• 제목/요약/키워드: 3-D Warping

검색결과 99건 처리시간 0.023초

Effect of Three-dimensional Warping on Stiffness Constants of Closed Section Composite Beams

  • Dhadwal, Manoj Kumar;Jung, Sung Nam
    • International Journal of Aeronautical and Space Sciences
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    • 제18권3호
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    • pp.467-473
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    • 2017
  • This paper focuses on the investigation of three-dimensional (3D) warping effect on the stiffness constants of composite beams with closed section profiles. A finite element (FE) cross-sectional analysis is developed based on the Reissner's multifield variational principle. The 3D in-plane and out-of-plane warping displacements, and sectional stresses are approximated as linear functions of generalized sectional stress resultants at the global level and as FE shape functions at the local sectional level. The classical elastic couplings are taken into account which include transverse shear and Poisson deformation effects. A generalized Timoshenko level $6{\times}6$ stiffness matrix is computed for closed section composite beams with and without warping. The effect of neglecting the 3D warping on stiffness constants is shown to be significant indicating large errors as high as 93.3%.

Research on Robustness of 2D DWT-Based Watermarking in Intermediate Viewpoint by 3D Warping

  • Park, Scott;Choi, Hyun-Jun;Yang, Won-Jae;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of information and communication convergence engineering
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    • 제12권3호
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    • pp.173-180
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    • 2014
  • This paper investigates the robustness of watermarking techniques for stereo or multi-view images generated from texture and depth images. A three-dimensional (3D) warping technique is applied to texture and depth images to generate stereo or multi-view images for a 3D display. By using the 3D warping technique, in this paper, we developed watermarking techniques and evaluated the robustness of these techniques that can extract watermarks from texture images even when the viewpoints are moved. A depth image is used to generate a stereo image with the largest viewpoint difference to the left and right. The overlapping region in the stereo image that does not disappear after warping is then obtained, and DWT is applied to this region to embed a watermark in the LL sub-band. The proposed watermarking techniques were found to yield bit error rates of about 3%-16% when they were applied to stereo images generated from texture and depth images. Furthermore, the results showed that the copyright could be seen when the extracted watermark was visually confirmed.

관심영역 기반 와핑을 이용한 3D 동영상 안정화 기법 (ROI-Based 3D Video Stabilization Using Warping)

  • 이태환;송병철
    • 대한전자공학회논문지SP
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    • 제49권2호
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    • pp.76-82
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    • 2012
  • 가정용 캠코더의 보급으로 인해서 손떨림이나 카메라 흔들림을 보상하기 위해 다양한 동영상 안정화 기법들이 연구되고 있다. 동영상 안정화 기법은 초기에 2차원 움직임만을 고려하였지만, 최근에는 3차원 움직임까지 고려하여서 더 좋은 성능을 얻을 수 있게 되었다. 이러한 기법들 중 가장 좋은 성능을 보이는 것으로 알려진 기법이 바로 content preserving warping을 이용한 기법인데 이것은 뛰어난 성능을 보이지만 방대한 연산량이 단점이다. 그래서, 우리는 ROI 측면에서 종래 기술 대비 동등한 화질을 보이면서도 연산량이 적은 full frame warping을 제안한다. 먼저, 목표로 하는 깊이 정보를 바탕으로 관심 영역을 설정하고, 설정된 관심 영역을 기반으로 full frame warping을 수행한다.

격자무늬를 갖는 에어포일의 단면 해석 및 워핑 모형 제작

  • 추현지;한희도;김남조
    • EDISON SW 활용 경진대회 논문집
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    • 제4회(2015년)
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    • pp.257-262
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    • 2015
  • In this paper, the cross-section properties of thin-walled beam are calculated through KSec2D in consist of Saint-Venant theory. To investigate tendency increasing the thickness, we analysis cross-section using isotropic material. In the asymmetric cross-section, we investigate effect caused cross-section properties accompanied increasing the thickness. The structural properties such as bending stiffness, tosion stiffness per area of each cross-section in three cases is compared through increasing thickness. The warping displacement calculated by KSed2D is modeled by CATIA. In order to show that warping influence the cross-section, the warping shape modeled CATIA is printed 3D printer.

