• Title/Summary/Keyword: 2D Video

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Joint Rate Control Scheme for Terrestrial Stereoscopic 3DTV Broadcast (스테레오스코픽 3차원 지상파 방송을 위한 합동 비트율 제어 연구)

  • Chang, Yongjun;Kim, Munchurl
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.14-17
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    • 2010
  • Following the proliferation of three-dimensional video contents and displays, many terrestrial broadcasting companies prepare for starting stereoscopic 3DTV service. In terrestrial stereoscopic broadcast, it is a difficult task to code and transmit two video sequences while sustaining as high quality as 2DTV broadcast attains due to the limited bandwidth defined by the existing digital TV standards such as ATSC. Thus, a terrestrial 3DTV broadcasting system with heterogeneous video coding systems is considered for terrestrial 3DTV broadcast where the left image and right images are based on MPEG-2 and H.264/AVC, respectively, in order to achieve both high quality broadcasting service and compatibility for the existing 2DTV viewers. Without significant change in the current terrestrial broadcasting systems, we propose a joint rate control scheme for stereoscopic 3DTV service. The proposed joint rate control scheme applies to the MPEG-2 encoder a quadratic rate-quantization model which is adopted in the H.264/AVC. Then the controller is designed for the sum of two bit streams to meet the bandwidth requirement of broadcasting standards while the sum of image distortions is minimized by adjusting quantization parameter computed from the proposed optimization scheme. Besides, we also consider a condition on quality difference between the left and right images in the optimization. Experimental results demonstrate that the proposed bit rate control scheme outperforms the rate control method where each video coding standard uses its own bit rate control algorithm in terms of minimizing the mean image distortion as well as the mean value and the variation of absolute image quality differences.

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A Mixed Reality Based Interface for Planing Layouts (공간 배치를 위한 혼합현실 기반의 인터페이스)

  • Kang, Hyun;Lee, Gun A.;Son, Wook-Ho
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.45-51
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    • 2007
  • Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier methods to accommodate physical objects into virtual space planning task, we suggest applying mixed reality (MR) interface. We describe our hardware and software of our MR system designed according to requirements of the application domain. In brief, our system hardware consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.

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Stabilization Technique for 360 VR Video Sequences (360 VR 영상용 흔들림 제거 기술)

  • Kim, Geun-Bae;Lee, Jae-Yung;Han, Jong-Ki
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.817-828
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    • 2017
  • In this paper, we propose an efficient stabilization algorithm for 360 VR sequence, where the geometric information and the relationship between various projection formats have been utilized. The proposed scheme consists of '1st stitching', 'extraction of wide angle picture from VR data', 'stabilization', and '2nd stitching'. The simulation results show that the proposed method outperforms the conventional algorithms in the viewpoint of image quality for end-user.

Measurement of Breakup Length of Viscous Liquid Jet in Stagnant Air (정지공기중 점성유체 분류의 분열길이 측정)

  • Rhim, Jung-Hyun;Ryu, Keun-Young;Lim, Sung-Bin;No, Soo-Young
    • Journal of ILASS-Korea
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    • v.3 no.4
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    • pp.1-7
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    • 1998
  • The measurement of breakup length of viscous liquid jet in stagnant air was conducted by a 3CCD digital video camera. The nozzle diameters of 4, 6, 8mm with L/d=50 were selected and the dynamic viscosity of viscous liquid made of glycerine and water was in the range of $1.061\times10^{-6}m^2/s$ to $4.935\times10^{-5}m^2/s$. The critical velocity is decreased and the breakup length is increased with the increase of nozzle diameter at the same dynamic viscosity of liquid. At the same nozzle diameter, the breakup length and the critical velocity are both increased with the increase of dynamic viscosity of liquid. It is found in the theoretical analysis that the initial disturbance level is the main cause of occurrance of critical Reynolds number in the stability curve. The comparison of experimental critical Reynolds number and the empirical correlation by Tanasawa and Toyota reveals the relatively good agreement.

