• Title/Summary/Keyword: 2D Video

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APPLICATIONS OF MSC PAN NUC FOR RADIOMETRIC CALNAL OF KOMPSAT-2 (다목적실용위성 아리랑 2호의 검보정을 위한 MSCPAN 에 대한 NUC 적용과 결과 분석)

  • Song, J.H.;Park, S.Y.;Seo, D.C.;Lee, D-H;Lim, H.S.
    • Proceedings of the KSRS Conference
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    • 2007.03a
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    • pp.308-310
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    • 2007
  • 복사 보정에 해당하는 NUC(Non-Uniformity Correction)은 MSC 각각의 픽셀들이 가지는 상이한 특성을 균일한 이미지를 얻기 위해 보정하는 작업으로서 KOMPSAT-2 검보정 작업 중 Video Processor 의 Electrical Gain/Offset 의 보정 과 더 불어 매 우 중요한 비중을 차지하는 과정이다. 본 논문에서는 KOMPSAT-2 의 Panchromatic 밴드의 raw image 를 이 용한 NUC 보정 작업 의 과정과 그 결과에 대해서 소개하고자 한다.

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Measurement of the Local Heat Transfer Coefficient on a Concave Surface with a Turbulent round Impinging Jet (오목표면에 분사되는 난류원형충돌제트에 대한 국소열전달계수 측정에 관한 연구)

  • Lim, K.B.
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.7 no.1
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    • pp.112-119
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    • 1995
  • Measurements of the local heat transfer coeffcients on a spherically concave surface with a round impinging jet are presented. The liquid crystal transient method was used for these measurements. This method, which is a variation on the transient method, suddenly exposes a preheated wall to an impinging jet while video recording the response of liquid crystals for the measurement of the surface temperature. The Reynolds numbers used were 1,000, 23,000 and 50,000 and the nozzle-to-jet distance was L/d=2, 4, 6, 8, 10. Presented results are compared to previous measurements for flat plate. In the experiment, the local heat transfer Nusselt numbers on a concave surface are higher than those on a flat plate. Maximum Nusselt number at all region occured at L/d=6 and second maximum in the Nusselt number occured at R/d=2 for both Re=50,000 and Re=23,000 in case of L/d=2 and for only Re=50,000 in case of L/d=4. All other cases exhibit monotonically decreasing value of the Nusselt number along the curved surface.

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Change of electroencephalograph during 3-dimensional image load (입체 TV 영상(3D) 주시시의 유발전위)

  • Cho, Am
    • Journal of the Ergonomics Society of Korea
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    • v.9 no.2
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    • pp.29-35
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    • 1990
  • To investigate and analyze of the human brain-wave changes during 3-dimenslonal image load were expected to take not only an important basic information of 3-dimensional TV usage but also 3-dimensional image design. In this experiment, to analyze the difference of visual analyze handing system for which we present the 2- dimensional image having no parallex and 3-dimensional image by visual evoked potentials(VEP). 2-dimensional image and 3-dimensional image displayed on the screen through video. In the test, the time interval was one sec for presentation of stimulus considering united time of visual information of right eye and left eye during watching the 3-dimensional image also display time interval was 200 mesc for each stimulus image. Results are as follow, (1) N190 appears faster 16msec-20msec in the point of Fz, Cz, Pz, Oz when loaded 3D4 angle than 2D3 angle. (2) About of the P300, 3D4 angle(Otherwise, Oz point was reverse) and in the case of no equipment of liquid crystal shutter, there appeared PEAK near the P250. (3) There were 5% significant difference when the liquid crystal shutter was equiped and didn't, Therefore, this phenomenon show the possibility that Liquid crystal shutter influences on Visual Evoked Potentials.

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Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

Human Motion Tracking by Combining View-based and Model-based Methods for Monocular Video Sequences (하나의 비디오 입력을 위한 모습 기반법과 모델 사용법을 혼용한 사람 동작 추적법)

  • Park, Ji-Hun;Park, Sang-Ho;Aggarwal, J.K.
    • The KIPS Transactions:PartB
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    • v.10B no.6
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    • pp.657-664
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    • 2003
  • Reliable tracking of moving humans is essential to motion estimation, video surveillance and human-computer interface. This paper presents a new approach to human motion tracking that combines appearance-based and model-based techniques. Monocular color video is processed at both pixel level and object level. At the pixel level, a Gaussian mixture model is used to train and classily individual pixel colors. At the object level, a 3D human body model projected on a 2D image plane is used to fit the image data. Our method does not use inverse kinematics due to the singularity problem. While many others use stochastic sampling for model-based motion tracking, our method is purely dependent on nonlinear programming. We convert the human motion tracking problem into a nonlinear programming problem. A cost function for parameter optimization is used to estimate the degree of the overlapping between the foreground input image silhouette and a projected 3D model body silhouette. The overlapping is computed using computational geometry by converting a set of pixels from the image domain to a polygon in the real projection plane domain. Our method is used to recognize various human motions. Motion tracking results from video sequences are very encouraging.