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Visual Fatigue Reduction Based on Depth Adjustment for DIBR System

  • Liu, Ran;Tan, Yingchun;Tian, Fengchun;Xie, Hui;Tai, Guoqin;Tan, Weimin;Liu, Junling;Xu, Xiaoyan;Kadri, Chaibou;Abakah, Naana
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권4호
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    • pp.1171-1187
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    • 2012
  • A depth adjustment method for visual fatigue reduction for depth-image-based rendering (DIBR) system is proposed. One important aspect of the method is that no calibration parameters are needed for adjustment. By analyzing 3D image warping, the perceived depth is expressed as a function of three adjustable parameters: virtual view number, scale factor and depth value of zero parallax setting (ZPS) plane. Adjusting these three parameters according to the proposed parameter modification algorithm when performing 3D image warping can effectively change the perceived depth of stereo pairs generated in DIBR system. As the depth adjustment is performed in simple 3D image warping equations, the proposed method is facilitative for hardware implementation. Experimental results show that the proposed depth adjustment method provides an improvement in visual comfort of stereo pairs as well as generating comfortable stereoscopic images with different perceived depths that people desire.

A continuum mechanics based 3-D beam finite element with warping displacements and its modeling capabilities

  • Yoon, Kyungho;Lee, Youngyu;Lee, Phill-Seung
    • Structural Engineering and Mechanics
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    • 제43권4호
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    • pp.411-437
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    • 2012
  • In this paper, we propose a continuum mechanics based 3-D beam finite element with cross-sectional discretization allowing for warping displacements. The beam element is directly derived from the assemblage of 3-D solid elements, and this approach results in inherently advanced modeling capabilities of the beam element. In the beam formulation, warping is fully coupled with bending, shearing, and stretching. Consequently, the proposed beam elements can consider free and constrained warping conditions, eccentricities, curved geometries, varying sections, as well as arbitrary cross-sections (including thin/thick-walled, open/closed, and single/multi-cell cross-sections). We then study the modeling and predictive capabilities of the beam elements in twisting beam problems according to geometries, boundary conditions, and cross-sectional meshes. The results are compared with reference solutions obtained by analytical methods and solid and shell finite element models. Excellent modeling capabilities and solution accuracy of the proposed beam element are observed.

Hole Filling Algorithm for a Virtual-viewpoint Image by Using a Modified Exemplar Based In-painting

  • Ko, Min Soo;Yoo, Jisang
    • Journal of Electrical Engineering and Technology
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    • 제11권4호
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    • pp.1003-1011
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    • 2016
  • In this paper, a new algorithm by using 3D warping technique to effectively fill holes that are produced when creating a virtual-viewpoint image is proposed. A hole is defined as the region that cannot be seen in the reference view when a virtual view is created. In the proposed algorithm, to reduce the blurring effect that occurs on the hole region filled by conventional algorithms and to enhance the texture quality of the generated virtual view, Exemplar Based In-painting algorithm is used. The boundary noise which occurs in the initial virtual view obtained by 3D warping is also removed. After 3D warping, we estimate the relative location of the background to the holes and then pixels adjacent to the background are filled in priority to get better result by not using only adjacent object's information. Also, the temporal inconsistency between frames can be reduced by expanding the search region up to the previous frame when searching for most similar patch. The superiority of the proposed algorithm compared to the existing algorithms can be shown through the experimental results.