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Efficient Integer pel and Fractional pel Motion Estimation on H.264/AVC (H.264/AVC에서 효율적인 정화소.부화소 움직임 추정)

  • Yoon, Hyo-Sun;Kim, Hye-Suk;Jung, Mi-Gyoung;Kim, Mi-Young;Cho, Young-Joo;Kim, Gi-Hong;Lee, Guee-Sang
    • The KIPS Transactions:PartB
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    • v.16B no.2
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    • pp.123-130
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    • 2009
  • Motion estimation (ME) plays an important role in digital video compression. But it limits the performance of image quality and encoding speed and is computational demanding part of the encoder. To reduce computational time and maintain the image quality, integer pel and fractional pel ME methods are proposed in this paper. The proposed method for integer pel ME uses a hierarchical search strategy. This strategy method consists of symmetrical cross-X pattern, multi square grid pattern, diamond patterns. These search patterns places search points symmetrically and evenly that can cover the overall search area not to fall into the local minimum and to reduce the computational time. The proposed method for fractional pel uses full search pattern, center biased fractional pel search pattern and the proposed search pattern. According to block sizes, the proposed method for fractional pel decides the search pattern adaptively. Experiment results show that the speedup improvement of the proposed method over Unsymmetrical cross Multi Hexagon grid Search (UMHexagonS) and Full Search (FS) can be up to around $1.2{\sim}5.2$ times faster. Compared to image quality of FS, the proposed method shows an average PSNR drop of 0.01 dB while showing an average PSNR gain of 0.02 dB in comparison to that of UMHexagonS.

An Early Termination Algorithm of Prediction Unit (PU) Search for Fast HEVC Encoding (HEVC 고속 부호화를 위한 PU 탐색 조기 종료 기법)

  • Kim, Jae-Wook;Kim, Dong-Hyun;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.627-630
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    • 2014
  • The latest video coding standard, high efficiency video coding (HEVC) achieves high coding efficiency by employing a quadtree-based coding unit (CU) block partitioning structure which allows recursive splitting into four equally sized blocks. At each depth level, each CU is partitioned into variable sized blocks of prediction units (PUs). However, the determination of the best CU partition for each coding tree unit (CTU) and the best PU mode for each CU causes a dramatic increase in computational complexity. To reduce such computational complexity, we propose a fast PU decision algorithm that early terminates PU search. The proposed method skips the computation of R-D cost for certain PU modes in the current CU based on the best mode and the rate-distortion (RD) cost of the upper depth CU. Experimental results show that the proposed method reduces the computational complexity of HM12.0 to 18.1% with only 0.2% increases in BD-rate.

A Wavefront Array Processor Utilizing a Recursion Equation for ME/MC in the frequency Domain (주파수 영역에서의 움직임 예측 및 보상을 위한 재귀 방정식을 이용한 웨이브프런트 어레이 프로세서)

  • Lee, Joo-Heung;Ryu, Chul
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.10C
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    • pp.1000-1010
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    • 2006
  • This paper proposes a new architecture for DCT-based motion estimation and compensation. Previous methods do riot take sufficient advantage of the sparseness of 2-D DCT coefficients to reduce execution time. We first derive a recursion equation to perform DCT domain motion estimation more efficiently; we then use it to develop a wavefront array processor (WAP) consisting of processing elements. In addition, we show that the recursion equation enables motion predicted images with different frequency bands, for example, from the images with low frequency components to the images with low and high frequency components. The wavefront way Processor can reconfigure to different motion estimation algorithms, such as logarithmic search and three step search, without architectural modifications. These properties can be effectively used to reduce the energy required for video encoding and decoding. The proposed WAP architecture achieves a significant reduction in computational complexity and processing time. It is also shown that the motion estimation algorithm in the transform domain using SAD (Sum of Absolute Differences) matching criterion maximizes PSNR and the compression ratio for the practical video coding applications when compared to tile motion estimation algorithm in the spatial domain using either SAD or SSD.

