• Title/Summary/Keyword: VR Image

Search Result 220, Processing Time 0.067 seconds

Trends and Prospects in Super-realistic Metaverse Visualization Technologies (초실감 메타버스 시각화 기술 동향과 전망)

  • W.S. Youm;C.W. Byun;C.M. Kang;K.J. Kim;Y.D. Kim;D.H. Ahn
    • Electronics and Telecommunications Trends
    • /
    • v.39 no.2
    • /
    • pp.24-32
    • /
    • 2024
  • Wearable metaverse devices have sparked enthusiasm as innovative virtual computing user interfaces by addressing a major source of user discomfort, namely, motion-to-photon latency. This kind of latency occurs between the user motion and screen update. To enhance the realism and immersion of experiences using metaverse devices, the vergence-accommodation conflict in stereoscopic image representation must be resolved. Ongoing research aims to address current challenges by adopting vari-focal, multifocal, and light field display technologies for stereoscopic imaging. We explore current trends in research with emphasis on multifocal stereoscopic imaging. Successful metaverse visualization services require the integration of stereoscopic image rendering modules and content encoding/decoding technologies tailored to these services. Additionally, real-time video processing is essential for these modules to correctly and timely process such content and implement metaverse visualization services.

An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.6 no.4
    • /
    • pp.1-7
    • /
    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

  • PDF

A Study on Some Examples of Special Effect in Digital Image (디지털 영상 표현에 있어 특수효과 사례에 관한 연구)

  • 이은화;이규옥
    • Archives of design research
    • /
    • v.12 no.1
    • /
    • pp.51-60
    • /
    • 1999
  • Since the appearance of moving images, the expansion of mass media such as 1V or VCR has made the pace and range of spreading information to people faster and widely popular. Recendy, the development of digital image technique has resulted in solving the problem -great defect- of the display quality of analogue system; special effects by means of computer graphics have risen to a higher quality level; showed the new direction of digital image; and popular wi1h people all c:Ner the world. This paper reestablishes the notion of image up to now, and analyses the technical differences between analogue system and digital system on the basis of the SpecifIC property and skill of digital image editing; it also studies the special effects which can be applied to the image editing software. Moreover, in researdting 1V advertising, the special effects by digital system in use in 1his country today complies with the statistics in their own field. The special effects in 1V advertising is performed at a higher standard by a professional production. Accordingly, with the help of technology of digital moving image, the special effects are expected to continue developing into a level of high quality

  • PDF

VR, AR Simulation and 3D Printing for Shoulder and Elbow Practice (VR, AR 시뮬레이션 및 3D Printing을 활용한 어깨와 팔꿈치 수술실습)

  • Lim, Wonbong;Moon, Young Lae
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.53 no.12
    • /
    • pp.175-179
    • /
    • 2016
  • Recent advances in technology of medical image have made surgical simulation that is helpful to diagnosis, operation plan, or education. Improving and enhancing the medical imaging have led to the availability of high definition images and three-dimensional (3D) visualization, it allows a better understanding in the surgical and educational field. The Real human field of view is stereoscopic. Therefore, with just 2D images, stereoscopic reconstruction process through the surgeon's head, is necessary. To reduce these process, 3D images have been used. 3D images enhanced 3D visualization, it provides significantly shorter time for surgeon for judgment in complex situations. Based on 3D image data set, virtual medical simulations, such as virtual endoscopy, surgical planning, and real-time interaction, have become possible. This article describes principles and recent applications of newer imaging techniques and special attention is directed towards medical 3D reconstruction techniques. Recent advances in technology of CT, MR and other imaging modalities has resulted in exciting new solutions and possibilities of shoulder imaging. Especially, three-dimensional (3D) images derived from medical devices provides advanced information. This presentation describes the principles and potential applications of 3D imaging techniques, simulation and printing in shoulder and elbow practice.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.2
    • /
    • pp.178-185
    • /
    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

The Noise Performance of Diffusion Tensor Image with Different Gradient Schemes (확산 텐서 영상에서 확산 경사자장의 방향수에 따른 잡음 분석)

