• Title/Summary/Keyword: 3D방송

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Performance Analysis of 3D-HEVC Video Coding (3D-HEVC 비디오 부호화 성능 분석)

  • Park, Daemin;Choi, Haechul
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.713-725
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    • 2014
  • Multi-view and 3D video technologies for a next generation video service are widely studied. These technologies can make users feel realistic experience as supporting various views. Because acquisition and transmission of a large number of views require a high cost, main challenges for multi-view and 3D video include view synthesis, video coding, and depth coding. Recently, JCT-3V (joint collaborative team on 3D video coding extension development) has being developed a new standard for multi-view and 3D video. In this paper, major tools adopted in this standard are introduced and evaluated in terms of coding efficiency and complexity. This performance analysis would be helpful for the development of a fast 3D video encoder as well as a new 3D video coding algorithm.

Data Recovery of 3D Polygonal Mesh Model (Polygonal Mesh로 표현된 3차원 모델의 에러복원 연구)

  • Kim Dai-yong;Ryu Dae-ha;Park Sung-won;Kim Mi-ja;Jang Euee S.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.23-26
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    • 2003
  • 3차원 Polygonal Mesh는 그래픽스, 에니메이션, 게임에서 3차원 객체에 대한 표현에 사용되고, 이러한 3차원 모델에 대한 IndexedFaceSet 노드에 3차원 정전정보와 연결정보를 압축하는데 MPEG-4 3DMC를 사용한다. 이러한 연결정보는 다각형의 Mesh 형태로 3차원 모델을 구성하는 정보를 갖는데, 이는 Tepological Surgery 라고 하는 방법을 통해서 2차원의 스트립 단위의 데이터로 분해된다. 이러한 3D 데이터는 방송환경과 같은 재전송이 불가능한 네트워크의 환경에서 유무선 네트워크 상에서 채널문제로 인해서 데이터의 손실이 있게 되면, 복호화 된 데이터는 데이터의 손상이 발생하게 된다. 이러한 현상은 3D 모델의 좌표의 연결정보에 손상을 주게 되고, 여기서 복호화 된 데이터는 스트립 단위로 손상이 발생하게 된다. 이러한 현상은 3차원 모델의 좌표의 연결정보에 손상을 주게 된다. 본 논문은 이러한 3차원 정보의 손상을 효과적으로 복원하기 위한 연구에 관한 것이며, Mesh의 면을 이루는 각 꼭지점의 좌표들의 연결 정보가 손실되지 않는 스트립에서는 약간의 차이는 있을 수 있으나, 완벽한 복원을 하였고, 두 개 이상의 스트립이 붙어서 손상된 경우나, 좌표의 연결 정보가 없는 경우에는 조건에 따라 현저히 좋은 격과를 얻을 수 있었다.

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Development of Automatic Lip-sync MAYA Plug-in for 3D Characters (3D 캐릭터에서의 자동 립싱크 MAYA 플러그인 개발)

  • Lee, Sang-Woo;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.127-134
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    • 2018
  • In this paper, we have developed the Auto Lip-Sync Maya plug-in for extracting Korean phonemes from voice data and text information based on Korean and produce high quality 3D lip-sync animation using divided phonemes. In the developed system, phoneme separation was classified into 8 vowels and 13 consonants used in Korean, referring to 49 phonemes provided by Microsoft Speech API engine SAPI. In addition, the pronunciation of vowels and consonants has variety Mouth Shapes, but the same Viseme can be applied to some identical ones. Based on this, we have developed Auto Lip-sync Maya Plug-in based on Python to enable lip-sync animation to be implemented automatically at once.

Research on Channel Estimation Method in the modified ATSC system Using PN-Sequence for the Terrestrial 3D-TV broadcasting (지상파 3D-HDTV 전송을 위한 수정된 ATSC 전송 시스템에서 PN구조를 이용한 채널 추정 기법에 관한 연구)

