shapes were identified. The overall texture of both shape information was also similar. However, the detailed shape based on the photogrammetry with decimation is realized with a smoother texture than the original and laser scanning. In particular, Photogrammetry also realistically expressed the various ornaments carved in the Rock-carved Buddha and the patterns with shallow depths were comparatively detailed.

A Study on Immersive Content Production and Storytelling Methods using Photogrammetry and Artificial Intelligence Technology (포토그래메트리 및 인공지능 기술을 활용한 실감 콘텐츠 제작과 스토리텔링 방법 연구)

  • Kim, Jungho;Park, JinWan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.654-664
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    • 2022
  • Immersive content overcomes spatial limitations through convergence with extended reality, artificial intelligence, and photogrammetry technology along with interest due to the COVID-19 pandemic, presenting a new paradigm in the content market such as entertainment, media, performances, and exhibitions. However, it can be seen that in order for realistic content to have sustained public interest, it is necessary to study storytelling method that can increase immersion in content rather than technological freshness. Therefore, in this study, we propose a immersive content storytelling method using artificial intelligence and photogrammetry technology. The proposed storytelling method is to create a content story through interaction between interactive virtual beings and participants. In this way, participation can increase content immersion. This study is expected to help content creators in the accelerating immersive content market with a storytelling methodology through virtual existence that utilizes artificial intelligence technology proposed to content creators to help in efficient content creation. In addition, I think that it will contribute to the establishment of a immersive content production pipeline using artificial intelligence and photogrammetry technology in content production.

Trends in High-Resolution 3D Data Generation Technologies (고해상도 3D 데이터 생성 기술 분석 및 연구 동향)

  • Kim, H.J.;Choi, J.Y.;Oh, A.R.;Jee, H.K.
    • Electronics and Telecommunications Trends
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    • v.37 no.3
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    • pp.64-73
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    • 2022
  • As the COVID-19 pandemic has decreased face-to-face communication in everyday life, our interest in cultural communication via virtual world has grown significantly. In particular, the demand for applications that use three-dimensional (3D) data generation technology such as virtual reality, augmented reality, virtual performances, and realistic content is rapidly increasing in the entertainment and gaming industries. Additionally, improved computing capacity has increased the demand for high-resolution data. This study investigates the trends in 3D scanning and photogrammetry technologies that can support high-quality 3D data generation and introduces the high-resolution 3D data generation technology developed and reported in ETRI.

Accuracy Evaluation of 3D Slope Model Produced by Drone Taken Images (드론 촬영으로 작성한 비탈면 3차원 모델의 품질 분석)

  • Kang, Inkyu;Kim, Taesik
    • Journal of the Korean GEO-environmental Society
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    • v.21 no.6
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    • pp.13-17
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    • 2020
  • In the era of the fourth industrial revolution, drones are being used in various civil engineering fields. Currently, the construction and maintenance of slopes are generally managed by manpower. This method has a risk of safety accidents, and it is difficult to accurately evaluate the slope because it is difficult to secure the vision. In this paper, the effects of RTK and GCP on the 3D model of the slope were studied by using digital images taken by the drone. GNSS coordinates were measured for nine points to compare the quality of the slope 3D model, three points of which were used as the check points and the remaining points were used as GCPs. When making the 3D model of the slope using high-accuracy geotagging images using RTK, it was found that the error at the check point decreases as the number of GCP increases. Even if GNSS was used, it was found that the error at the check points of the 3D slope model was not significant when the GCPs were applied. However, it was found that even if high-accuracy geotagging images are used using the RTK module, a significant error occur when the 3D slope model is created without applying GCPs. Therefore, it can be stated that GCP must be applied to create the 3D slope model in which information about the height as well as plane information is important.