• Title/Summary/Keyword: 3D data coding

Search Result 108, Processing Time 0.038 seconds

PPO 객체 진화에 의한 BPR-ISP-A/D 통합 방법론

  • 김영석;서효원
    • Proceedings of the CALSEC Conference
    • /
    • 1999.07a
    • /
    • pp.215-231
    • /
    • 1999
  • CALS, Enterprise Integration, Virtual Enterprise 등을 구현하는데 있어서 BPR (business process re-engineering), ISP (Information Strategy Planning), Analysis/Design 등은 필수 적이다. 이러한 BPR, ISP, A/D 추진하는데 있어서 각 단계의 산출물은 유연하게 연계되지 못한다. 그 이유는 각 단계가 접근하는 초점이 다르고, 산출물의 성격이 다르며, 무엇보다도 각 단계의 전문가가 다르기 때문에 발생한다. 현재 기업이 각 단계를 추진할 때에는 반복적인 피드백을 통하여 정보를 공유하거나, 각 단계의 정보 연계가 제대로 이루어지지 않는다. 이러한 문제를 해결하기 위하여 BPR-ISP-A/D의 정보 연계를 유연하게 하기 위하여 PPO (Product-Process-Organization) 객체 진화에 의한 통합 방법론을 제안 하고자 한다. 그 과정은 1) Real world 정보를 PPO 객체로 정의하고, 2) PPO 객체를 기반으로 BPR을 수행하여 TO-BE model 을 만드는 동시에, 3) PPO TO-BE model과 함께 IT Architecture를 정의하며, 4) PPO 객체를 기반으로 Analysis and Design 과정을 통하여 Application system 객체 및 Data 객체를 정의한다. 이때 PPO 객체는 Real-world 객체에서 Application system 객체 및 Data 객체로 진화하게 되고 BPR-ISP-A/D의 seamless 통합이 이루어진다. 여기서, 단계 1) 과 2)는 System Engineering을 통하여 이루어진다. ARIS(Architecture of Integrated Information System, Dr. A-W. Scheer, 1998)개념을 도입하여 실세계를 정해진 규약에 따라 Model로 Mapping하고, 생성된 Model을 바탕으로 BPR을 수행하여 개선된 Model을 산출해 낸다. 단계 3)은, IE (Information Engineering, James Martine, 1990) 의 ISP가 도입되어, 설계업무를 지원하기위한 기본적인 시스템 구조를 구상하게 된다. 이와 함께 IT Model을 구성하게 되는데, 객체지향적 접근 방법으로 Model을 생성하고 UML(Unified Modeling Language)을 Tool로 사용한다. 단계 4)는 Software Engineering 관점으로 접근한다. 이는 최종산물이라고 볼 수 있는 설계업무 지원 시스템을 Design하는 과정으로, 시스템에 사용될 데이터를 Design하는 과정과, 데이터를 기반으로 한 기능을 Design하는 과정으로 나눈다. 이를 통해 생성된 Model에 따라 최종적으로 Coding을 통하여 실제 시스템을 구축하게 된다.

  • PDF

Enhanced Intra predction for the Characteristics of Color Filter Array (컬러 필터 배열 구조를 고려한 화면 내 예측 개선 기법)

  • Lee, Jae-Hoon;Lee, Chul-Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.05a
    • /
    • pp.656-659
    • /
    • 2012
  • In general, images captured by the color filter array are compressed after applying demosaicking process. Since this process introduces data redundancy which can reduce coding efficiency, several methods have been proposed to address this problem. While some conventional approachs convert color format to GBR or YUV 4:2:2 format, we propose to use the YCoCg 4:2:2 format to carry out compression. The proposed method shows an average bits reduction of 3.91% and PSNR increase of 0.04dB compared with H.264 YUV 4:2:0 intra-profile prediction method.

