• Title/Summary/Keyword: 3D방송

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Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse

  • Pan, Yang;Kim, KiHong;Lee, JuneSok;Sang, YuanZi;Cheon, JiIn
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.102-118
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    • 2022
  • With the development of digital content software production technology and the technological progress of related hardware, the social status quo in the post-epidemic era, the popularization and application of 5G networks, the market and consumers' increasing demand for digital content products, artificial intelligence, virtual digital human, virtual Idols, virtual live, self-media content and metaverse-related content industries are all developing rapidly. Virtual idols, virtual digital human, etc. are not only accelerating innovation in production technology. The economic cost, technical difficulty and time requirements of production are also greatly reduced. With the arrival and development of the Metaverse, the author believes that the content industry with virtual digital humans as the core will continue to develop in the direction of refinement, specialization, facilitation and customization. In this article, we will analyze and study the production of virtual digital human based on Photoscan technology and Unreal Engine 5 Metahuman software, and discuss the application status and future development of related content.

A Research of Ink and Wash Elements on the 3D Animation Film <Deep Sea>

  • Biying Guo;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.82-87
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    • 2023
  • <Deep Sea> is an 3D animated film that stands out for its exceptional special effects and distinctive artistic style. The film employs a multitude of dazzling and vibrant ink particles, creating a strong sense of three-dimensionality and weightlessness, while simultaneously portraying a dreamlike and elegant representation of a deep sea ink painting. Furthermore, through the utilization of fragmented stream of consciousness narrative technique, the film establishes a unique artistic effect infused with a Chinese atmosphere. This paper by analyzing the unique particle ink art style and color and stream of consciousness narrative methods in film, this paper discusses the innovative art style generated by traditional ink art style combined with three-dimensional technology, and the integration of traditional ink art ideas and artistic conception in animated films. The objective is to cultivate a new ink art style and prove the importance of traditional cultural expression in animated films, while providing new perspectives for the future application of traditional art in animation.

Leaf Mineral Contents and Growth Characteristics of Strawberry Grown in Aquaponic System with Different Growing Media in a Plant Factory (식물공장형 아쿠아포닉스 시스템에서 배지 종류에 따른 딸기 잎의 무기이온 함량과 생육 특성)

  • Su-Hyun Choi;Min-Kyung Kim;Young-Ae Jeong;Seo-A Yoon;Eun-Young Choi
    • Journal of Bio-Environment Control
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    • v.32 no.2
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    • pp.122-131
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    • 2023
  • This study was aimed to determine the effects of grow media on the mineral contents of the leaves and growth characteristics of strawberry grown under aquaponics system in a plant factory. For aquaculture, 12 fish (Cyprinus carpio) (total weight, 2.0 kg) were raised in an aquaponics tank (W 0.7 m × L 1.5 m × H 0.45 m, 472.5 L) filled with 367.5 L of water at a density of 5.44 kg·m-3 and total 34 of strawberry seedlings were transplanted in the pots filed with 200 g of orchid stone, hydroball or polyurethane sponge in the growing bed (W 0.7 m × L 1.5 m × H 0.22 m) laid out with holly acrylic sheet (140×60 mm, Ø80) on the top of the system. The pH and EC of the aquaponic solution was ranged from 7.6 to 4.9 and 0.24-0.91 dS·m-1, respectively. The concentration of NO3-N was about 28% lower than that of the hydroponic standard solution, and K, Fe and B were 10, 27 and 3.8 times lower, respectively; however, the mineral contents of strawberry leaves were in the appropriate ranges with lower contents in the leaves grown with sponge media. The organic content (OM), nitrogen (N), phosphorus (P), and potassium (K) of the sludge were 61.5, 5.72, 8.92, and 0.24%, respectively. The leaf area, leaf number, and dry and fresh weights of shoot at 81 DAT were significantly higher in the hydroball, and the average number of fruits per plant was significantly higher in both the orchid stone and hydroball. There was no significant difference in the fresh and dry weights of fruits. Integrated all the results suggest that the orchid stone and hydroball media are more effective to utilize nutrients in solid particles of aquaponic solution, compared to the polyurethane sponge.

