• Title/Summary/Keyword: 3D방송

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3D conversion of 2D video using depth layer partition (Depth layer partition을 이용한 2D 동영상의 3D 변환 기법)

  • Kim, Su-Dong;Yoo, Ji-Sang
    • Journal of Broadcast Engineering
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    • v.16 no.1
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    • pp.44-53
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    • 2011
  • In this paper, we propose a 3D conversion algorithm of 2D video using depth layer partition method. In the proposed algorithm, we first set frame groups using cut detection algorithm. Each divided frame groups will reduce the possibility of error propagation in the process of motion estimation. Depth image generation is the core technique in 2D/3D conversion algorithm. Therefore, we use two depth map generation algorithms. In the first, segmentation and motion information are used, and in the other, edge directional histogram is used. After applying depth layer partition algorithm which separates objects(foreground) and the background from the original image, the extracted two depth maps are properly merged. Through experiments, we verify that the proposed algorithm generates reliable depth map and good conversion results.

The Trouble Analysis of Electric wave Antenna Using GIS (GIS를 이용한 전파안테나 장애분석)

  • Kang, Joon-Mook;Kang, Young-Mi;Choi, Joon-Seuk;Lee, Ju-Dae
    • Journal of Korean Society for Geospatial Information Science
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    • v.12 no.2 s.29
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    • pp.3-9
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    • 2004
  • The Broadcasting system is very important part of human lift that preceding to people news, nation plan, sport, drama, leisure and politics. The product of maded by brocasting system conveyed the whole country by radio signal. A brocasting station operate the brocast product radio trial network in the mountain. Recently a height of new building, concrete structure is very large and higher then old one. Since one does or says, noise occur to radio and TV signal whole nation. In this study, Taejun Sikjang mountain and Cheunan-Heuksung mountain where occurred radio noise chosen as a sample, and analysis 3D simulation and plane check. Accordingly come to conclusion condition of noise occurred radio antenna.

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Wearable Augmented Reality and 3D Interaction for Natural Museum (자연사 박물관을 위한 웨어러블 증강현실과 3차원 인터랙션)

  • Hwang, Jae-In;Kim, Jun-Ho
    • Broadcasting and Media Magazine
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    • v.19 no.3
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    • pp.103-110
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    • 2014
  • 본 논문에서는 자연사 박물관에서 활용이 가능한 웨어러블 증강현실 기술과 3차원 인터랙션 기술에 대해서 논한다. 자연사 박물관에서 웨어러블 증강현실을 사용하기 위하여 실재감 있는 3차원 콘텐츠를 생성하고 정합하는 것에 대하여 언급한다. 그리고 자연사 박물관 상황에 맞는 카메라 추적 및 정합방법을 연구하였다. 또한 사용자가 편하게 휴대하고 다니면서 사용할 수 있고 충분한 몰입경험을 줄 수 있는 뷰어 개발을 진행하였다. 초기 단계이기는 하지만 사용자가 맨손으로 3차원 콘텐츠와 인터랙션을 할 수 있는 기법도 소개한다.

Research and Development of 3 Dimensional Imaging Media Technology in Korea

  • Son, Jung-Young;Chun, You-Seek
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.45-50
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    • 1998
  • Several 3 dimensional image display systems were recently developed in Korea. These are a holographic video system based on pulse laser illumination, ad 8-view 3 dimensional image system capable of displaying computer generated 3 dimensional images and multiview 3 dimensional imaging system based on moving aperture and holographic screens of both transmission and reflection types. All these systems require no special glasses to watch and works impressively.

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MPEG Video-based Point Cloud Compression 표준 소개

  • Jang, Ui-Seon
    • Broadcasting and Media Magazine
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    • v.26 no.2
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    • pp.18-30
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    • 2021
  • 본 고에서는 최근 국제표준으로 완성된 MPEG Video-based Point Cloud Compression(V-PCC) 표준 기술에 대해 소개하고자 한다. AR/VR 등 새로운 미디어 응용의 출현과 함께 그 관심이 3D 그래픽 데이터에 더 많이 모아지는 가운데, 지금까지는 효율적인 압축에 관심이 높지 않았던 포인트 클라우드 데이터의 표준 압축 기술로 만들어진 V-PCC 표준의 표준화 현황과 주요 응용분야, 그리고 주요 압축 기술에 대하여 살펴보고자 한다.

Proposal of 3D Graphic Processor Using Multi-Access Memory System (Multi-Access Memory System을 이용한 3D 그래픽 프로세서 제안)

  • Lee, S-Ra-El;Kim, Jae-Hee;Ko, Kyung-Sik;Park, Jong-Won
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.4
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    • pp.119-128
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    • 2019
  • Due to the nature of the 3D graphics processor system, many mathematical calculations are required and parallel processing research using GPU (Graphics Processing Unit) is being performed for high-speed processing. In this paper, we propose a 3D graphics processor using MAMS, a parallel processor that does not use cache memory, to solve the GPU problem of increasing bandwidth caused by cache memory miss and the problem that 3D shader processing speed is not constant. The 3D graphics processor using MAMS proposed in this paper designed Vertex shader, Pixel shader, Tiling and Rasterizing structure using DirectX command analysis, the FPGA(Xilinx Virtex6@100MHz) board for MAMS was constructed and designed using Verilog. We compared the processing time of the developed FPGA (100Mhz) and nVidia GeForce GTX 660 (980Mhz), the processing time using GTX 660 was not constant and suing MAMS was constant.

3D 영상 산업 및 표준화 동향

  • Kim, Uk-Jung;Heo, Nam-Ho;Kim, Jin-Ung;Yu, Ji-Sang
    • Information and Communications Magazine
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    • v.27 no.3
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    • pp.3-9
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    • 2010
  • 3D 영상 산업은 영화, 게임, 그리고 방송 영역으로 빠르게 확장되어 가고 있다. 본 고에서는 3D 영상과 관련하여 진행되고 있는 산업 및 표준화 동향에 대하여 기술한다. 3D영상의 발전은 다양한 분야에 상당한 파급력을 지니며, 이러한 활동은 결국 관련 산업의 부흥을 유발시킬 수 있다. 본 고는 현재의 다양한 활동들에 대한 이해를 돕고자 한다.

A Frame Structure of Modified ATSC Transmission Systems for Terrestial 3D HDTV Broadcasting (지상파 3D HDTV 전송을 위한 수정된 ATSC 전송 시스템의 프레임 구조에 관한 연구)

  • Oh, Jong-Gyu;Kim, Joon-Tae
    • Journal of Broadcast Engineering
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    • v.15 no.6
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    • pp.803-814
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    • 2010
  • In this paper, we propose a frame structure for modified ATSC transmission systems which is used for a terrestrial 3D HDTV broadcasting. The modified ATSC transmission systems [2] see the potential of increasing a transmission capacity at reasonable TOV (Threshold of Visibility) by modifying channel codes of conventional ATSC systems and varying modulations. We use PN symbols (Pseudorandom Noise) in a guard interval which is used for avoiding the ISI (Inter Symbol Interference) to estimate and compensate the time-varying multi path channel effectively with a maximum transmission payload. With PN symbols in the guard interval, a CIR (Channel Impulse Response) in a time domain can be estimated and a compensation in a frequency domain can be achieved for the accurate channel estimation and compensation. The prosed frame structure is applied to the modified ATSC systems and computer simulations are performed for SER (Symbol Error Rate) performances in TU (Typical Urban)-6 Channel.