• Title/Summary/Keyword: 3D방송

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An Method of Viewport Prediction and Bitrate Allocation based on Angle Information in 360 VR Contents (각도정보 기반 360 VR 콘텐츠 내 사용자 시점예측기법 및 비트율 할당 방법)

  • Jeong, Eunyoung;Seo, Bong-seok;Hyun, Chanjong;Kim, Dong Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.11a
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    • pp.77-80
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    • 2018
  • 360 VR 콘텐츠는 기존의 선형적인 일반 영상에 비해 사용자에게 더 많은 정보와 높은 몰입감을 제공할 수 있어 의학, 군사, 교육, 게임 등 다양한 분야에서 활용되고 있다. 최근에는 모바일 기기의 성능 향상과 통신기술의 발달에 힘입어 모바일 네트워크를 사용한 360 VR 콘텐츠 소비가 증가하는 추세이다. 모바일 네트워크는 대역폭이 한정적이고 가변적인 특성이 있어 이를 통해 용량이 큰 360 VR 콘텐츠 전송 시 초기 접속 지연 및 재생 끊김이 발생하여 사용자의 만족도를 감소시킬 수 있다. 이에 본 논문은 위에 언급한 문제를 해결하기 위해 360 VR 콘텐츠 전송 시 전체 요구대역폭을 감소시키고 사용자 초기 접속 속도를 향상시키는 것을 목표로, 360 VR 콘텐츠의 지오메트리 값과 사용자의 요(i.e. yaw)값을 활용하여 각도 기반으로 사용자의 현재 시점에 해당하는 타일을 확인하고 해당 타일에 높은 비트율을 할당하는 방법 및 웹 기반 전송에 대해 연구 개발하였다. 이를 위하여 웹 기반 3D 렌더링 API 인 WebVR API, HTTP Adaptive Streaming 기술의 표준 MPEG-DASH의 dash.js API를 활용하여 개발하고, 성능 확인 실험을 통해 요구대역폭 감소, 클라이언트 접속 속도 향상을 제시한다.

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Production of Casting Cores using Powder Bed Fusion Techniques (분말적층용융 기술을 활용한 산업용 중자 제작)

  • Choi, Jin-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.239-244
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    • 2019
  • Traditional casting methods require long production lead time and high cost while not accommodating design changes easily. One of the technological alternatives to improve casting method to meet diversifying needs is Additive Manufacturing (AM). Among the 7 AM techniques, Powder Bed Fusion (PBF) is deemed most appropriate for casting applications. Currently, most AM machines are imported; therefore limiting the scope of available services and applications. This paper explores the domestic development of AM machines as well as the applications in casting. Each chapter describes development phases of PBF machines, applicable materials and parameter settings, while the last chapter illustrates a successful case of additive manufacturing industrial casting cores.

Production of Casting Cores using Powder Binder Jetting Techniques (접착제 분사 기술을 활용한 산업용 중자 제작)

  • Choi, Jin-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.245-250
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    • 2019
  • In recent years, new technologies such as additive manufacturing have been applied to casting industry, paving new ways to achieve what have traditionally been impossible. In the global market, numerous successful cases of producing cores using additive manufacturing technology have been reported, and new techniques and markets are being developed under governments' support. In Korea, however; cases of applying additive manufacturing to casting are hard to come by, not to mention domestic AM machines and related technologies. Under these circumstances, introduction of additive manufacturing technologies and customized application to domestic casting industry are required. Each chapter of this paper explores topics ranging from the development of AM machine using binder jetting technology among various AM techniques through producing industrial cores to the on-site applications in the foundries.

Spatial domain-based encapsulation scheme (공간 도메인 기반 캡슐화 방안)