Complexity Analysis of Internet Video Coding (IVC) Decoding

  • Park, Sang-hyo;Dong, Tianyu;Jang, Euee S.
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.179-188
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    • 2017
  • The Internet Video Coding (IVC) standard is due to be published by Moving Picture Experts Group (MPEG) for various Internet applications such as internet broadcast streaming. IVC aims at three things fundamentally: 1) forming IVC patents under a free of charge license, 2) reaching comparable compression performance to AVC/H.264 constrained Baseline Profile (cBP), and 3) maintaining computational complexity for feasible implementation of real-time encoding and decoding. MPEG experts have worked diligently on the intellectual property rights issues for IVC, and they reported that IVC already achieved the second goal (compression performance) and even showed comparable performance to even AVC/H.264 High Profile (HP). For the complexity issue, however, there has not been thorough analysis on IVC decoder. In this paper, we analyze the IVC decoder in view of the time complexity by evaluating running time. Through the experimental results, IVC is 3.6 times and 3.1 times more complex than AVC/H.264 cBP under constrained set (CS) 1 and CS2, respectively. Compared to AVC/H.264 HP, IVC is 2.8 times and 2.9 times slower in decoding time under CS1 and CS2, respectively. The most critical tool to be improved for lightweight IVC decoder is motion compensation process containing a resolution-adaptive interpolation filtering process.

RGB-Depth Camera for Dynamic Measurement of Liquid Sloshing (RGB-Depth 카메라를 활용한 유체 표면의 거동 계측분석)

  • Kim, Junhee;Yoo, Sae-Woung;Min, Kyung-Won
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.32 no.1
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    • pp.29-35
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    • 2019
  • In this paper, a low-cost dynamic measurement system using the RGB-depth camera, Microsoft $Kinect^{(R)}$ v2, is proposed for measuring time-varying free surface motion of liquid dampers used in building vibration mitigation. Various experimental studies are conducted consecutively: performance evaluation and validation of the $Kinect^{(R)}$ v2, real-time monitoring using the $Kinect^{(R)}$ v2 SDK(software development kits), point cloud acquisition of liquid free surface in the 3D space, comparison with the existing video sensing technology. Utilizing the proposed $Kinect^{(R)}$ v2-based measurement system in this study, dynamic behavior of liquid in a laboratory-scaled small tank under a wide frequency range of input excitation is experimentally analyzed.

Selective temporal error concealment method for H.264/AVC (H.264/AVC를 위한 선택적 시간축 에러 은닉 방법)

  • Jung Bongsoo;Choi Woongil;Jeon Byeungwoo;Kim Myung-Don;Choi Song-In
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.2 s.302
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    • pp.87-100
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    • 2005
  • In this paper, we propose a new selective temporal error concealment algerian best suited for H.264/AVC. The proposed algorithm performs selective temporal error concealment depending on whether the lost block is at background or foreground. It the corrupted macroblock is decided as at background, then the simple temporal replacement is performed. Also we propose replacing a lost block at foreground with the selective average of respectively estimated blocks from the multiple reference frames. This paper supposes error-corrupted H.264/AVC video bitstreams over CDMA2000 (or UMTS) air interface. It is shown that under Flexible Macroblock Ordering (FMO) coding of H.264/AVC, the proposed algorithm provides PSNR gain up to 1.18dB compared to built-in algorithm in the K264/AVC test model. In addition, the proposed error concealment method has average PSNR improvement of 0.33dB compared with that under N-slice coding mode. The proposed algorithm also provides better subjective video quality than other conventional error concealment algorithms.

MPEG-4 Video Frame-based Bitrate Control using 2D History Pool and Sliding Window (2차원 히스토리 풀과 슬라이딩 윈도우를 이용한 MPEG-4 비디오 프레임 기반 비트 생성율 제어 방법)

  • Park, Gwang-Hoon;Lee, Yoon-Jin
    • Journal of KIISE:Software and Applications
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    • v.29 no.6
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    • pp.355-366
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    • 2002
  • This paper introduces the MPEG-4 video frame-based bitrate control methodology using two dimensional history pool and a sliding window. Proposed method preferentially clusters the encoded results according to the image characteristics and stores those results into the 2 dimensional history pool. Among the stored results in the pool, the sliding window collects the encoded results whose characteristics are very similar to the image frame to be encoded. Feedback regression is finally carried out bated on the collected results. Therefore proposed method can actively adapt to the rapid varying image characteristics by reducing the occurrences of the extrapolations when determining the quantization steps. Proposed method has better performances than the MPEG-4 frame-based bitrate control algorithm by evaluating with the actually encoded bits per frame, encoded PSNR's, and frame skips.

Multi-view Video Codec for 3DTV (3DTV를 위한 다시점 동영상 부호화 기법)

  • Bae Jin-Woo;Song Hyok;Yoo Ji-Sang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.3A
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    • pp.337-344
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    • 2006
  • In this paper, we propose a multi-view video codec for 3DTV system. The proposed algorithm is not only to reduce the temporal and spatial redundancy but also to reduce the redundancy among each view. With these results, we can improve the coding efficiency for multi-view video sequences. In order to reduce the redundancy of each view more efficiently, we define the assembled image(AI) that is generated by the global disparity compensation of each view. In addition, the proposed algorithm is based on MPEG-2 structure so that we can easily implement 3DTV system without changing the conventional 2D digital TV system. Experimental results show that the proposed algorithm performs very well. It also performs better than MPEG-2 simulcast coding method. The newly proposed codec also supports the view scalability, accurate temporal synchronization among multiple views and random access capability in view dimension.