• Title/Summary/Keyword: TV Graphics

Search Result 67, Processing Time 0.025 seconds

Behavior Engine for WebGL-based Interactive Contents (WebGL 기반의 상호작용 콘텐츠를 위한 행위 엔진)

  • Seo, Jin-Seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2011.10a
    • /
    • pp.862-865
    • /
    • 2011
  • WebGL is a cross-platform web standard for a low-level 3D graphics API based on OpenGL ES 2.0 and presents 3D graphics in web browsers without installing extra plug-ins. The reason that WebGL is notable is because it is included in the HTML5 standard which is getting the spotlight as a next-generation RIA(Rich Internet Application) platform for variable devices such as PCs, smart phones, table PCs, and smart TVs. In this research, we would like to introduce and develop a behavior engine for easy and rapid authoring of complicated interactions and 3D object's behavior models in WebGL-based contents.

  • PDF

A System-on-a-Chip Design for Digital TV

  • Rhee, Seung-Hyeon;Lee, Hun-Cheol;Kim, Sang-Hoon;Choi, Byung-Tae;Lee, Seok-Soo;Choi, Seung-Jong
    • JSTS:Journal of Semiconductor Technology and Science
    • /
    • v.5 no.4
    • /
    • pp.249-254
    • /
    • 2005
  • This paper presents a system-on-a-chip (SOC) design for digital TV. The single LSI incorporates almost all essential parts such as CPU, ISO/IEC 11172/13818 system/audio/video decoders, a video post-processor, a graphics/OSD processor and a display processor. It has analog IP's inside such as video DACs, an audio PLL, and a system PLL to reduce the system-level implementation cost. Descramblers and Smart Card interface are included to support widely used conditional access systems. The video decoder can decode two video streams simultaneously. The DSP-based audio decoder can process various audio coding specifications. The functional blocks for video quality enhancement also form outstanding features of this SoC. The SoC supports world-wide major DTV services including ATSC, ARIB, DVB, and DIRECTV.

Camera Parameter Extraction Method for Virtual Studio Applications by Tracking the Location of TV Camera (가상스튜디오에서 실사 TV 카메라의 3-D 기준 좌표와 추적 영상을 이용한 카메라 파라메타 추출 방법)

  • 한기태;김회율
    • Journal of Broadcast Engineering
    • /
    • v.4 no.2
    • /
    • pp.176-186
    • /
    • 1999
  • In order to produce an image that lends realism to audience in the virtual studio system. it is important to synchronize precisely between foreground objects and background image provided by computer graphics. In this paper, we propose a method of camera parameter extraction for the synchronization by tracking the pose of TV camera. We derive an equation for extracting camera parameters from inverse perspective equations for tracking the pose of the camera and 3-D transformation between base coordinates and estimated coordinates. We show the validity of the proposed method in terms of the accuracy ratio between the parameters computed from the equation and the real parameters that applied to a TV camera.

  • PDF

Development of Korean Sign Language Generation System using TV Caption Signal (TV 자막 신호를 이용한 한글 수화 발생 시스템의 개발)

  • Kim, Dae-Jin;Kim, Jung-Bae;Jang, Won;Bien, Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.39 no.5
    • /
    • pp.32-44
    • /
    • 2002
  • In this paper, we propose TV caption-based KSL(Korean Sign Language) generation system. Through TV caption decoder, this caption signal is transmitted to PC. Next, caption signal is segmented into meaning units by morphological analyzer in considering specific characteristics of Korean sign language. Finally, 3D KSL generation system represents the transformed morphological information by 3D visual graphics. Specifically, we propose a morphological analyzer with many pre-processing techniques for real-time capability. Our developed system is applied to real TV caption program. Through usage of the deaf, we conclude that our system is sufficiently usable compared to conventional TV caption program.

Research about Graphic Modeling Element of Media Skin (미디어스킨 기반의 그래픽 조형 요소에 관한 연구)

  • Kim, Moon Seok;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.6 no.3
    • /
    • pp.151-158
    • /
    • 2010
  • Media Skin is in form extended of TV or computer monitor that is digital media picture or digital output of graphic. Mean reflex or graphics applied in LCD Window of portable phone or LED display etc. of city environment mainly. Draft and study skill development trend and studied about role as graphic modeling to Media Skin. Media Skin that inflect LED over inside and outside of the country impulse to steal current is embodied. It is situating from modern society to one media trend. Progressed general investigation about Media Skin's connection skill in research. As culture contents progressed determinate research to graphic modeling element etc. As graphic modeling of new media special quality is construed by 4 as following. Contact, Real time, Nonlinear, Multi-Communication are it. Media Skin has function as symbol of city or media construction facade. Also, have enough value as function new media as information offer function, art.

Accelerating the Retinex Algorithm with CUDA

  • Seo, Hyo-Seok;Kwon, Oh-Young
    • Journal of information and communication convergence engineering
    • /
    • v.8 no.3
    • /
    • pp.323-327
    • /
    • 2010
  • Recently, the television market trend is change to HD television and the need of the study on HD image enhancement is increased rapidly. To enhancement of image quality, the retinex algorithm is commonly used. That's why we studied how to accelerate the retinex algorithm with CUDA on GPGPU (general purpose graphics processing unit). Calculating average part in retinex algorithm is similar to pyramidal calculation. We parallelize this recursive pyramidal average calculating for all layers, map the average data into the 2D plane and reduce the calculating time dramatically. Sequential C code takes 8948ms to get the average values for all layers in $1024{\times}1024$ image, but proposed method takes only only about 0.9ms for the same image. We are going to study about the real-time HD video rendering and image enhancement.