Design and Experiment of Ku_band Linear Active Phased Array Antenna System (Ku 대역 선형 능동 위상 배열 안테나 시스템 설계 및 실험)

  • Ryu Sung-Wook;Eom Soon-Young;Yun Jae-Hoon;Jeon Soon-Ick;Kim Nam
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.17 no.7 s.110
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    • pp.694-705
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    • 2006
  • In this paper, the linear active phased array antenna system operated in Ku DBS band was designed and experimented. The antenna system was composed of sixteen radiating active channels and Wilkinson power combiners with 16-channel inputs, a stabilizing DC bias and phase control board. Electrical beams of the antenna system can be formed by controling the phase-states of 3-bit digital phase shifter inside each active channel by virtue of the phase control board. The amplitude and phase deviations measured between active channels were less than ${\pm}0.8dB$ and ${\pm}15^{\circ}$, respectively, and the noise figure of each active channel was measured less than 1.2 dB in the operating band. The measured performances of the overall antenna system showed the antenna gain of more than 23.07 dBi and the sidelobe level of less than -11.17 dBc, and the bore-sight cross-polarization level of less than -12.75 dBc in the operating band. Also, by phase-controlling active channels, the beam scan patterns at $10^{\circ},\;20^{\circ},\;30^{\circ}$ were measured, and the losses caused by the corresponding beam scanning were 1.1 dB, 2.5 dB and 3.6 dB from the measurements, respectively.

ROUTE/DASH-SRD based Point Cloud Content Region Division Transfer and Density Scalability Supporting Method (포인트 클라우드 콘텐츠의 밀도 스케일러빌리티를 지원하는 ROUTE/DASH-SRD 기반 영역 분할 전송 방법)

  • Kim, Doohwan;Park, Seonghwan;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.849-858
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    • 2019
  • Recent developments in computer graphics technology and image processing technology have increased interest in point cloud technology for inputting real space and object information as three-dimensional data. In particular, point cloud technology can accurately provide spatial information, and has attracted a great deal of interest in the field of autonomous vehicles and AR (Augmented Reality)/VR (Virtual Reality). However, in order to provide users with 3D point cloud contents that require more data than conventional 2D images, various technology developments are required. In order to solve these problems, an international standardization organization, MPEG(Moving Picture Experts Group), is in the process of discussing efficient compression and transmission schemes. In this paper, we provide a region division transfer method of 3D point cloud content through extension of existing MPEG-DASH (Dynamic Adaptive Streaming over HTTP)-SRD (Spatial Relationship Description) technology, quality parameters are further defined in the signaling message so that the quality parameters can be selectively determined according to the user's request. We also design a verification platform for ROUTE (Real Time Object Delivery Over Unidirectional Transport)/DASH based heterogeneous network environment and use the results to validate the proposed technology.

Real-time moving object tracking and distance measurement system using stereo camera (스테레오 카메라를 이용한 이동객체의 실시간 추적과 거리 측정 시스템)

  • Lee, Dong-Seok;Lee, Dong-Wook;Kim, Su-Dong;Kim, Tae-June;Yoo, Ji-Sang
    • Journal of Broadcast Engineering
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    • v.14 no.3
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    • pp.366-377
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    • 2009
  • In this paper, we implement the real-time system which extracts 3-dimensional coordinates from right and left images captured by a stereo camera and provides users with reality through a virtual space operated by the 3-dimensional coordinates. In general, all pixels in correspondence region are compared for the disparity estimation. However, for a real time process, the central coordinates of the correspondence region are only used in the proposed algorithm. In the implemented system, 3D coordinates are obtained by using the depth information derived from the estimated disparity and we set user's hand as a region of interest(ROI). After user's hand is detected as the ROI, the system keeps tracking a hand's movement and generates a virtual space that is controled by the hand. Experimental results show that the implemented system could estimate the disparity in real -time and gave the mean-error less than 0.68cm within a range of distance, 1.5m. Also It had more than 90% accuracy in the hand recognition.

Accuracy Analysis of GLONASS Orbit Determination Strategies for GLONASS Positioning (GLONASS 측위를 위한 위성좌표 산출 정확도 향상 방안)

  • Lee, Ho-Seok;Park, Kwan-Dong;Kim, Hye-In
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.28 no.6
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    • pp.573-578
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    • 2010
  • Precise determination of satellite positions is necessary to improve positioning accuracy in GNSS. In this study, GLONASS orbits were predicted from broadcast ephemeris using the 4th-order Runge-Kutta numerical integration method and their accuracy dependence on the integration step and the integration time was analyzed. The 3D RMS (Root Mean Square) differences between the results from I-second integration step and 300-second integration step was about 3 cm, but the processing time was one hundred times less for the I-second integration time case. For trials of different integration times, the 3D RMS errors were 8.3 m, 187.3 m, and 661.5 m for 30-, 150-, and 300-minutes of integration time, respectively. Though this integration-time analysis, we concluded that the accuracy gets higher with a shorter integration time. Thus we suggest forward and backward integration methods to improve GLONASS positioning accuracy, and with this method we can achieve a 5-meter level of 3-D orbit accuracy.

