• Title/Summary/Keyword: 3D network

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Improvement of point cloud data using 2D super resolution network (2D super resolution network를 이용한 Point Cloud 데이터 개선)

  • Park, Seong-Hwan;Kim, Kyu-Heon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.16-18
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    • 2021
  • 미디어 기술은 사용자가 더욱 몰입감을 느낄 수 있는 방향으로 개발되어 왔다. 이러한 흐름에 따라 기존의 2D 이미지에 비해 깊이감을 느낄 수 있는 증강 현실, 가상 현실 등 3D 공간 데이터를 활용하는 미디어가 주목을 받고 있다. 포인트 클라우드는 수많은 3차원 좌표를 가진 여러 개의 점들로 구성된 데이터 형식이므로 각각의 점들에 대한 좌표 및 색상 정보를 사용하여 3D 미디어를 표현한다. 고정된 크기의 해상도를 갖는 2D 이미지와 다르게 포인트 클라우드는 포인트의 개수에 따라 용량이 유동적이며, 이를 기존의 비디오 코덱을 사용하여 압축하기 위해 국제 표준기구인 MPEG(Moving Picture Experts Group)에서는 Video-based Point Cloud Compression (V-PCC)을 제정하였다. V-PCC는 3D 포인트 클라우드 데이터를 직교 평면 벡터를 이용하여 2D 패치로 분해하고 이러한 패치를 2D 이미지에 배치한 다음 기존의 2D 비디오 코덱을 사용하여 압축한다. 본 논문에서는 앞서 설명한 2D 패치 이미지에 super resolution network를 적용함으로써 3D 포인트 클라우드의 성능 향상하는 방안을 제안한다.

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Embedding Algorithm among Folded Hypercube, Even Network and Odd Network (폴디드 하이퍼큐브와 이븐연결망, 오드연결망 사이의 임베딩 알고리즘)

  • Kim, Jong-Seok;Sim, Hyun;Lee, Hyeong-Ok
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.7
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    • pp.318-326
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    • 2008
  • In this paper, we will analyze embedding among Folded Hypercube, Even Network and Odd Network to further improve the network cost of Hypercube. We will show Folded Hypercube $FQ_n$ can be embedded into Even Network $E_{n-1}$ with dilation 2, congestion 1 and Even Network $E_d$ can be embedded into Folded Hypercube $FQ_{2d-3}$ with dilation 1. Also, we will prove Folded Hypercube $FQ_n$ can be embedded into Odd Network $O_{n-1}$ with dilation 2, congestion 1 and Odd Network $O_d$ can be embedded into Folded Hypercube $FQ_{2d-3}$ with dilation 2, congestion 1. Finally, we will show Even Network $E_d$ can be embedded into Odd Network $O_d$ with dilation 2, congestion 1 and Odd Network $O_d$ can be embedded into Folded Hypercube $E_{d-1}$ with dilation 2, congestion 1.

A Study on Network Planning and Optimization Strategy for Network Scalability (Network Scalability를 위한 네트워크 설계 및 최적화 방법에 관한 연구)

  • Lee, Dong-Sun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.6A
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    • pp.511-518
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    • 2007
  • One of the major issues that has to be carefully considered when upgrading current transport network capacity, is network scalability. A novel full-meshed connected ring expansion methodology and planning tool have been proposed. A 3 to 15 node expansion ring has been studied by demonstrating a dramatic system SNR improvement when the proposed planning tool was used. The results are that node output signal and optical SNR have been improved from -16dBm/10dB to +005dBm/21dB by NPOT.

Enhanced 3D Residual Network for Human Fall Detection in Video Surveillance

  • Li, Suyuan;Song, Xin;Cao, Jing;Xu, Siyang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.12
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    • pp.3991-4007
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    • 2022
  • In the public healthcare, a computational system that can automatically and efficiently detect and classify falls from a video sequence has significant potential. With the advancement of deep learning, which can extract temporal and spatial information, has become more widespread. However, traditional 3D CNNs that usually adopt shallow networks cannot obtain higher recognition accuracy than deeper networks. Additionally, some experiences of neural network show that the problem of gradient explosions occurs with increasing the network layers. As a result, an enhanced three-dimensional ResNet-based method for fall detection (3D-ERes-FD) is proposed to directly extract spatio-temporal features to address these issues. In our method, a 50-layer 3D residual network is used to deepen the network for improving fall recognition accuracy. Furthermore, enhanced residual units with four convolutional layers are developed to efficiently reduce the number of parameters and increase the depth of the network. According to the experimental results, the proposed method outperformed several state-of-the-art methods.

An Improved EPS Handover Scheme for Seamless D2D Communications (끊김없는 D2D 통신을 위한 EPS 핸드오버 개선 방안)

  • Kim, Jong-Chan;Min, Sang-Won
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.17 no.4
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    • pp.168-180
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    • 2018
  • Due to the spread of mobile devices and the introduction of high-quality services, mobile traffic is expected to increase sharply and overload of cellular networks is expected. D2D communication is a way to reduce the load and evolve to 5th generation. Since D2D communication directly communicates between the terminals, it can reduce the overload of the cellular network and improve energy efficiency, data rate and network performance. This paper proposes a D2D handover scheme for D2D communication in cellular networks. The cellular network is a 3GPP EPS, and the proposed D2D handover method improves the existing EPS handover process considering compatibility between existing EPS and D2D communication. We also demonstrate the superiority of the proposed handover scheme using the network simulator ns-3. Simulation results show that the proposed handover scheme is superior to existing handover methods in terms of CUE variation, packet transmission delay time, and throughput.

