• Title/Summary/Keyword: Image Based VR

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VR Image Shooting Considering Post-Production based Raw Format (원규격 기반 후반작업을 고려한 실사 VR 영상 촬영)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.866-875
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    • 2018
  • With the popularity of VR content, actual image based VR 360-degree video production using various shooting devices has attracted attention in recent years. Requiring a lot of work, the existing VR content production was possible only at the level of the research institute, but the recent miniaturization of cameras has made the VR actual image shooting more common to the content creators. In this paper, we compare and study various VR contents distribute in today's context and analyze the strengths and weaknesses of robust actual image-based 360 video production in terms of cost. We are to point out the disadvantages that make it difficult for existing video shooting experts to use and suggest a solution for this. The experiment shooting proved that it can be operated more manually than action cam or integrated camera and 360-degree shooting on a raw format support camera is more suitable for film type post-production.

Modified Seam Finding Algorithm based on Saliency Map to Generate 360 VR Image (360 VR 영상 제작을 위한 Saliency Map 기반 Seam Finding 알고리즘)

  • Han, Hyeon-Deok;Han, Jong-Ki
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1096-1112
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    • 2019
  • The cameras generating 360 VR image are too expensive to be used publically. To overcome this problem, we propose a way to use smart phones instead of VR camera, where more than 100 pictures are taken by smart phone and are stitched into a 360 VR image. In this scenario, when moving objects are in some of the pictures, the stitched 360 VR image has various degradations, for example, ghost effect and mis-aligning. In this paper, we proposed an algorithm to modify the seam finding algorithms, where the saliency map in ROI is generated to check whether the pixel belongs to visually salient objects or not. Various simulation results show that the proposed algorithm is effective to increase the quality of the generated 360 VR image.

Color and Illumination Compensation Algorithm for 360 VR Panorama Image (360 VR 기반 파노라마 영상 구성을 위한 칼라 및 밝기 보상 알고리즘)

  • Nam, Da-yoon;Han, Jong-Ki
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.3-24
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    • 2019
  • Techniques related to 360 VR service have been developed to improve the quality of the stitched image and video, where illumination compensation scheme is one of the important tools. Among the conventional illumination compensation algorithms, Gain-based compensation and Block Gain-based compensation algorithms have shown the outstanding performances in the process of making panorama picture. However, those are ineffective in the 360 VR service, because the disparity between illuminations of the multiple pictures in 360 VR is much more than that in making the panorama picture. In addition, the number of the pictures to be stitched in 360 VR system is more than that in the conventional panorama image system. Thus, we propose a preprocessing tool to enhance the illumination compensation algorithm so that the method reduces the degradation in the stitched picture of 360 VR systems. The proposed algorithm consists of 'color compensation' and 'illumination compensation'. The simulation results show that the proposed technique improve the conventional techniques without additional complexity.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

Live-Action VR Re-lighting Pipeline Using Depth Information (깊이 정보를 활용한 실사 VR의 리라이팅 파이프라인)

  • Baek, Kwang-Ho;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.9
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    • pp.1214-1219
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    • 2018
  • A variety of VR contents are being introduced as of 2017. VR contents are concentrated in the genre of games and interactive because of the difficulty of $360^{\circ}$ shooting production environment. Live action $360^{\circ}$ VR content has many problems due to the difficulty of the production environment. In this paper, a three - dimensional information value is generated in binocular disparity of a real image by using a re-light technique based on real image data. The generated 3D information values are combined with a technique of converting the depth information into a depth map and a re-light technique by installing virtual lighting on the surface formed in the 3D space. In order to solve the problem of lighting exposure, we apply the technique of re-lighting to the VR production pipeline by comparing and analyzing the result image of actual image and virtual image data.

Production of educational video contents in online market using VR (VR을 활용한 온라인 마켓에서의 교육영상콘텐츠 제작)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.374-375
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    • 2017
  • As the distribution of image contents is activated, users can easily access image contents through various routes and media.In this paper, we propose a new virtual reality (VR) system, which is based on the development of IT technology, in order to prepare for the fourth industrial revolution era.We propose a method of producing educational video contents that combines maximized virtual reality.

