• Title/Summary/Keyword: 3-D Object

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Fabrication of Real-Time Hologram for the Implementation of 3-D Moving Picture (3차원 동영상을 구현하기 위한 실시간 홀로그램의 제작)

  • 배장근;박세준;김수중
    • Journal of the Korean Institute of Telematics and Electronics T
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    • v.36T no.1
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    • pp.25-31
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    • 1999
  • A real-time holography system using LCD with CCD camera is proposed. In this system, the rainbow hologram is used since it can be reconstructed by white light source. And to record on CCD camera, a kind of in-line holography method is used to widen the width of the fringe pattern. The interference fringe pattern by proposed system is detected with CCD camera and transferred to the LCD. A 3-dimensional image is reconstructed when the white light source illuminates the LCD. If the position of the input image is changed, that of the reconstructed image is also changed. So it can represent 3-dimensional moving images at real-time. In this paper, to confirm the usefulness of the proposed method, the reconstructed image by holographic film is compared to the same reconstructed image by LCD. In the recording process, the optimal ratio of the reference and object beam intensity is also investigated.

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FPGA Design of a SURF-based Feature Extractor (SURF 알고리즘 기반 특징점 추출기의 FPGA 설계)

  • Ryu, Jae-Kyung;Lee, Su-Hyun;Jeong, Yong-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.3
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    • pp.368-377
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    • 2011
  • This paper explains the hardware structure of SURF(Speeded Up Robust Feature) based feature point extractor and its FPGA verification result. SURF algorithm produces novel scale- and rotation-invariant feature point and descriptor which can be used for object recognition, creation of panorama image, 3D Image restoration. But the feature point extraction processing takes approximately 7,200msec for VGA-resolution in embedded environment using ARM11(667Mhz) processor and 128Mbytes DDR memory, hence its real-time operation is not guaranteed. We analyzed integral image memory access pattern which is a key component of SURF algorithm to reduce memory access and memory usage to operate in c real-time. We assure feature extraction that using a Vertex-5 FPGA gives 60frame/sec of VGA image at 100Mhz.

Semi-automatic Camera Calibration Using Quaternions (쿼터니언을 이용한 반자동 카메라 캘리브레이션)

  • Kim, Eui Myoung
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.36 no.2
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    • pp.43-50
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    • 2018
  • The camera is a key element in image-based three-dimensional positioning, and camera calibration, which properly determines the internal characteristics of such a camera, is a necessary process that must be preceded in order to determine the three-dimensional coordinates of the object. In this study, a new methodology was proposed to determine interior orientation parameters of a camera semi-automatically without being influenced by size and shape of checkerboard for camera calibration. The proposed method consists of exterior orientation parameters estimation using quaternion, recognition of calibration target, and interior orientation parameter determination through bundle block adjustment. After determining the interior orientation parameters using the chessboard calibration target, the three-dimensional position of the small 3D model was determined. In addition, the horizontal and vertical position errors were about ${\pm}0.006m$ and ${\pm}0.007m$, respectively, through the accuracy evaluation using the checkpoints.

The System for 3D Image Obtain and Provide corresponding to User's Viewpoint (사용자 시점에 대응 3차원 영상 획득 및 제공 시스템)

  • Lee, Seung-Jae;Jeon, Yeong-Mi;Kim, Nam-Woo;Jeong, Do-Un
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.835-837
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    • 2016
  • In this research, Detect viewpoint of the user in other to obtain the coordinates and provided obtain a corresponding stereo images of different positions, Provide a system which can be observed remotely break the spatial limits. For system configuration Designed with a physical action such as left and right movement and rotation of the head is the largest factor in human viewpoint change. Therefore, this system is calculated to analyze user viewpoint, Control system for providing three-dimensional images obtained, It is implemented in network communication for data transmission, As the user observed the object in the same space even though free to observe a target at a remote location, Obtaining a stereo image that corresponds to the viewpoint providing a three-dimensional image, We implemented a system that provides the same visual effect and directly observed.

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The GEO-Localization of a Mobile Mapping System (모바일 매핑 시스템의 GEO 로컬라이제이션)

  • Chon, Jae-Choon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.27 no.5
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    • pp.555-563
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    • 2009
  • When a mobile mapping system or a robot is equipped with only a GPS (Global Positioning System) and multiple stereo camera system, a transformation from a local camera coordinate system to GPS coordinate system is required to link camera poses and 3D data by V-SLAM (Vision based Simultaneous Localization And Mapping) to GIS data or remove the accumulation error of those camera poses. In order to satisfy the requirements, this paper proposed a novel method that calculates a camera rotation in the GPS coordinate system using the three pairs of camera positions by GPS and V-SLAM, respectively. The propose method is composed of four simple steps; 1) calculate a quaternion for two plane's normal vectors based on each three camera positions to be parallel, 2) transfer the three camera positions by V-SLAM with the calculated quaternion 3) calculate an additional quaternion for mapping the second or third point among the transferred positions to a camera position by GPS, and 4) determine a final quaternion by multiplying the two quaternions. The final quaternion can directly transfer from a local camera coordinate system to the GPS coordinate system. Additionally, an update of the 3D data of captured objects based on view angles from the object to cameras is proposed. This paper demonstrated the proposed method through a simulation and an experiment.