  • PDF

Synthetic Data Generation with Unity 3D and Unreal Engine for Construction Hazard Scenarios: A Comparative Analysis

  • Aqsa Sabir;Rahat Hussain;Akeem Pedro;Mehrtash Soltani;Dongmin Lee;Chansik Park;Jae- Ho Pyeon
    • International conference on construction engineering and project management
    • /
    • 2024.07a
    • /
    • pp.1286-1288
    • /
    • 2024
  • The construction industry, known for its inherent risks and multiple hazards, necessitates effective solutions for hazard identification and mitigation [1]. To address this need, the implementation of machine learning models specializing in object detection has become increasingly important because this technological approach plays a crucial role in augmenting worker safety by proactively recognizing potential dangers on construction sites [2], [3]. However, the challenge in training these models lies in obtaining accurately labeled datasets, as conventional methods require labor-intensive labeling or costly measurements [4]. To circumvent these challenges, synthetic data generation (SDG) has emerged as a key method for creating realistic and diverse training scenarios [5], [6]. The paper reviews the evolution of synthetic data generation tools, highlighting the shift from earlier solutions like Synthpop and Data Synthesizer to advanced game engines[7]. Among the various gaming platforms, Unity 3D and Unreal Engine stand out due to their advanced capabilities in replicating realistic construction hazard environments [8], [9]. Comparing Unity 3D and Unreal Engine is crucial for evaluating their effectiveness in SDG, aiding developers in selecting the appropriate platform for their needs. For this purpose, this paper conducts a comparative analysis of both engines assessing their ability to create high-fidelity interactive environments. To thoroughly evaluate the suitability of these engines for generating synthetic data in construction site simulations, the focus relies on graphical realism, developer-friendliness, and user interaction capabilities. This evaluation considers these key aspects as they are essential for replicating realistic construction sites, ensuring both high visual fidelity and ease of use for developers. Firstly, graphical realism is crucial for training ML models to recognize the nuanced nature of construction environments. In this aspect, Unreal Engine stands out with its superior graphics quality compared to Unity 3D which typically considered to have less graphical prowess [10]. Secondly, developer-friendliness is vital for those generating synthetic data. Research indicates that Unity 3D is praised for its user-friendly interface and the use of C# scripting, which is widely used in educational settings, making it a popular choice for those new to game development or synthetic data generation. Whereas Unreal Engine, while offering powerful capabilities in terms of realistic graphics, is often viewed as more complex due to its use of C++ scripting and the blueprint system. While the blueprint system is a visual scripting tool that does not require traditional coding, it can be intricate and may present a steeper learning curve, especially for those without prior experience in game development [11]. Lastly, regarding user interaction capabilities, Unity 3D is known for its intuitive interface and versatility, particularly in VR/AR development for various skill levels. In contrast, Unreal Engine, with its advanced graphics and blueprint scripting, is better suited for creating high-end, immersive experiences [12]. Based on current insights, this comparative analysis underscores the user-friendly interface and adaptability of Unity 3D, featuring a built-in perception package that facilitates automatic labeling for SDG [13]. This functionality enhances accessibility and simplifies the SDG process for users. Conversely, Unreal Engine is distinguished by its advanced graphics and realistic rendering capabilities. It offers plugins like EasySynth (which does not provide automatic labeling) and NDDS for SDG [14], [15]. The development complexity associated with Unreal Engine presents challenges for novice users, whereas the more approachable platform of Unity 3D is advantageous for beginners. This research provides an in-depth review of the latest advancements in SDG, shedding light on potential future research and development directions. The study concludes that the integration of such game engines in ML model training markedly enhances hazard recognition and decision-making skills among construction professionals, thereby significantly advancing data acquisition for machine learning in construction safety monitoring.

