• 제목/요약/키워드: GPU based warping

검색결과 4건 처리시간 0.023초

Efficient Tiled Stereo Display System for Tangible Meeting

  • Kim, Ig-Jae;Ahn, Sang-Chul;Kim, Hyoung-Gon
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2007년도 7th International Meeting on Information Display 제7권2호
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    • pp.1239-1241
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    • 2007
  • In this paper, we present a tiled display system for tangible meeting. We built our system as a distributed system and use GPU based warping and image blending technique for real-time processing. For efficiency, we update specific area only, where the remote user exist, in real-time and blended it with static panoramic image of remote site.

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Tiled Stereo Display System for Immersive Telemeeting

  • Kim, Ig-Jae;Ahn, Sang-Chul;Kim, Hyoung-Gon
    • Journal of Information Display
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    • 제8권4호
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    • pp.27-31
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    • 2007
  • In this paper, we present an efficient tiled stereo display system for tangible meeting. For tangible meeting, it is important to provide immersive display with high resolution image to cover up the field of view and provide to the local user the same environment as that of remote site. To achieve these, a high resolution image needs to be transmitted for reconstruction of remote world, and it should be displayed using a tiled display. However, it is hard to transmit high resolution image in real time due to the limit of network bandwidth, and so we receive multiple images and reconstruct a remote world with received images in advance. Then, we update only a specific area where remote user exists by receiving low resolution image in realtime. We synthesize the transmitted image to the existing environmental map of remote world and display it as a stereo image. For this, we developed a new system which supports GPU based real time warping and blending, automatic feature extraction using machine vision technique.

View synthesis with sparse light field for 6DoF immersive video

  • Kwak, Sangwoon;Yun, Joungil;Jeong, Jun-Young;Kim, Youngwook;Ihm, Insung;Cheong, Won-Sik;Seo, Jeongil
    • ETRI Journal
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    • 제44권1호
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    • pp.24-37
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    • 2022
  • Virtual view synthesis, which generates novel views similar to the characteristics of actually acquired images, is an essential technical component for delivering an immersive video with realistic binocular disparity and smooth motion parallax. This is typically achieved in sequence by warping the given images to the designated viewing position, blending warped images, and filling the remaining holes. When considering 6DoF use cases with huge motion, the warping method in patch unit is more preferable than other conventional methods running in pixel unit. Regarding the prior case, the quality of synthesized image is highly relevant to the means of blending. Based on such aspect, we proposed a novel blending architecture that exploits the similarity of the directions of rays and the distribution of depth values. By further employing the proposed method, results showed that more enhanced view was synthesized compared with the well-designed synthesizers used within moving picture expert group (MPEG-I). Moreover, we explained the GPU-based implementation synthesizing and rendering views in the level of real time by considering the applicability for immersive video service.

GPU를 이용한 특징 기반 영상모핑의 가속화 (Acceleration of Feature-Based Image Morphing Using GPU)

  • 김은지;윤승현;이지은
    • 한국컴퓨터그래픽스학회논문지
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    • 제20권2호
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    • pp.13-24
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    • 2014
  • 본 논문에서는 특징 기반 영상모핑(feature-based image morphing)을 위한 GPU (Graphics Processing Unit) 기반의 가속화 기법을 제시한다. 제안된 기법은 모핑과정에서 픽셀과 제어선 사이의 최단거리를 효율적으로 계산하기 위해 그래픽스 하드웨어의 깊이 버퍼(depth-buffer)를 이용한다. 먼저 원본영상(source image)과 최종영상(destination image)에 사용자입력을 통해 특징을 표현하는 제어선들을 지정하고, 각 제어선의 거리함수(distance function)를 서로 다른 색상을 갖는 두개의 사각형과 원뿔로 렌더링한다. 그래픽스 파이프라인(graphics pipeline)을 통해 각 픽셀에서 가장 가까운 제어선까지의 거리는 깊이 버퍼에 저장되고, 이는 모핑연산을 효율적으로 수행하는데 사용된다. 본 논문에서는 픽셀 단위의 모핑 연산을 CUDA(Compute Unified Device Architecture)를 이용하여 병렬화함으로써 모핑의 속도를 더욱 향상시키며, 다양한 크기의 입력영상에 대하여 각각 CPU와 GPU를 이용한 영상모핑 실험을 통해 제안된 기법의 효율성을 입증한다.