Intraobserver and interobserver reproducibility in linear measurements on axial images obtained by cone-beam computed tomography

  • Silva, Nathalia Cristine da;Barriviera, Mauricio;Junqueira, Jose Luiz Cintra;Panzarella, Francine Kuhl;Raitz, Ricardo
    • Imaging Science in Dentistry
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    • v.47 no.1
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    • pp.11-15
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    • 2017
  • Purpose: This study was performed to investigate the intra- and inter-observer variability in linear measurements with axial images obtained by PreXion (PreXion Inc., San Mateo, USA) and i-CAT(Imaging Sciences International, Xoran Technologies Inc., Hatfield, USA) CBCT scanners, with different voxel sizes. Materials and Methods: A cylindrical object made from nylon with radiopaque markers (phantom) was scanned by i-CAT and PreXion 3D devices. For each axial image, measurements were taken twice in the horizontal(distance A-B) and vertical (distance C-D) directions, randomly, with a one-week interval between measurements, by four oral radiologists with five years or more experience in the use of these measuring tools. Results: All of the obtained linear measurements had lower values than those of the phantom. The statistical analysis showed high intra- and inter-observer reliability (p=0.297). Compared to the real measurements, the measurements obtained using the i-CAT device and PreXion tomography, on average, revealed absolute errors ranging from 0.22 to 0.59 mm and from 0.23 to 0.63 mm, respectively. Conclusion: It can be concluded that both scanners are accurate, although the linear measurements are underestimations, with no significant differences between the evaluators.

An Algorithm for the Multi-view Image Improvement with the Resteicted Number of Images in Texture Extraction (텍스쳐 추출시 제한된 수의 참여 영상을 이용한 Multi-view 영상 개선 알고리듬)

  • 김도현;양영일
    • Journal of Korea Multimedia Society
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    • v.3 no.1
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    • pp.34-40
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    • 2000
  • '[n this paper, we propose an efficient multi-view image coding algorithm which finds the optimal texture from a restricted number of multi-view image. The X-Y plane of the normalized object space is divided into the triangular patches. The depth of each node is determined by appling a block based disparity compensation method. Thereafter the texture of each patch is extracted by appling an affine transformation based disparity compensation method to the multi-view images. We reduced the number of images needed to determine the texture compared to traditional methods which use all the multi-view image in the texture extraction. The experimental results show that the SNR of images encoded by the proposed algorithm is better than that of images encoded by the traditional method by the approximately 0.2dB for the test sets of multi -view image called dragon, santa, city and kid. Image data recovered after encoding by the proposed method show a better visual results than after using traditional method.

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Optimal Spacings for Urban Arterial Network (도시간선도로망(都市幹線道路網)의 적정간격(適正間隔))

  • Park, Chang Ho
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.2 no.3
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    • pp.33-41
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    • 1982
  • Development is given for an analytical approach that can investigate parameters characterizing road network geometry. A grid transportation network having a hierarchy structure is considered on a homogeneous and isotropic urban plane in which trip origins and destinations are uniformly dispersed and the trip length distribution is independent of the location of the origin. The object is to find the optimal spacings between urban arterials so as to minimize the sum of travel and construction costs, subject to the hypothesis that a trip assignment follows the Wardrop's first principle. The proposed approach is not the genera method for determining an efficient network layout, but can be used as basic concept for generating and evaluating urban road network alternatives. Given an O-D table and cost estimates the approach is able to outline at least in a qualitative sense the optimal spacings of urban arterial roads.

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Experimental Study on Heat Transfer Characteristics of Swirling Impinging Jet (스월 충돌제트의 열전달 특성에 관한 실험적 연굴)

  • Jo, Jeong-Won;Lee, Sang-Jun
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.25 no.10
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    • pp.1346-1354
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    • 2001
  • The heat transfer characteristics off swirling air jet impinging on a heated flat plate have been investigated experimentally. The main object is to enhance the heat transfer rate by increasing turbulence intensity of impinging jet with a specially designed swirl generator. The mean velocity and turbulent intensity profiles of swirling jet were measured using a hot-wire anemomety. The temperature distribution on the heated flat surface was measured with thermocouples. As a result the swirl effect on the local heat transfer rate on the impinging plate is confined mainly in the small nozzle-to-plate spacings such as L/D<3 at the stagnation region. For small nozzle-to-plate spacings, the local heat transfer in the stagnation region is enhanced from the increased turbulence intensity due to swirl motion, compared with the conventional axisymmetric impinging jet without swirl. For example, the local Nusselt number of swirling jet with swirl number Sw=0.75 and Sw=1 is about 9.7-76% higher than that of conventional impinging jet at the radial location of R/D=0.5. With the increase of the nozzle-to-plate distance, the stagnation heat transfer rate is decreased due to the diminishing axial momentum of the swirling jet. However, the swirling impinging jet for all nozzle-to-plate spacings tested in this study does not enhance the average heat transfer rate.

The Study on the Effects of Elasticity on the Animation Characters (탄성이 애니메이션 캐릭터에 미치는 영향에 관한 연구)

  • Kyung Byung-Pyo;Ryu Seuc-Ho;Lee Nam-Kook
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.135-142
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    • 2006
  • An animation character can be applied an Elasticity principle to strengthen an action and expression. That principle is called as Squash & Stretch in animation. The application of this principle gives the illusion of weight and volume to an animation character, and makes it possible that an animation action be the smooth and soft by escaping from the stiffness and rigidity. If an action of human or object on animation is expressed like a real world, it seems to be unnatural. Any action without Squash & Stretch will look rigid, uninteresting and not alive. It can be applied to movement of all objects, characters' actions, dialogues and facial expressions with a basic rule of mass, volume and gravity. Havier characters squash and stretch more than thinner ones. Any action will not be well expressed without this principle. To be a good animation movement, it should be widely applied in all type of animation, not only 2D animation.

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