  • Lee, Sangmin;Nam, Kwijung;Rhee, Seongbae;Kim, Kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.818-820
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    • 2022
  • 포인트 클라우드 데이터는 자율 주행 기술, 가상 현실 및 증강 현실에서 사용될 3차원 미디어 중 하나로 각광 받고 있다. 국제 표준화 기구인 MPEG(Moving Picture Expert Group)에서는 포인트 클라우드 데이터의 효율적인 압축을 위해 G-PCC(Geometry-based Point Cloud Compression) 및 V-PCC(Video-based Point Cloud Compression)의 표준화를 진행 중에 있다. 그 중, G-PCC는 본래 단일 프레임의 압축을 수행하는 정지 영상 압축 방식이지만, LiDAR(Light Detection And Ranging) 센서를 통해 획득된 동적 포인트 클라우드 프레임에 대한 압축의 필요성이 대두됨에 따라 G-PCC 그룹에서는 Inter-EM(Exploratory Model)을 신설하여 LiDAR 포인트 클라우드 프레임의 압축에 관한 연구를 시작하였다. Inter-EM의 압축 비트스트림은 G-PCC 비트스트림과 마찬가지로 효과적인 전송 및 소비를 위해 미디어 저장 포맷인 ISOBMFF(ISO-based Media File Format)으로 캡슐화될 수 있다. 이때, 포인트 클라우드 프레임들은 자율 주행 등의 서비스에 사용하기 위해 시간 도메인뿐만 아니라 공간 도메인을 기반으로도 소비될 수 있어야 하지만, 공간 도메인을 기반으로 콘텐츠를 임의 접근하여 소비하는 방식은 기존 2D 영상의 시간 도메인 기반 소비방식과 차이로 인해 기존에 논의된 G-PCC 캡슐화 방안만으로는 지원이 제한된다. 이에, 본 논문에서는 G-PCC 콘텐츠를 공간 도메인에 따라 소비하기 위한 ISOBMFF 캡슐화 방안에 대한 파일 포맷을 제안하고자 한다.

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Hybrid Audio Technology Trends for Immersive Sound Service (고현장감 오디오 서비스를 위한 하이브리드 오디오 기술동향)

  • Jang, D.;Lee, Y.J.;Yoo, J.;Lee, T.
    • Electronics and Telecommunications Trends
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    • v.31 no.3
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    • pp.81-90
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    • 2016
  • 현재, 극장 사운드를 중심으로 객체기반 오디오 기술을 포함하는 하이브리드 포맷의 사운드 서비스가 점차 확산되고 있으며, 미국, 유럽, 한국 등에서는 차세대 방송용 오디오에 객체기반 오디오 기술의 도입을 적극적으로 고려하고 있다. 객체기반 오디오 기술은 콘텐츠의 제작단계에서 재생환경을 고려할 필요가 없고, 현장의 음향을 신호와 3차원 공간정보로 구분하여 음향공간의 정보를 그대로 표현함으로써, 재생단말에서 3차원 공간정보를 활용하여 재생할 수 있게 한다. 이러한 객체기반 실감음향 기술개발을 위해서는 편리한 제작 및 3차원 공간정보 표현 기술이 필요하며, 청취환경에서는 객체기반 실감음향 콘텐츠를 제작자의 의도대로 렌더링할 수 있는 재생 및 제어 기술이 필요하다. 이에 객체기반 실감음향 기술이 포함되는 하이브리드 오디오 기술의 현황에 대하여 살펴보고자 한다.

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Mixed Noise Removal using Histogram and Pixel Information of Local Mask (히스토그램 및 국부 마스크의 화소 정보를 이용한 복합잡음 제거)

  • Kwon, Se-Ik;Kim, Nam-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.3
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    • pp.647-653
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    • 2016
  • Recently, the data image processing has been applied to a variety of fields including broadcasting, communication, computer graphics, medicine, and so on. Generally, the image data may develop the noise during their transmission. Therefore, the studies have been actively conducted to remove the noise on the image. There are diverse types of noise on the image including salt and pepper noise, AWGN, and mixed noise. Hence, the filter algorithm for the image recovery was proposed that salt and pepper noise was processed by histogram and spatial weighted values after defining the noise to lessen the impact of mixed noise added in the image, and AWGN was processed by the pixel information of local mask establishing the weighted values in this study. Regarding the processed results by applying Lena images which were corrupted by salt and pepper noise(P=50%) and AWGN(${\sigma}=10$), suggested algorithm showed the improvement by 7.06[dB], 10.90[dB], 5.97[dB] respectively compared with the existing CWMF, A-TMF, AWMF.

3-Element Quasi-Yagi Antenna with a Modified Balun for DTV Reception (변형된 밸런을 갖는 DTV 수신용 3소자 준-야기 안테나)

  • Lee, Jong-Ig;Yeo, Junho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.4
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    • pp.672-678
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    • 2017
  • In this paper, we studied a design method for a broadband quasi-Yagi antenna (QYA) for terrestrial digital television (DTV) reception. The proposed antenna is composed of a dipole driver, a rectangular patch type director close to the dipole, and a ground reflector printed on an FR4 substrate. A balun between a microstrip line and a coplanar strip (CPS) line is a rectangular patch inserted along the center of the CPS. The end of the balun is connected to the CPS line through a shorting pin. An antenna, as an design example for the proposed antenna, is designed for the operation in the frequency band of 470-806 MHz for terrestrial DTV, and the characteristics of the designed antenna are examined. The antenna has a good performance such as a frequency band of 430-842 MHz for a voltage standing wave ratio < 2, a gain > 3.7 dBi, and a front-to-back ratio > 7.4 dB.