  • Han, Jae-Shin;Ham, Na-Rye;Kim, Jung-Ho;Oh, Jong-Gyu;Kim, Joon-Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.63-66
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    • 2010
  • 본 논문은 차세데 3D-TV 방송을 위해 수정된 ATSC (Modified Advanced Television Systems Committee) 시스템 [1]에서 파일럿 (Pilot)을 이용한 채널 추정 대신, PN 시퀀스 (Pseudo-Noise Sequence)를 이용한 채널 추정 방식의 문제점에 대하여 2가지 방법으로 연구하였다. PN 시퀀스를 이용하여 채널을 추정하는 TDS-OFDM (Time Domain Synchronous - Orthogonal Frequency Division Multiplexing)시스템은 QAM (Quadrature Amplitude Modulation) 변조 방식을 사용하기 때문에 수신측 PN 시퀀스의 위상 변화가 일어나지 않는다. 하지만 수정된 ATSC 시스템에서 사용하는 VSB (Vestigial Side Band)변조 방식에서 직교위상 (Quadrature) 채널을 통해 전송되는 값은 동위상 (In-Phase) 채널을 통해 전송되는 값의 단순한 힐버트 변환 (Hilbert Transform)에 의해 생성되어 불규칙한 위상 변화가 발생한다. 따라서 수정된 ATSC 시스템에서 채널 추정을 위해 PN 시퀀스를 사용하게 된다면 상관 (Correlation) 특성을 잃어버릴 것이며 올바른 채널 임펄스 응답 (Channel Impulse Response)을 얻을 수 없다.

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Laboratory Measurement to Provide Threshold of Visibility for Terrestrial 4K-UHDTV Broadcasting based on HEVC over DVB-T2 (HEVC over DVB-T2 기반 지상파 4K-UHDTV 방송을 위한 양시청 기준값 실험실 테스트 결과)

  • Jeon, Sungho;Kim, Sanghoon;Hahm, Sangjin;Yim, Zungkon;Suh, Young-Woo
    • Journal of Broadcast Engineering
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    • v.21 no.4
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    • pp.506-514
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    • 2016
  • In this study, HEVC over DVB-T2 systems with a bandwidth of 6 MHz is considered, particularly for the terrestrial 4K-UHDTV broadcasting service in the Republic of Korea. The threshold of visibility carrier-to-noise power ratio (ToV C/N) and the receiver minimum required input level (sensitivity) for satisfying the subjective picture failure (SPF) condition are measured in the laboratory. It is observed, for transmitting 26.37 Mbps data stream correctly, that ToV C/N is 18.8 dB on average, and the receiver sensitivity is varied from minimum -84.2 dBm to maximum -80.0 dBm. Based on the results, the receiver noise floor is calculated by -100 dBm on average.

Coding Technique using Depth Map in 3D Scalable Video Codec (확장된 스케일러블 비디오 코덱에서 깊이 영상 정보를 활용한 부호화 기법)

  • Lee, Jae-Yung;Lee, Min-Ho;Chae, Jin-Kee;Kim, Jae-Gon;Han, Jong-Ki
    • Journal of Broadcast Engineering
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    • v.21 no.2
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    • pp.237-251
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    • 2016
  • The conventional 3D-HEVC uses the depth data of the other view instead of that of the current view because the texture data has to be encoded before the corresponding depth data of the current view has been encoded, where the depth data of the other view is used as the predicted depth for the current view. Whereas the conventional 3D-HEVC has no other candidate for the predicted depth information except for that of the other view, the scalable 3D-HEVC utilizes the depth data of the lower spatial layer whose view ID is equal to that of the current picture. The depth data of the lower spatial layer is up-scaled to the resolution of the current picture, and then the enlarged depth data is used as the predicted depth information. Because the quality of the enlarged depth is much higher than that of the depth of the other view, the proposed scheme increases the coding efficiency of the scalable 3D-HEVC codec. Computer simulation results show that the scalable 3D-HEVC is useful and the proposed scheme to use the enlarged depth data for the current picture provides the significant coding gain.

3D Depth Estimation by a Single Camera (단일 카메라를 이용한 3D 깊이 추정 방법)

  • Kim, Seunggi;Ko, Young Min;Bae, Chulkyun;Kim, Dae Jin
    • Journal of Broadcast Engineering
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    • v.24 no.2
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    • pp.281-291
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    • 2019
  • Depth from defocus estimates the 3D depth by using a phenomenon in which the object in the focal plane of the camera forms a clear image but the object away from the focal plane produces a blurred image. In this paper, algorithms are studied to estimate 3D depth by analyzing the degree of blur of the image taken with a single camera. The optimized object range was obtained by 3D depth estimation derived from depth from defocus using one image of a single camera or two images of different focus of a single camera. For depth estimation using one image, the best performance was achieved using a focal length of 250 mm for both smartphone and DSLR cameras. The depth estimation using two images showed the best 3D depth estimation range when the focal length was set to 150 mm and 250 mm for smartphone camera images and 200 mm and 300 mm for DSLR camera images.