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A Study on Visual and Auditory Inducement of VR Image Contents and the Inducement Components of for Immersion Improvement (몰입감 향상을 위한 VR 영상 콘텐츠의 시청각 유도와 구성요소에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.495-500
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    • 2016
  • Since 2016, the VR market has been on the rapid growth. The most critical and arising issue in the VR market is VR contents. That is because it is necessary to develop making techniques and various VR contents to satisfy users' immersion and interaction as much as possible. Therefore, this study focused on VR image contents, conducted domestic and foreign cases of the components of visual and auditory inducement to keep and improve immersion, and thereby tried to find a right direction of visual and auditory inducement. As a result, the visual and auditory components of visual and auditory inducement were found to be photographing, edition, lighting, stitching, graphics, effect, voice actor's narration, dubbing, character voice, background sound, and sound effect; its technical and content components were found to be photographing technique, edition technique, lighting, stitching, graphics and effect, sound and sound effect, and theatric direction based on Mise-en-Scene, lines and narration of characters, and movements of characters and objets. For VR image contents, not only visual and auditory components, but technical and content components are necessary to improve immersion. In the future, it will be necessary to continue to research them.

Development of an Interactive Virtual Reality Service based on 360 degree VR Image (360도 파노라마 영상 기반 대화형 가상현실 서비스 구축)

  • Kang, Byoung-Gil;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.463-470
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    • 2017
  • Currently, virtual reality contents using VR images are spotlighted since they can be easily created and utilized. But because VR images are in a state of lack of interaction, there are limitations in their applications and usability.In order to overcome this problem, we propose a new method in which 360 degree panorama image and game engine are utilized to develop a high resolution of interactive VR service in real time. In particular, since the background image, which is represented by a form of panorama image, is pre-generated through a heavy rendering computation, it can be used to provide a immersive VR service with a relatively small amount of computation in run time on a low performance device. In order to show the effectiveness of our proposed method, an interactive game of a virtual zoo environment was implemented and illustrated showing that it can improve user interaction and immersion experience in a pretty good way.

A Study on the Application of Stereoscopic Depth Value in VR HMD (VR HMD 기반의 스테레오스코픽 깊이 값 적용 연구)

  • Son, Ho-Jun;Kim, Jung-Ho;Lee, Seung-Hyun;Hamacher, Alaric;Kwon, Soon-Chul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.4
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    • pp.31-40
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    • 2016
  • Recently, technology of Virtual Reality(VR) based on HMD among various kinds of VR implemented products has received widespread attention. Major IT-related companies around the world participated in VR HMD research and development. Therefore, the possibility of the spread of VR HMD has been highly praised. Demands of VR HMD products using Smart Phone has been especially increased so that it is required to create a high quality of VR contents. The purpose of study in this paper is to apply the depth value of stereoscopic to VR HMD. To implement it, we analyzed VR HMD optical system and converted an experimental image to virtual depth caused by binocular disparity based on the result of calculating NPP(Native Pixel Parallax). We produced the image of stereoscopic applied with the value converted and applied to VR HMD. This study is expected to be utilized as a VR content creation field of quantitative data.

Panorama Image Stitching Using Sythetic Fisheye Image (Synthetic fisheye 이미지를 이용한 360° 파노라마 이미지 스티칭)

  • Kweon, Hyeok-Joon;Cho, Donghyeon
    • Journal of Broadcast Engineering
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    • v.27 no.1
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    • pp.20-30
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    • 2022
  • Recently, as VR (Virtual Reality) technology has been in the spotlight, 360° panoramic images that can view lively VR contents are attracting a lot of attention. Image stitching technology is a major technology for producing 360° panorama images, and many studies are being actively conducted. Typical stitching algorithms are based on feature point-based image stitching. However, conventional feature point-based image stitching methods have a problem that stitching results are intensely affected by feature points. To solve this problem, deep learning-based image stitching technologies have recently been studied, but there are still many problems when there are few overlapping areas between images or large parallax. In addition, there is a limit to complete supervised learning because labeled ground-truth panorama images cannot be obtained in a real environment. Therefore, we produced three fisheye images with different camera centers and corresponding ground truth image through carla simulator that is widely used in the autonomous driving field. We propose image stitching model that creates a 360° panorama image with the produced fisheye image. The final experimental results are virtual datasets configured similar to the actual environment, verifying stitching results that are strong against various environments and large parallax.