Listener Auditory Perception Enhancement using Virtual Sound Source Design for 3D Auditory System

  • Kang, Cheol Yong;Mariappan, Vinayagam;Cho, Juphil;Lee, Seon Hee
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.15-20
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    • 2016
  • When a virtual sound source for 3D auditory system is reproduced by a linear loudspeaker array, listeners can perceive not only the direction of the source, but also its distance. Control over perceived distance has often been implemented via the adjustment of various acoustic parameters, such as loudness, spectrum change, and the direct-to-reverberant energy ratio; however, there is a neglected yet powerful cue to the distance of a nearby virtual sound source that can be manipulated for sources that are positioned away from the listener's median plane. This paper address the problem of generating binaural signals for moving sources in closed or in open environments. The proposed perceptual enhancement algorithm composed of three main parts is developed: propagation, reverberation and the effect of the head, torso and pinna. For propagation the effect of attenuation due to distance and molecular air-absorption is considered. Related to the interaction of sounds with the environment, especially in closed environments is reverberation. The effects of the head, torso and pinna on signals that arrive at the listener are also objectives of the consideration. The set of HRTF that have been used to simulate the virtual sound source environment for 3D auditory system. Special attention has been given to the modelling and interpolation of HRTFs for the generation of new transfer functions and definition of trajectories, definition of closed environment, etc. also be considered for their inclusion in the program to achieve realistic binaural renderings. The evaluation is implemented in MATLAB.

A study on the Performance of Hybrid Normal Mapping Techniques for Real-time Rendering

  • ZhengRan Liu;KiHong Kim;YuanZi Sang
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.361-369
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    • 2023
  • Achieving realistic visual quality while maintaining optimal real-time rendering performance is a major challenge in evolving computer graphics and interactive 3D applications. Normal mapping, as a core technology in 3D, has matured through continuous optimization and iteration. Hybrid normal mapping as a new mapping model has also made significant progress and has been applied in the 3D asset production pipeline. This study comprehensively explores the hybrid normal techniques, analyzing Linear Blending, Overlay Blending, Whiteout Blending, UDN Blending, and Reoriented Normal Mapping, and focuses on how the various hybrid normal techniques can be used to achieve rendering performance and visual fidelity. performance and visual fidelity. Under the consideration of computational efficiency, visual coherence, and adaptability in different 3D production scenes, we design comparative experiments to explore the optimal solutions of the hybrid normal techniques by analyzing and researching the code, the performance of different hybrid normal mapping in the engine, and analyzing and comparing the data. The purpose of the research and summary of the hybrid normal technology is to find out the most suitable choice for the mainstream workflow based on the objective reality. Provide an understanding of the hybrid normal mapping technique, so that practitioners can choose how to apply different hybrid normal techniques to the corresponding projects. The purpose of our research and summary of mixed normal technology is to find the most suitable choice for mainstream workflows based on objective reality. We summarized the hybrid normal mapping technology and experimentally obtained the advantages and disadvantages of different technologies, so that practitioners can choose to apply different hybrid normal mapping technologies to corresponding projects in a reasonable manner.

Aerial Object Detection and Tracking based on Fusion of Vision and Lidar Sensors using Kalman Filter for UAV

  • Park, Cheonman;Lee, Seongbong;Kim, Hyeji;Lee, Dongjin
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.232-238
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    • 2020
  • In this paper, we study on aerial objects detection and position estimation algorithm for the safety of UAV that flight in BVLOS. We use the vision sensor and LiDAR to detect objects. We use YOLOv2 architecture based on CNN to detect objects on a 2D image. Additionally we use a clustering method to detect objects on point cloud data acquired from LiDAR. When a single sensor used, detection rate can be degraded in a specific situation depending on the characteristics of sensor. If the result of the detection algorithm using a single sensor is absent or false, we need to complement the detection accuracy. In order to complement the accuracy of detection algorithm based on a single sensor, we use the Kalman filter. And we fused the results of a single sensor to improve detection accuracy. We estimate the 3D position of the object using the pixel position of the object and distance measured to LiDAR. We verified the performance of proposed fusion algorithm by performing the simulation using the Gazebo simulator.