• Title/Summary/Keyword: Occlusion Processing

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Detecting and Restoring the Occlusion Area for Generating Digital Orthophoto (대축척 정사보정영상 생성을 위한 폐색지역 탐지 및 복원)

  • 조우석;장휘정
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2003.10a
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    • pp.237-242
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    • 2003
  • During the past, digital orthophoto is generated for rural area or low resolution image, because the accurate extraction of DEM is difficult for urban area. But, nowadays, high resolution DEM by ALS system starts to become available for urban area, so the importance of large scale digital orthophoto generation becomes increasing. In this paper, we propose and describe effective algorithm for detecting occlusion area and not only restoring occlusion area but also processing null pixels by occlusion area for minimizing the heterogeneity of digital orthophoto. With proposed algorithm, we detected occlusion area due to height of structures such as buildings, bridges, etc, and restored occlusion area using reference image. Also, The homogeneity of generated digital orthophoto was improved by using brightness correction.

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A Real-time Single-Pass Visibility Culling Method Based on a 3D Graphics Accelerator Architecture (실시간 단일 패스 가시성 선별 기법 기반의 3차원 그래픽스 가속기 구조)

  • Choo, Catherine;Choi, Moon-Hee;Kim, Shin-Dug
    • The KIPS Transactions:PartA
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    • v.15A no.1
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    • pp.1-8
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    • 2008
  • An occlusion culling method, one of visibility culling methods, excludes invisible objects or triangles which are covered by other objects. As it reduces computation quantity, occlusion culling is an effective method to handle complex scenes in real-time. But an existing common occlusion culling method, such as hardware occlusion query method, sends objects' data twice to GPU and this causes processing overheads once for occlusion culling test and the other is for rendering. And another existing hardware occlusion culling method, VCBP, can test objects' visibility quickly, but it neither test bounding volume nor return test result to application stage. In this paper, we propose a single pass occlusion culling method which uses temporal and spatial coherency, with effective occlusion culling hardware architecture. In our approach, the hardware performs occlusion culling test rapidly with cache on the rasterization stage where triangles are transformed into fragments. At the same time, hardware sends each primitive's visibility information to application stage. As a result, the application stage reduces data transmission quantity by excluding covered objects using the visibility information on previous frame and hierarchical spatial tree. Our proposed method improved maximum 44%, minimum 14% compared with S&W method based on hardware occlusion query. And the performance is increased 25% and 17% respectively, compared to maximum and minimum performance of CHC method which is based on occlusion culling method.

Fast Ambient Occlusion Volume Rendering using Local Statistics (지역적 통계량을 이용한 고속 환경-광 가림 볼륨 가시화)

  • Nam, Jinhyun;Kye, Heewon
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.158-167
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    • 2015
  • This study presents a new method to improve the speed of high quality volume rendering. We improve the speed of ambient occlusion which is one of the global illumination techniques used in traditional volume visualization. Calculating ambient occlusion takes much time because it determines an illumination value of a sample by integrating opacities of nearby samples. This study proposes an improved method for this by using local statistics such as averages and standard deviations. We calculate local statistics for each volume block, a set of nearby samples, in pre-processing time. In the rendering process, we efficiently determine the illumination value by assuming the density distribution as a normal distribution. As the results, we can generate high quality images that combine ambient occlusion illumination with local illumination in real time.

The Design of 1-pass Rendering Pipeline for Occlusion Culling (Occlusion Culling 처리를 위한 1-패스 렌더링 시스템 구조 설계)

  • Lee, Eun-Ji;Choi, Moon-Hee;Park, Woo-Chan;Kim, Shin-Dug
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.703-706
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    • 2002
  • 최근 컴퓨터 그래픽스 분야에서 보다 현실감 나는 영상을 제공하기 위해, 많은 기하로 구성될 뿐만 아니라 깊이 복잡도가 매우 높은 데이터가 요구되어지고 있다. 또한 기하학적으로 늘어나는 데이터를 실시간에 처리해 줄 수 있는 고성능의 렌더링 시스템에 대한 요구도 높아지고 있다. 이에 본 논문에서는 OpenGL 기반에서 occlusion culling을 1-패스에 처리하여 고성능을 보여주는 렌더링 구조를 제안한다. 이는 2-패스의 기존 구조에서 반복적으로 발생되는 불필요한 연산을 효과적으로 제거하여 성능을 높여주고 파워 소모도 최소로 하고 있다. 실험을 통해 제안 구조가 기존 구조에 비해 $1.2\sim1.5$배 성능 향상을 보임을 알 수 있었다.