Performance Analysis of Underwater Acoustic Communication Systems with Turbo Equalization in Korean Littoral Sea (한국 연근해 환경에서 터보 등화기를 이용한 수중음향통신 시스템 성능 분석)

  • Park, Tae-Doo;Han, Jeong-Woo;Jung, Ji-Won;Kim, Ki-Man;Lee, Sang-Kook;Chun, Seung-Yong;Son, Kweon
    • The Journal of the Acoustical Society of Korea
    • /
    • v.32 no.2
    • /
    • pp.124-130
    • /
    • 2013
  • The performance of underwater acoustic communication system is sensitive to the ISI(Inter-Symbol Interference) due to delay spread develop of multipath signal propagation. The equalizer is used to combat the ISI. In this paper, the performances of underwater acoustic communication with turbo equalizer were evaluated by real data collected in Korean littoral sea. As a result, when one iterative decoding using turbo equalizer is applied, the performance was improved 1.5 dB than the case of the non-iterative equalizer at BER $10^{-4}$. In the case of two or three iterations the performance was enhanced about 3.5 dB, but the performance wasn't improved any more in the case of more than three times.

Molecular Characterization of Epoxide Hydrolase from Aspergillus niger LK using Phylogenetic Analysis (진화적 유연관계 분석을 통한 Aspergillus niger LK의 Epoxide Hydrolase의 특성분석)

  • 김희숙;이은열;이수정;이지원
    • KSBB Journal
    • /
    • v.19 no.1
    • /
    • pp.42-49
    • /
    • 2004
  • A gene coding for epoxide hydrolase (EH) of Aspergillus niger LK, a fungus possessing the enantioselective hydrolysis activity for racemic epoxides, was characterized by phylogenetic analysis. The deduced protein of A. niger LK epoxide hydrolase shares significant sequence similarity with several bacterial EHs and mammalian microsomal EHs (mEH) and belongs to the a/${\beta}$ hydrolase fold family. EH from A. niger LK had 90.6% identity with 3D crystal structure of lqo7 in Protein Data Bank. Sequence comparison with other source EHs suggested that Asp$\^$l92/, Asp$\^$374/ and His$\^$374/ constituted the catalytic triad. Based on the multiple sequence comparison of the functional and structural domain sequence, the phylogenetic tree between relevant epoxide hydrolases from various species were reconstructed by using Neighbor-Joining method. Genetic distances were so far as 1.841-2.682 but characteristic oxyanion hole and catalytic triad were highly conserved, which means they have diverged from a common ancestor.

A Study on the Data Compression Algorithm for Just-in-Time Rendering of Concentric Mosaic (동심원 모자이크의 실시간 표현을 위한 데이터 압축 알고리즘에 관한 연구)

  • Jee, Inn-Ho;Ahn, Hong-Yeoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.10 no.1
    • /
    • pp.91-96
    • /
    • 2010
  • Concentric mosaics are made with arranging and summing of video frames by using common spacial standards. Compared with previous works on 3-D wavelet transform coding, we have made important design considerations to enable flexible partial decoding and bit-stream random access. A just-in-time(JIT) rendering engine of the compressed concentric mosaic is developed. However, computationally, it is still demanding to accomplish the real-time rendering. Only the contents for specific scene representation are need to be decoded by maintaining compressed data. Thus our proposed algorithm is able to render real concentric mosaic by using lifting scheme instead of wavelet transform.

View Synthesis Error Removal for Comfortable 3D Video Systems (편안한 3차원 비디오 시스템을 위한 영상 합성 오류 제거)

  • Lee, Cheon;Ho, Yo-Sung
    • Smart Media Journal
    • /
    • v.1 no.3
    • /
    • pp.36-42
    • /
    • 2012
  • Recently, the smart applications, such as smart phone and smart TV, become a hot issue in IT consumer markets. In particular, the smart TV provides 3D video services, hence efficient coding methods for 3D video data are required. Three-dimensional (3D) video involves stereoscopic or multi-view images to provide depth experience through 3D display systems. Binocular cues are perceived by rendering proper viewpoint images obtained at slightly different view angles. Since the number of viewpoints of the multi-view video is limited, 3D display devices should generate arbitrary viewpoint images using available adjacent view images. In this paper, after we explain a view synthesis method briefly, we propose a new algorithm to compensate view synthesis errors around object boundaries. We describe a 3D warping technique exploiting the depth map for viewpoint shifting and a hole filling method using multi-view images. Then, we propose an algorithm to remove boundary noises that are generated due to mismatches of object edges in the color and depth images. The proposed method reduces annoying boundary noises near object edges by replacing erroneous textures with alternative textures from the other reference image. Using the proposed method, we can generate perceptually inproved images for 3D video systems.