Partial Parallax Adjustment of Stereo Image by Manipulating Depth Map (깊이영상 조작에 의한 스테레오 영상의 부분 시차 조정)

  • Lee, Jaewon;Bae, Yun-Jin;Kim, Kang-San;Lee, Cheol-Hee;Jin, Kyung-A;Seo, Hyun-Kyo;Lee, Ho-Keun;Kim, Hyung-Suk;Choi, Hyun-Jun;Seo, Young-Ho;Yoo, Ji-Sang;Kim, Dong-Wook
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.311-314
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    • 2010
  • 최근 3D 영상에 대한 대중화가 급속히 진행되고 있음에도 불구하고 한 번 만들어진 영상/비디오를 재사용하거나 조작하여 다양한 형태의 콘텐츠를 만들지 못하고 있다. 본 논문에서는 깊이영상과 양안(스테레오) 영상 또는 깊이영상과 단안 영상이 주어졌다고 가정하고 깊이영상을 조작하여 양안 시차(parallax)를 변화시키는 방법을 제안한다. 시차변화의 대상은 부분영상이며, 특정 개체를 추출하여 깊이정보를 수정하고, 이를 바탕으로 스테레오 영상을 재구성한다. 본 논문에서는 정지영상만을 대상으로 하며, 동일한 방법을 동영상에 적용하면 동영상 또한 시차를 변화시킨 결과를 얻을 수 있다. 실험은 Middlebury의 테스트 영상들을 대상으로 제안한 방법을 적용하여 자연스러운 스테레오 영상을 얻을 수 있음을 보인다.

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Depth Video Coding for Improved Synthesized Intermediate View Video (향상된 중간 시점 합성 영상을 위한 깊이 영상 부호화)

  • Ryu, Seungchul;Seo, Jungdong;Liu, Xingang;Sohn, Kwanghoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.296-298
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    • 2011
  • 본 논문에서는 향상된 중간 시점 합성 영상을 위한 깊이 영상 부호화 방식을 제안한다. 깊이 영상은 실제 영상과 다르게 날카로운 경계를 기준으로 완만한 변화를 가지는 픽셀 값을 가지는 특성이 있다. 따라서 깊이 영상의 부호화에서는 경계 영역을 효율적으로 부호화하는 것이 중요하다. 기존의 다시점 비디오 부호화기 (Multiview Video Coding)가 하나의 프레임 내에서 고정된 양자화 파라미터 값을 사용하는 것에 반해, 제안된 방식에서는 경계 영역을 효율적으로 부호화하기 위해 블록의 특성에 따라 적응적으로 양자화 파라미터를 할당한다. 2 차 미분 영상의 분포에 기반해 각 블록을 경계 블록, 평탄 블록, 일반 블록으로 구분하고 이에 따라 양자화 파라미터를 할당한다. 실험결과로서, 제안하는 방법의 성능이 다시점 비디오 부호화기 참조 소프트웨어 JMVC 8.3 에 비하여 BD-PSNR 이 평균 0.18dB 향상되고, BD-BR 은 평균 4.03% 감소되어 부호화 효율이 우수함을 확인할 수 있었다.

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Method of Measuring Color Similarity for Color Correction (컬러 보정을 위한 컬러 간의 유사성 측정 기법)

  • Hwang, Youngbae;Kim, Je Woo;Choi, Byeong Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.420-423
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    • 2011
  • 두 카메라 혹은 다수의 카메라에서의 컬러 보정은 알고리즘의 성능 향상 및 양안식 3D 카메라에서 매우 중요한 기술이다. 최근 컬러 보정 방법들이 다수 제안되었지만 이 방법들의 결과에 대한 정확한 측정 방법이 많지 않으며 기존의 측정 방법은 두 영상이 카메라의 위치에 따른 서로 다른 장면을 가지고 있을 경우에 적합하지 않을 수 있다. 본 논문에서는 컬러 보정을 위한 컬러 간의 유사성 측정 기법을 제안한다. 이 기법은 대상이 되는 두 영상의 장면이 일치하지 않는 경우를 고려하여 대응점 검색을 통해 두 장면 간의 같은 컬러를 가져야 하는 대응점을 찾고 이 대응점 주위의 영역으로부터 통계치를 계산하여 컬러의 유사성을 비교한다. 이 경우 두 영상의 위치 변화에 따른 장면 변화와 대응점의 약간의 어긋남에 대해서 고려할 수 있다. 또한 대응점들이 영상의 모든 영역을 포함하지 않을 수 있기 때문에 전체 영상의 통계치를 계산하여 컬러의 유사성을 비교도 동시에 수행하여 결과적인 컬러의 유사성은 대응점 기반과 전체 영상 기반의 유사성의 가중치의 합으로 결정되며 이 가중치는 대응점 기반의 컬러 비교가 영상 내의 얼마만큼의 영역을 포함하는지에 따라서 결정된다.

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