Implementation of personal Digital Recorder for HDTV (HDTV를 위한 개인형 디지털 녹화기 구현)

  • Kim Yun-Sang;Lee Seok-Pil;Yang Chang-Mo
    • 한국정보통신설비학회:학술대회논문집
    • /
    • 2006.08a
    • /
    • pp.141-144
    • /
    • 2006
  • The personal digital recorder is a consumer electronics device that records television shows to a hard disk in digital format. In this paper, we propose an implementation method of personal digital recorder for HDTV. The proposed personal recorder includes CPU and system control modules, graphics and display module, audio DSP module, digital I/O module, NIM module, graphic software library, and embedded software modules for providing a lot of personal digital recorder functions such as live or reserved recordings, browsing of recorder content list, trick lay and time shifting. Especially, combining trick play with time shifting makes much more convenient functions such as pausing live TV, instant replay of interesting scenes, and skipping advertising.

  • PDF

A Camera Tracking System for Post Production of TV Contents (방송 콘텐츠의 후반 제작을 위한 카메라 추적 시스템)

  • Oh, Ju-Hyun;Nam, Seung-Jin;Jeon, Seong-Gyu;Sohn, Kwang-Hoon
    • Journal of Broadcast Engineering
    • /
    • v.14 no.6
    • /
    • pp.692-702
    • /
    • 2009
  • Real-time virtual studios which could run only on expensive workstations are now available for personal computers thanks to the recent development of graphics hardware. Nevertheless, graphics are rendered off-line in the post production stage in film or TV drama productions, because the graphics' quality is still restricted by the real-time hardware. Software-based camera tracking methods taking only the source video into account take much computation time, and often shows unstable results. To overcome this restriction, we propose a system that stores camera motion data from sensors at shooting time as common virtual studios and uses them in the post production stage, named as POVIS(post virtual imaging system). For seamless registration of graphics onto the camera video, precise zoom lens calibration must precede the post production. A practical method using only two planar patterns is used in this work. We present a method to reduce the camera sensor's error due to the mechanical mismatch, using the Kalman filter. POVIS was successfully used to track the camera in a documentary production and saved much of the processing time, while conventional methods failed due to lack of features to track.

Composed Animation Production Pipeline using Miniature Set (미니어처 세트를 이용한합성 애니메이션 제작 공정)

  • Kim, Jaejung;Kim, Minji;Seo, Jihye;Kim, Jinmo;Jung, Seowon
    • Journal of the Korea Computer Graphics Society
    • /
    • v.22 no.3
    • /
    • pp.63-73
    • /
    • 2016
  • Animation contents are gradually growing every year, but production period and budget for making one animation contents is insufficient as of now. In particular, in case of animation series that are broadcasted on television, many episodes should be made within a short period of production term. Hence, production pipeline of full three-dimensional animation is frequently chosen in this case. However, another problem emerges as the full three-dimensional animation also requires a lot of time for making high-quality background and for rendering. Composed animation is a production pipeline that attempts to solve such problem. It is a pipeline of producing animation by composing computer graphic (CG) character and real background. It requires relatively small number of human resources compared to the full three-dimensional animation pipeline. Hence, it has an advantage in that natural-looking image can be produced under efficient structure and time for rendering can also be reduced. This paper proposes an efficient process of producing composed animation by using miniature set and three-dimensional computer graphic.

A Comparative Study on the Graphics Usage by Terrestrial Broadcasters TV News - Focusing on the Evening Main News of KBS, MBC, and SBS - (지상파방송사 TV뉴스의 그래픽 현황 비교 연구 -KBS, MBC, SBS 저녁 메인뉴스 중심으로-)

  • Kim, Sang-cheol;Kim, Kwang-Ho
    • Journal of Digital Contents Society
    • /
    • v.16 no.3
    • /
    • pp.397-406
    • /
    • 2015
  • Terrestrial broadcasters are devoting great efforts in order to increase sense of reality that would help viewers feel as if they were watching events on site by producing-depth, differentiated news and offering a variety of information to them. They maximize news video graphic effects by replacing news set and install large display units, rail camera, and Jimmy Jib camera. This study aims to grasp whether there is any difference among the main evening news of the three major terrestrial broadcasters. KBS, MBC, and SBS used 18%, 15%, and 12% of graphic usage hours respectively while the number of graphic usage cases amounted to 267, 329, and 276 for each of them. The number of cases where in-depth news report hours exceeded three minutes that require increasingly more virtual reality graphic technology production was 16 for KBS, 7 for MBC, and 5 for SBS. MBC showed the highest number of uses in graphics while KBS showed more graphic use hours than the other two. There have been a number of preceding studies on news contents, but it is significant that this study looked at how much graphics technologies are used in such news video contents.