• Title/Summary/Keyword: Depth Map Image

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HI-SPEED COMPUTER-GENERATED HOLOGRAM ALGORITHM

  • Choi, Hyun-Jun;Seo, Young-Ho;Yoo, Ji-Sang;Kim, Dong-Wook
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.242-245
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    • 2009
  • This paper proposes an algorithm that increases the speed of generating a Fresnel hologram using a recursive addition operation covering the whole coordinate array of a digital hologram. The 3D object designed to calculate the digital hologram used the depth-map image produced by computer graphics (CG). The proposed algorithm is a technique that performs CGH (computer generated hologram) operation with only the recursive addition from the hologram's whole coordinates by analyzing the regularity between the 3D object and the digital hologram coordinates. The experimental results showed that the proposed algorithm increased operation speed by 30% over the technique using the conventional CGH equation.

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Relative Depth-Map Generation from Monocular Image using a Valid Vanishing Point (유효한 소실점을 이용한 단안영상의 상대적 깊이지도 생성)

  • Han, Jong-Won;Jo, Jin-Su;Lee, Yill-Byoung
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.539-543
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    • 2006
  • 사람은 실내나 인공구조물을 가진 실외 환경에서 깊이를 지각하는데 소실점이라는 강력한 깊이 지각 단서를 활용한다. 소실점은 관찰자로부터 가장 먼 거리의 지점에 대응된다. 인간은 단안영상이 가지는 기하학적 성분을 이용해서 소실점을 추정하고, 소실점의 위치와 관찰자의 시점을 기준으로 상대적 깊이지각을 할 수 있다. 본 논문에서는 하나의 소실점을 가진 2차원 단안영상에서 유효한 소실점을 추정하고, 입력영상에 대한 소실점의 위치 관계를 이용한 상대적 깊이지도의 생성 방법을 제안한다.

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Depth Map Up-sampling Using Maximum Gradient of Color Image (색상 영상의 최대 변화도를 이용한 깊이맵 업샘플링 기법)

  • Jung, Jae-Il;Ho, Yo-Sung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.11a
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    • pp.29-30
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    • 2012
  • 본 논문은 고해상도의 깊이맵을 얻기 위해서 대응되는 색상 영상의 최대 변화도를 이용한 깊이맵 업샘플링 기술을 제안한다. 기존 알고리즘들이 인접한 화소의 깊이 값을 참조할 때 거리에 따른 가중치를 부여하는 것과 달리, 제안한 방법은 현재 화소와 참조 화소 사이의 최대 색차 변화도를 이용하여 가중치를 부여한다. 이런 접근 방법은 비슷한 색상의 물체가 서로 붙어 있거나 큰 크기의 객체가 존재할 경우에도 모두 올바른 가중치를 부여할 수 있다는 장점을 갖는다. 먼저, 색상 영상의 색차 성분에 대한 변화도 영상을 계산하고, 업샘플링하고자 하는 화소와 참조 화소 사이의 최단 경로 위에서 가장 큰 변화도를 취한다. 변화도가 클수록 다른 객체에 존재할 확률이 높기 때문에 변화도가 큰 참조 화소에는 작은 가중치를 부여하고, 이들의 가중합을 통해 최종 깊이 값을 계산한다. 제안한 방법을 이용하여 깊이맵을 업샘플링한 결과가 기존 알고리즘들에 비해 우수한 결과를 보였다.

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Fast Generation Methods for Computer-Generated Hologram Using a Modified Recursive Addition Algorithm

  • Choi, Hyun-Jun
    • Journal of information and communication convergence engineering
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    • v.11 no.4
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    • pp.282-287
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    • 2013
  • A real-time digital holographic display is the core technology for the next-generation 3DTV. Holographic display requires a considerably large amount of calculation. If generating a large number of digital holograms is intended, the amount of calculation and the time required increase exponentially. This is a significant obstacle in a real-time hologram service. This paper proposes an algorithm that increases the speed of generating a Fresnel hologram by using a recursive addition operation covering the entire coordinate array of a digital hologram. The 3D object designed to calculate the digital hologram uses a depth-map image produced by computer graphics. The proposed algorithm is a technique that performs the computer-generated holography (CGH) operation with only recursive addition of all of the hologram's coordinates by analyzing the regularity between the 3D object and the digital hologram coordinates. The experimental results show that the proposed algorithm increases the operation speed by 70% over the technique using the conventional CGH equation and by more than 30% over the previously proposed recursive technique.

Simple Graphical Selection of Optical Materials for an Athermal and Achromatic Design Using Equivalent Abbe Number and Thermal Glass Constant

  • Kim, Young-Ju;Kim, Yeong-Sik;Park, Sung-Chan
    • Journal of the Optical Society of Korea
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    • v.19 no.2
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    • pp.182-187
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    • 2015
  • This paper presents a new graphical method for selecting a pair of optical glasses to simultaneously achromatize and athermalize an imaging lens made of materials in contact. An athermal glass map that plots thermal glass constant versus inverse Abbe number is derived through analysis of optical glasses and plastic materials in visible light. By introducing the equivalent Abbe number and equivalent thermal glass constant, although it is a multi-lens system, we have a simple way to visually identify possible optical materials. Applying this method to design a phone camera lens equipped with quarter inch image sensor having 8-mega pixels, the thermal defocuses over $-20^{\circ}C$ to $+60^{\circ}C$ are reduced to be much less than the depth of focus of the system.