Method for Applying Wavefront Parallel Processing on Cubemap Video (큐브맵 영상에 Wavefront 병렬 처리를 적용하는 방법)

  • Hong, Seok Jong;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • v.22 no.3
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    • pp.401-404
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    • 2017
  • The 360 VR video has a format of a stereoscopic shape such as an isometric shape or a cubic shape or a cubic shape. Although these formats have different characteristics, they have in common that the resolution is higher than that of a normal 2D video. Therefore, it takes much longer time to perform coding/decoding on 360 VR video than 2D Video, so parallel processing techniques are essential when it comes to coding 360 VR video. HEVC, the state of art 2D video codec, uses Wavefront Parallel Processing (WPP) technology as a standard for parallelization. This technique is optimized for 2D videos and does not show optimal performance when used in 3D videos. Therefore, a suitable method for WPP is required for 3D video. In this paper, we propose WPP coding/decoding method which improves WPP performance on cube map format 3D video. The experiment was applied to the HEVC reference software HM 12.0. The experimental results show that there is no significant loss of PSNR compared with the existing WPP, and the coding complexity of 15% to 20% is further reduced. The proposed method is expected to be included in the future 3D VR video codecs.

Application of Adaptive Loop Filter for NRT-Based Stereoscopic Video Coding (비실시간 기반 스테레오스코픽 비디오 부호화를 위한 적응루프필터 적용기법)

  • Lee, Byung-Tak;Lee, BongHo;Choi, Haechul;Kim, Jin-Soo;Yun, Kugjin;Cheong, Won-Sik;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.18 no.2
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    • pp.261-270
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    • 2013
  • A stereoscopic 3D video service is able to provide a 3D video service while keeping backward compatibility with the existing 2D video service. In the terrestrial digital television (DTV) system, a stereoscopic video codec is required to have high coding efficiency in order to provide a 3D video service in the same channel capacity. A hybrid codec consisting of MPEG-2 for base video and H.264/AVC or HEVC for 3D auxiliary video is considered. Furthermore, Non-Real-Time (NRT) delivery of stereoscopic video is also considered as a service scenario for 3DTV services to overcome the limited bandwidth. In this paper, we propose a stereoscopic video coding scheme using adaptive loop filter (ALF) which had been considered in HEVC as a pre-/post-filter for enhancing coding efficiency in NRT-based 3DTV services. In order to apply ALF as a post-filter to the reconstructed additional view coded by H.264/AVC, we devise a method in which ALF is adaptively applied based on a structure determined by using macroblock (MB) coding information such as MB mode type and reference index instead of coding unit (CU) structure on which ALF is applied in the HEVC. Experimental results shows that the proposed stereoscopic video coding scheme applying ALF obtains up to 24.9% gain of bit saving.

Technology and Standardization Trends of Ultra-High-Definition TV (UHDTV 방송기술 및 표준화 동향)

  • Jun, D.S;Cho, S.K.;Jeong, S.Y.;Kim, H.Y.;Choi, J.S.
    • Electronics and Telecommunications Trends
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    • v.26 no.4
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    • pp.123-133
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    • 2011
  • 2009년 말 개봉된 영화 아바타의 흥행 성공과 함께 새롭게 시작된 3차원 영상에 대한 열풍은 영화뿐 아니라 방송, 게임 등 영상산업 전반에 커다란 파급효과를 가져왔다. 이에 그치지 않고, 디스플레이의 대형화 추세에 따라 대화면 TV가 범용화되면서 초고해상도 고품질 영상에 대한 소비자의 욕구가 어느 때보다 높아졌고, 주요 선진국에서는 Post-HDTV 시대를 선점하기 위하여 치열한 경쟁 속에 차세대 방송 서비스를 준비하고 있다. HDTV 이후의 차세대 방송을 UHDTV라고 하며, 가정에서 70mm 영화보다 뛰어난 화질(HD 화면 4~16배 크기에 해당, 최대 비디오 해상도 $7,680{\times}4,320$)과 다채널(~22.2ch) 음질로 극장급의 초고품질 서비스를 제공하여, 소비자의 실감방송에 대한 요구를 만족시킬 수 있는 방송 서비스 제공을 목표로 한다. 본 고에서는 UHDTV 방송을 위한 국내외 관련 기술동향 및 표준화 동향에 대해 살펴보고, 끝으로 UHDTV의 향후전망에 대해 살펴보고자 한다.

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