Composing Technology of Irregular Triangulate Network by Object Attribute in 4D System for Civil Engineering Project (토목시설 지형정보의 4D시스템 구현을 위한 객체속성별 삼각망 구축기술)

  • Kang Leen-Seok;Jee Sang-Bok;Kwak Joong-Min
    • Korean Journal of Construction Engineering and Management
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    • v.6 no.1 s.23
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    • pp.65-72
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    • 2005
  • The 3D objects far representing artificial element in building project can be easily organized in 4D system. However, the civil engineering projects need a composing technology of irregular triangulate network because the projects generally include earthwork of large scale that consists of cutting, filling, and excavating work. It Is very difficult to represent earthwork status as 3D object type because the earthwork in highway or railway projects is being progressed on the natural geographical features. That is, a composing technology of irregular triangulate networks necessary function to simulate natural site condition as 3D object in 4D system. This study suggests a new composing technology of irregular triangulate network that 3D objects can be automatically generated by attribute in each layer.

Development of Platform for Connection of Electronic Power Backbone based on D-TRS (D-TRS 기반 전력기간망 접속을 위한 게이트웨이 플랫폼 개발)

  • Song, Byeong-Kwon;Lee, Sang-Hun;Jeong, Tae-Eui;Kim, Gun-Woong;Kim, Jin-Chul;Kim, Young-Eok
    • Proceedings of the KIEE Conference
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    • 2008.11a
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    • pp.382-384
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    • 2008
  • D-TRS is a method of wireless communication. This method will be able to use several frequency for multiple user used chanel together. TETRA of D-TRS technology is not rented network. Using TETRA network has the strong point which cost better than CDMA network of rental network. Master server of SCADA(Supervisory Control And Data Acquisition) system is realtime supervise control and a data acquire the control system or the RTU(Remote Terminal Unit). The present paper is developed and proposal the gateway platform for electronic power backbone network based on D-TRS. This gateway platform is converted DNP3.0 messages with TETRA PDU and converted TETRA PDU with DNP3.0 messages. Master server and FRTU will be able to send and receive DNP3.0 message via TETRA network using this gateway platform.

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A Design on LNA/Down-Mixer for MB-OFDM m Using 0.18 μm CMOS (CMOS를 이용한 MB-OFDM UWB용 LNA/Down-Mixer 설계)

  • Park Bong-Hyuk;Lee Seung-Sik;Kim Jae-Young;Choi Sang-Sung
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.16 no.2 s.93
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    • pp.139-143
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    • 2005
  • In this paper, we propose the design on LNA and Down-mixer for MB-OFDM UWB using $0.18\;{\mu}m$ CMOS. LNA, Down-mixer design result shows that it covers the frequency range ken 3 GHz to 5 GHz. The LNA gain is larger than 12.8 dB, and noise figure about 2.6 dB. Double balanced differential down-mixer is designed less than 2 dB gainflatness, and it has over 30 dB LO leakage, feedthrough characteristics.

3D Object Recognition and Accurate Pose Calculation Using a Neural Network (인공신경망을 이용한 삼차원 물체의 인식과 정확한 자세계산)

  • Park, Gang
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.23 no.11 s.170
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    • pp.1929-1939
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    • 1999
  • This paper presents a neural network approach, which was named PRONET, to 3D object recognition and pose calculation. 3D objects are represented using a set of centroidal profile patterns that describe the boundary of the 2D views taken from evenly distributed view points. PRONET consists of the training stage and the execution stage. In the training stage, a three-layer feed-forward neural network is trained with the centroidal profile patterns using an error back-propagation method. In the execution stage, by matching a centroidal profile pattern of the given image with the best fitting centroidal profile pattern using the neural network, the identity and approximate orientation of the real object, such as a workpiece in arbitrary pose, are obtained. In the matching procedure, line-to-line correspondence between image features and 3D CAD features are also obtained. An iterative model posing method then calculates the more exact pose of the object based on initial orientation and correspondence.

The Study on Packet Communication Scheduling Scheme for Mobile 3D Bluetooth Game Engine (모바일 3D 블루투스 게임 엔진을 위한 패킷통신 스케줄링 기법에 관한 연구)

  • Cho, Jong-Keun;Kim, Hyung-Il
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.197-202
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    • 2007
  • This study focused on design and implementation of Mobile 3D Bluetooth Game Engine based on OpenGL-ES. In Mobile 3D network game so far, there is a form the mainstream of wireless inter-net game using WAP and VM. But, VM game we popular because of an excessive communication expense problem for this mobile network game that occur when connect to wireless internet as point out to problem by it, that is, stand-alone game are very popular. This study introduce a mobile 3D Bluetooth Game Engine which is based on mobile 3D standard using OpenGL-ES to solve a problem like mobile network game generally that occur when connect to take pleasure a wireless internet from some people into a short distance. When the number of concurrent packet datum by Bluetooth terminal transfers to each other, we shows that the proposed scheduling scheme for enhancing the process speed up on Bluetooth.