  • PDF

Layered Depth Image Representation And H.264 Encoding of Multi-view video For Free viewpoint TV (자유시점 TV를 위한 다시점 비디오의 계층적 깊이 영상 표현과 H.264 부호화)

  • Shin, Jong Hong
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.7 no.2
    • /
    • pp.91-100
    • /
    • 2011
  • Free viewpoint TV can provide multi-angle view point images for viewer needs. In the real world, But all angle view point images can not be captured by camera. Only a few any angle view point images are captured by each camera. Group of the captured images is called multi-view image. Therefore free viewpoint TV wants to production of virtual sub angle view point images form captured any angle view point images. Interpolation methods are known of this problem general solution. To product interpolated view point image of correct angle need to depth image of multi-view image. Unfortunately, multi-view video including depth image is necessary to develop a new compression encoding technique for storage and transmission because of a huge amount of data. Layered depth image is an efficient representation method of multi-view video data. This method makes a data structure that is synthesis of multi-view color and depth image. This paper proposed enhanced compression method using layered depth image representation and H.264/AVC video coding technology. In experimental results, confirmed high compression performance and good quality reconstructed image.

A Development of JPEG-LS Platform for Mirco Display Environment in AR/VR Device. (AR/VR 마이크로 디스플레이 환경을 고려한 JPEG-LS 플랫폼 개발)

  • Park, Hyun-Moon;Jang, Young-Jong;Kim, Byung-Soo;Hwang, Tae-Ho
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.14 no.2
    • /
    • pp.417-424
    • /
    • 2019
  • This paper presents the design of a JPEG-LS codec for lossless image compression from AR/VR device. The proposed JPEG-LS(: LosSless) codec is mainly composed of a context modeling block, a context update block, a pixel prediction block, a prediction error coding block, a data packetizer block, and a memory block. All operations are organized in a fully pipelined architecture for real time image processing and the LOCO-I compression algorithm using improved 2D approach to compliant with the SBT coding. Compared with a similar study in JPEG-LS, the Block-RAM size of proposed STB-FLC architecture is reduced to 1/3 compact and the parallel design of the predication block could improved the processing speed.

Characterization of Lupinus Iuteus Chloroplgsl Gene Coding for Components of a Chloroplastic NADH Dehydrogenase

  • Oczkowski, Marian;Augustyniak, Halina
    • Journal of Plant Biotechnology
    • /
    • v.2 no.2
    • /
    • pp.73-78
    • /
    • 2000
  • The plastid genomes of several plants contain ndh genes homologues of genes encoding subunits of the mitochondrial complex I. We sequenced the part of lupin ndhB, ndhD and ndhF genes in order to compare the structure of these genes with those of Nicotiana tabaum, Arabidopsis thaliana, Zea mays and Oryza sativa with the idea to detect the presence of stretches with identical aminoacid composition. We were only able to find one or two stretches of this kind of about 16 aminoacid- long in the analyzed fragments of the ndh genes. The total number of such stretches was different in particular gene products: for ndhc 1, ndhB 9, ndhD 3 and ndhF 6. We have also examined the transcription pattern of ndhC, ndhK and ndhJ genes during lupin development. We show that the greatest amount of ndhC, ndhK and ndhJ transcripts are observed in 7- to 14 day- old lupin seedlings. We also studied the level of transcription of those genes in plants growing at low temperature. All the data confirmed that the abundance of transcription of ndhC, ndhK, and ndhJ genes increased under chill conditions. It has to be noted that the level of transcription of the ndhC gene was higher than the other genes probably due to higher stability of this transcript.

  • PDF