Non-Real-Time 3D Video Services for Terrestrial DMB (지상파 DMB 비실시간 3D 비디오 서비스)

  • Kim, Yong-Han;Park, Min-Kyu;Oh, Chang-Yeol;Yun, Kug-Jin;Lee, Bong-Ho;Hur, Nam-Ho;Lee, Soo-In
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.83-85
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    • 2010
  • 최근 소형 무안경식 스테레오스코픽 디스플레이가 저가에 양산될 수 있게 되어 이를 장착한 휴대형 기기를 통한 스테레오스코픽 서비스에 대한 관심이 고조되고 있다. 지상파 DMB 수신 겸용 휴대폰의 경우에도 이러한 3D 디스플레이를 장착할 수 있으므로, 지상파 DMB를 통해 3D 비디오 서비스를 제공하는 데에도 관심이 고조되고 있다. 그러한 현재 지상파 DMB 채널은 가용 전송률이 거의 남아 있지 못한 상태이므로, 실시간으로 이러한 서비스를 제공할 수 없다. 본 논문에서는 기존 지상파 DMB 비디오 서비스를 위해 전송되는 비디오 압축 데이터를 3D 영상의 좌우 영상 중 한 영상으로 사용하고, 다른쪽 영상은 비실시간적인 방법으로 수신기로 전송함으로써 기존 지상파 DMB 비디오 서비스와 호환적으로 3D 비디오 서비스를 제공할 수 있는 방법 2 가지를 제안한다. 첫 번째 방법은 지상파 DMB의 파일 다운로드 프로토콜인 MOT(Multimedia Object Transfer)를 이용하여 3D 영상에 필요한 한 쪽 영상을 파일 형태로 미리 수신기로 다운로드해 준 후, 실시간으로 전송되어 오는 2D 비디오 데이터와 함께 디스플레이하는 MOT/스트림 모드 비실시간 3D 비디오 서비스이며, 두 번째 방법은 광고 영상과 같이 일정 기간 중에 반복적으로 전송되는 콘텐트에 대해 추가로 필요한 전송률이 거의 없이 3D 비디오로 제공할 수 있는 반복 콘텐트 비실시간 3D 비디오 서비스이다.

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Precision comparison of 3D photogrammetry scans according to the number and resolution of images

  • Park, JaeWook;Kim, YunJung;Kim, Lyoung Hui;Kwon, SoonChul;Lee, SeungHyun
    • International journal of advanced smart convergence
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    • v.10 no.2
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    • pp.108-122
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    • 2021
  • With the development of 3D graphics software and the speed of computer hardware, it is an era that can be realistically expressed not only in movie visual effects but also in console games. In the production of such realistic 3D models, 3D scans are increasingly used because they can obtain hyper-realistic results with relatively little effort. Among the various 3D scanning methods, photogrammetry can be used only with a camera. Therefore, no additional hardware is required, so its demand is rapidly increasing. Most 3D artists shoot as many images as possible with a video camera, etc., and then calculate using all of those images. Therefore, the photogrammetry method is recognized as a task that requires a lot of memory and long hardware operation. However, research on how to obtain precise results with 3D photogrammetry scans is insufficient, and a large number of photos is being utilized, which leads to increased production time and data capacity and decreased productivity. In this study, point cloud data generated according to changes in the number and resolution of photographic images were produced, and an experiment was conducted to compare them with original data. Then, the precision was measured using the average distance value and standard deviation of each vertex of the point cloud. By comparing and analyzing the difference in the precision of the 3D photogrammetry scans according to the number and resolution of images, this paper presents a direction for obtaining the most precise and effective results to 3D artists.

A 10-bit 20-MHz CMOS A/D converter (10-bit 20-MHz CMOS A/D 변환기)

  • 최희철;안길초;이승훈;강근순;이성호;최명준
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.33A no.4
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    • pp.152-161
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    • 1996
  • In tis work, a three-stage pipelined A/D converter (ADC) was implemented to obtain 10-bit resolution at a conversion rate of 20 msamples/s for video applications. The ADC consists of three identical stages employing a mid-rise coding technique. The interstage errors such as offsets and clock feedthrough are digitally corrected in digitral logic by one overlapped bit between stages. The proposed ADC is optimized by adopting a unit-capacitor array architecture in the MDAC to improve the differential nonlinearity and the yield. Reduced power dissipation has been achieve dby using low-power latched comparators. The prototype was fabricated in a 0.8$\mu$m p-well CMOS technology. The ADC dissipates 160 mW at a 20 MHz clock rate with a 5 V single supply voltage and occupies a die area of 7 mm$^{2}$(2.7 mm $\times$ 2.6mm) including bonding pads and stand-alone internal bias circuit. The typical differential and integral nonlinarities of the prototype are less than $\pm$ 0.6 LSB and $\pm$ 1 LSB, respectively.

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