Hole Filling Technique for Depth Map using Color Image Pixel Clustering (컬러 영상 화소 분류를 이용한 깊이 영상의 홀을 채우는 기법)

  • Lee, Geon-Won;Han, Jong-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.55-57
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    • 2020
  • 실감미디어의 수요가 높아짐에 따라, 실감 미디어 컨텐츠 제작에 반드시 필요한 깊이영상에 대한 중요성이 커지고 있다. 다시점 영상으로부터 계산된 깊이 영상은 물체 주위와 배경 영역에 홀을 가지고 있다. 이러한 깊이영상에서의 홀을 채울 때, 이에 대응하는 컬러영상의 색상 특성을 고려하는 방법을 제안한다. 본 논문에서는 컬러 영상의 화소들을 색상 유사성을 이용하여 클래스로 분류하고, 홀의 깊이정보를 예측할 때 같은 클래스의 유효한 깊이값 만을 사용하는 방법을 소개한다. 제안하는 방법을 사용하면 깊이영상의 홀을 효율적으로 채워 넣을 수 있다. 실감미디어 제작에 있어 제안하는 방법을 사용한다면, 사실감 있는 깊이 정보를 얻을 수 있다.

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Extracting Graphics Information for Better Video Compression

  • Hong, Kang Woon;Ryu, Won;Choi, Jun Kyun;Lim, Choong-Gyoo
    • ETRI Journal
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    • v.37 no.4
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    • pp.743-751
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    • 2015
  • Cloud gaming services are heavily dependent on the efficiency of real-time video streaming technology owing to the limited bandwidths of wire or wireless networks through which consecutive frame images are delivered to gamers. Video compression algorithms typically take advantage of similarities among video frame images or in a single video frame image. This paper presents a method for computing and extracting both graphics information and an object's boundary from consecutive frame images of a game application. The method will allow video compression algorithms to determine the positions and sizes of similar image blocks, which in turn, will help achieve better video compression ratios. The proposed method can be easily implemented using function call interception, a programmable graphics pipeline, and off-screen rendering. It is implemented using the most widely used Direct3D API and applied to a well-known sample application to verify its feasibility and analyze its performance. The proposed method computes various kinds of graphics information with minimal overhead.

Extraction of Water Depth in Coastal Area Using EO-1 Hyperion Imagery (EO-1 Hyperion 영상을 이용한 연안해역의 수심 추출)

  • Seo, Dong-Ju;Kim, Jin-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.4
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    • pp.716-723
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    • 2008
  • With rapid development of science and technology and recent widening of mankind's range of activities, development of coastal waters and the environment have emerged as global issues. In relation to this, to allow more extensive analyses, the use of satellite images has been on the increase. This study aims at utilizing hyperspectral satellite images in determining the depth of coastal waters more efficiently. For this purpose, a partial image of the research subject was first extracted from an EO-1 Hyperion satellite image, and atmospheric and geometric corrections were made. Minimum noise fraction (MNF) transformation was then performed to compress the bands, and the band most suitable for analyzing the characteristics of the water body was selected. Within the chosen band, the diffuse attenuation coefficient Kd was determined. By deciding the end-member of pixels with pure spectral properties and conducting mapping based on the linear spectral unmixing method, the depth of water at the coastal area in question was ultimately determined. The research findings showed the calculated depth of water differed by an average of 1.2 m from that given on the digital sea map; the errors grew larger when the water to be measured was deeper. If accuracy in atmospheric correction, end-member determination, and Kd calculation is enhanced in the future, it will likely be possible to determine water depths more economically and efficiently.

Producing Stereoscopic Video Contents Using Transformation of Character Objects (캐릭터 객체의 변환을 이용하는 입체 동영상 콘텐츠 제작)

  • Lee, Kwan-Wook;Won, Ji-Yeon;Choi, Chang-Yeol;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.16 no.1
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    • pp.33-43
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    • 2011
  • Recently, 3D displays are supplied in the 3D markets so that the demand for 3D stereoscopic contents increases. In general, a simple method is to use a stereoscopic camera. As well, the production of 3D from 2D materials is regarded as an important technology. Such conversion works have gained much interest in the field of 3D converting. However, the stereoscopic image generation from a single 2D image is limited to simple 2D to 3D conversion so that the better realistic perception is difficult to deliver to the users. This paper presents a new stereoscopic content production method where foreground objects undergo alive action events. Further stereoscopic animation is viewed on 3D displays. Given a 2D image, the production is composed of background image generation, foreground object extraction, object/background depth maps and stereoscopic image generation The alive objects are made using the geometric transformation (e.g., translation, rotation, scaling, etc). The proposed method is performed on a Korean traditional painting, Danopungjung as well as Pixar's Up. The animated video showed that through the utilization of simple object transformations, more realistic perception can be delivered to the viewers.

Group-based Adaptive Rendering for 6DoF Immersive Video Streaming (6DoF 몰입형 비디오 스트리밍을 위한 그룹 분할 기반 적응적 렌더링 기법)

  • Lee, Soonbin;Jeong, Jong-Beom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.216-227
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    • 2022
  • The MPEG-I (Immersive) group is working on a standardization project for immersive video that provides 6 degrees of freedom (6DoF). The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR) technique. Many efficient coding methods have been suggested for MIV, but efficient transmission strategies have received little attention in MPEG-I. This paper proposes group-based adaptive rendering method for immersive video streaming. Each group can be transmitted independently using group-based encoding, enabling adaptive transmission depending on the user's viewport. In the rendering process, the proposed method derives weights of group for view synthesis and allocate high quality bitstream according to a given viewport. The proposed method is implemented through the Test Model for Immersive Video (TMIV) test model. The proposed method demonstrates 17.0% Bjontegaard-delta rate (BD-rate) savings on the peak signalto-noise ratio (PSNR) and 14.6% on the Immersive Video PSNR(IV-PSNR) in terms of various end-to-end evaluation metrics in the experiment.