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Ambient Occlusion Rendering Technique in the Mobile Platform utilizing Lookup Table (Lookup Table을 활용한 Mobile Platform에서의 Ambient Occlusion 렌더링 기법)

  • Park, Ju-Sang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.851-854
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    • 2015
  • 게임, 영화, 애니메이션 분야에 이르기까지 3D 렌더링 기술은 많은 분야에 걸쳐 활용되고 있으며, 이러한 3D 렌더링 기술의 발전으로 현실감있는 표현이 점차 가능해지고 있다. 영화나 애니메이션이 많은 시간과 비용을 들여 고품질의 영상을 만들어 내는 반면에, 게임은 실시간으로 고품질의 영상을 만들어 내며, 이를 위해서는 많은 연산을 필요로 한다. 그래서 게임에 고품질의 렌더링 기술을 적용하기 위해서는 상당히 높은 성능의 하드웨어를 필요로 하며, 현재 점차 높은 성능의 하드웨어가 개발되고 보급되기 시작하면서, 게임에 실시간으로 적용 가능한 다양한 렌더링 기술이 개발되고 있는 상황이다. 하지만 이것은 PC 플랫폼만 국한된 상황이며, 모바일 기기가 가지는 성능상의 제약으로 인해서 모바일 기기에 이러한 PC 플랫폼 기반에서 적용되는 3D 렌더링 기술을 적용하기란 여간 힘든 일이 아닐 수 없다. 본 논문에서는 3D 렌더링 기술 중에 하나인 Ambient Occlusion 기법을, 모바일 디바이스가 제공하는 하드웨어적인 한계를 극복하고 보다 향상된 렌더링 속도로 기존 PC 환경과 유사한 효과를 표현하기 위한 렌더링 기법을 제안하고자 한다.

Object Tracking with the Multi-Templates Regression Model Based MS Algorithm

  • Zhang, Hua;Wang, Lijia
    • Journal of Information Processing Systems
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    • v.14 no.6
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    • pp.1307-1317
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    • 2018
  • To deal with the problems of occlusion, pose variations and illumination changes in the object tracking system, a regression model weighted multi-templates mean-shift (MS) algorithm is proposed in this paper. Target templates and occlusion templates are extracted to compose a multi-templates set. Then, the MS algorithm is applied to the multi-templates set for obtaining the candidate areas. Moreover, a regression model is trained to estimate the Bhattacharyya coefficients between the templates and candidate areas. Finally, the geometric center of the tracked areas is considered as the object's position. The proposed algorithm is evaluated on several classical videos. The experimental results show that the regression model weighted multi-templates MS algorithm can track an object accurately in terms of occlusion, illumination changes and pose variations.

Patch-Based Processing and Occlusion Area Recovery for True Orthoimage Generation (정밀정사영상 생성을 위한 패치기반 처리와 폐색지역 복원)

  • Yoo, Eun-Jin;Lee, Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.28 no.1
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    • pp.83-92
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    • 2010
  • Emergence of high-resolution digital aerial cameras and airborne laser scanners have made innovative progress in photogrammetry and spatial information technology. The purpose of this study is to generate true orthoimage by recovering occlusion areas. The orthoimages were generated patch-based transformation. The occlusion areas were mutually corrected by using multiple aerial images. This study proposed a novel method of building roof based orthoimage generation and an effective method of occlusion area detection and recovery. The proposed methods could be efficient to generate true orthoimages in urban areas where occlusion areas are problematic.

Dividing Occluded Pedestrians in Wide Angle Images for the Vision-Based Surveillance and Monitoring (시각 기반 감시 및 관측을 위한 광각 영상에서의 중첩된 보행자 구분)

  • Park, Jaehyeong;Do, Yongtae
    • Journal of Sensor Science and Technology
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    • v.24 no.1
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    • pp.54-61
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    • 2015
  • In recent years, there has been increasing use of automatic surveillance and monitoring systems based on vision sensors. Humans are often the most important target in the systems, but processing human images is difficult due to the small sizes and flexible motions. Particularly, occlusion among pedestrians in camera images brings practical problems. In this paper, we propose a novel method to separate image regions of occluded pedestrians. A camera equipped with a wide angle lens is attached to the ceiling of a building corridor for sensing pedestrians with a wide field of view. The output images of the camera are processed for the human detection, tracking, identification, distortion correction, and occlusion handling. We resolve the occlusion problem adaptively depending on the angles and positions of their heads. Experimental results showed that the proposed method is more efficient and accurate compared with existing methods.

Active Fusion Model with Robustness against Partial Occlusions (부분적 폐색에 강건한 활동적 퓨전 모델)

  • Lee Joong-Jae;Lee Geun-Soo;Kim Gye-Young
    • The KIPS Transactions:PartB
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    • v.13B no.1 s.104
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    • pp.35-46
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    • 2006
  • The dynamic change of background and moving objects is an important factor which causes the problem of occlusion in tracking moving objects. The tracking accuracy is also remarkably decreased in the presence of occlusion. We therefore propose an active fusion model which is robust against partial occlusions that are occurred by background and other objects. The active fusion model is consisted of contour-based md region-based snake. The former is a conventional snake model using contour features of a moving object and the latter is a regional snake model which considers region features inside its boundary. First, this model classifies total occlusion into contour and region occlusion. And then it adjusts the confidence of each model based on calculating the location and amount of occlusion, so it can overcome the problem of occlusion. Experimental results show that the proposed method can successfully track a moving object but the previous methods fail to track it under partial occlusion.

Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments (감각형 증강현실 환경에서의 손 가림 현상 해결 방안)

  • Moon, Hee-Cheol;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.