효율적인 보조 정보 생성을 통한 깊이지도 기반의 분산 다시점 비디오 코딩 기법 (Depth Map Based Distributed Multi-view Video Coding Scheme through an Efficient Side Information Generation)

  • 유지환;이동석;김태준;유지상
    • 한국통신학회논문지
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    • 제34권10B호
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    • pp.1093-1103
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    • 2009
  • 본 논문에서는 효율적인 보조 정보 생성을 통한 새로운 분산 다시점 비디오 코딩 기법을 제안한다. 분산 비디오 코딩은 원영상과 디코더에서 생성한 보조 정보 간의 오차를 채널 코딩 기법으로 정정한다. 따라서 보조 정보를 정확히 만들수록 분산 비디오 코딩의 성능은 좋아지게 된다. 제안한 기법에서는 깊이지도를 기반으로 하는 다시점 비디오 코딩에 분산 비디오 코딩 기법을 적용한다. 또한 깊이지도를 이용한 3차원 워핑을 통해 인접한 시점의 영상으로부터 보조 정보를 생성하고, 3차원 워핑과 시간 축 상의 인접한 영상을 이용하는 MCTI(motion compensated temporal interpolation)를 효율적으로 혼합하여 사용한다. 실험 결과 제안한 기법으로 생성한 보조 정보는 MCTI와 3차원 위핑을 따로 사용한 방법보다 평균 0.97dB의 PSNR이 향상되었음을 알 수 있었다. 또한 R-D 곡선 상에서 동일 PSNR 대비 평균 8.01%의 비트율이 감소되었다.

Warping을 이용한 움직임 보상을 통한 3차원 의료 영상의 압축 (Interframe Coding of 3-D Medical Image Using Warping Prediction)

  • 소윤성;조현덕;김종효;나종범
    • 대한의용생체공학회:의공학회지
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    • 제18권3호
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    • pp.223-231
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    • 1997
  • 본 논문에서는 3차원 의료 영상의 압축을 위한 인터프레임 부호화 방법을 제안한다. 슬라이스 사이의 변화를 뼈나 조직의 움직임으로 간주하여 움직임 보상 기법을 통해 이전 프레임으로부터 현재 프레임을 예측하고, 변환 부호화를 사용하여 오차 영상을 압축한다. 의료 영상의 슬라이스 사이의 복잡한 변화를 잘 예측하기 위해 동영상 부호화에서 가장 널리 사용되는 블럭 정합 알고리즘 (BMA) 대신 bilinear 변환을 통한 영상 warping을 사용하였다. 이 warping 방법은 슬라이스 사이에서 object가 없어지는 경우 예측 성능이 저하되는데, 이러한 단점을 보완하기 위해 블럭 겹침 움직임 보상 (OBMC) 기법을 결합하였다. 움직임 보상된 오차 영상의 부호화에는 EZW 부호화를 사용하였고, 이 때 각 프레임의 wavelet 계수의 양자화 오차를 동일하게 하여 프레임마다 일정한 화질을 얻도록 하였다. 모의 실험에서 warping을 사용한 인터프레임 부호화는 각 프레임을 독립적으로 부호화하는 방식보다 높은 압축 성능을 보였고, OBMC를 결합함으로써 warping만을 사용했을 때보다 성능이 더 개선되었다.

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RAY-SPACE INTERPOLATION BYWARPING DISPARITY MAPS

  • Moriy, Yuji;Yendoy, Tomohiro;Tanimotoy, Masayuki;Fujiiz, Toshiaki
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.583-587
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    • 2009
  • In this paper we propose a new method of Depth-Image-Based Rendering (DIBR) for Free-viewpoint TV (FTV). In the proposed method, virtual viewpoint images are rendered with 3D warping instead of estimating the view-dependent depth since depth estimation is usually costly and it is desirable to eliminate it from the rendering process. However, 3D warping causes some problems that do not occur in the method with view-dependent depth estimation; for example, the appearance of holes on the rendered image, and the occurrence of depth discontinuity on the surface of the object at virtual image plane. Depth discontinuity causes artifacts on the rendered image. In this paper, these problems are solved by reconstructing disparity information at virtual camera position from neighboring two real cameras. In the experiments, high quality arbitrary viewpoint images were obtained.

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