  • Lee Young-Joo;Chang Yongmin;Kim Yong-Sun
    • Journal of Biomedical Engineering Research
    • /
    • v.25 no.6
    • /
    • pp.439-445
    • /
    • 2004
  • Diffusion tensor image(DTI) exploits the random diffusional motion of water molecules. This method is useful for the characterization of the architecture of tissues. In some tissues, such as muscle or cerebral white matter, cellular arrangement shows a strongly preferred direction of water diffusion, i.e., the diffusion is anisotropic. The degree of anisotropy is often represented using diffusion anisotropy indices (relative anisotropy(RA), fractional anisotropy(FA), volume ratio(VR)). In this study, FA images were obtained using different gradient schemes(N=6, 11, 23, 35. 47). Mean values and the standard deviations of FA were then measured at several anatomic locations for each scheme. The results showed that both mean values and the standard deviations of FA were decreased as the number of gradient directions were increased. Also, the standard error of ADC measurement decreased as the number of diffusion gradient directions increased. In conclusion, different gradient schemes showed a significantly different noise performance and the schem with more gradient directions clearly improved the quality of the FA images. But considering acquisition time of image and standard deviation of FA, 23 gradient directions is clinically optimal.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.80-85
    • /
    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

An Efficient Object Extraction Scheme for Low Depth-of-Field Images (낮은 피사계 심도 영상에서 관심 물체의 효율적인 추출 방법)

  • Park Jung-Woo;Lee Jae-Ho;Kim Chang-Ick
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.9
    • /
    • pp.1139-1149
    • /
    • 2006
  • This paper describes a novel and efficient algorithm, which extracts focused objects from still images with low depth-of-field (DOF). The algorithm unfolds into four modules. In the first module, a HOS map, in which the spatial distribution of the high-frequency components is represented, is obtained from an input low DOF image [1]. The second module finds OOI candidate by using characteristics of the HOS. Since it is possible to contain some holes in the region, the third module detects and fills them. In order to obtain an OOI, the last module gets rid of background pixels in the OOI candidate. The experimental results show that the proposed method is highly useful in various applications, such as image indexing for content-based retrieval from huge amounts of image database, image analysis for digital cameras, and video analysis for virtual reality, immersive video system, photo-realistic video scene generation and video indexing system.

  • PDF

A proposed image stitching method for web-based panoramic virtual reality for Hoseo Cyber Museum (호서 사이버 박물관: 웹기반의 파노라마 비디오 가상현실에 대한 효율적인 이미지 스티칭 알고리즘)

  • Khan, Irfan;Soo, Hong Song
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.14 no.2
    • /
    • pp.893-898
    • /
    • 2013
  • It is always a dream to recreate the experience of a particular place, the Panorama Virtual Reality has been interpreted as a kind of technology to create virtual environments and the ability to maneuver angle for and select the path of view in a dynamic scene. In this paper we examined an efficient method for Image registration and stitching of captured imaged. Two approaches are studied in this paper. First, dynamic programming is used to spot the ideal key points, match these points to merge adjacent images together, later image blending is used for smooth color transitions. In second approach, FAST and SURF detection are used to find distinct features in the images and nearest neighbor algorithm is used to match corresponding features, estimate homography with matched key points using RANSAC. The paper also covers the automatically choosing (recognizing, comparing) images to stitching method.

Image-Based Modeling of Urban Buildings Using Aerial Photographs and Digital Maps (항공사진과 수치지도를 이용한 도시 건물의 이미지 기반 모델링)

  • Yoo, Byounghyun;Han, Soonhung
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.8 no.1
    • /
    • pp.49-62
    • /
    • 2005
  • The VR (virtual reality) simulator such as helicopter simulation needs virtual environment of existing urban area. But the real urban environment keeps changing. We need a modeling method to make use of the GIS data that are updated periodically. The flight simulation needs to visualize not only buildings in near distance but also a large number of buildings in the far distance. We propose a method for modeling urban environment from aerial image and digital map with a comparatively small manual work. Image based modeling is applied to urban model which considers the characteristic of Korean cities. Buildings in the distance can be presented without creating a lot of polygons. Proposed method consists of the pre-processing stage which prepares the model from the GIS data and the modeling stage which makes the virtual urban environment. The virtual urban environment can be modeled with the simple process which utilizes the height map of buildings.

  • PDF