• Title/Summary/Keyword: Video-based modeling/rendering

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Feature-Based Light and Shadow Estimation for Video Compositing and Editing (동영상 합성 및 편집을 위한 특징점 기반 조명 및 그림자 추정)

  • Hwang, Gyu-Hyun;Park, Sang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.1-9
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    • 2012
  • Video-based modeling / rendering developed to produce photo-realistic video contents have been one of the important research topics in computer graphics and computer visions. To smoothly combine original input video clips and 3D graphic models, geometrical information of light sources and cameras used to capture a scene in the real world is essentially required. In this paper, we present a simple technique to estimate the position and orientation of an optimal light source from the topology of objects and the silhouettes of shadows appeared in the original video clips. The technique supports functions to generate well matched shadows as well as to render the inserted models by applying the estimated light sources. Shadows are known as an important visual cue that empirically indicates the relative location of objects in the 3D space. Thus our method can enhance realism in the final composed videos through the proposed shadow generation and rendering algorithms in real-time.

Generation of Stereoscopic Image from 2D Image based on Saliency and Edge Modeling (관심맵과 에지 모델링을 이용한 2D 영상의 3D 변환)

  • Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.20 no.3
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    • pp.368-378
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    • 2015
  • 3D conversion technology has been studied over past decades and integrated to commercial 3D displays and 3DTVs. The 3D conversion plays an important role in the augmented functionality of three-dimensional television (3DTV), because it can easily provide 3D contents. Generally, depth cues extracted from a static image is used for generating a depth map followed by DIBR (Depth Image Based Rendering) rendering for producing a stereoscopic image. However except some particular images, the existence of depth cues is rare so that the consistent quality of a depth map cannot be accordingly guaranteed. Therefore, it is imperative to make a 3D conversion method that produces satisfactory and consistent 3D for diverse video contents. From this viewpoint, this paper proposes a novel method with applicability to general types of image. For this, saliency as well as edge is utilized. To generate a depth map, geometric perspective, affinity model and binomic filter are used. In the experiments, the proposed method was performed on 24 video clips with a variety of contents. From a subjective test for 3D perception and visual fatigue, satisfactory and comfortable viewing of 3D contents was validated.

Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

Noise filtering for Depth Images using Shape Smoothing and Z-buffer Rendering (형상 스무딩과 Z-buffer 렌더링을 이용한 깊이 영상의 노이즈 필터링)

  • Kim, Seung-Man;Park, Jeung-Chul;Cho, Ji-Ho;Lee, Kwan-H.
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1188-1193
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    • 2006
  • 본 논문에서는 동적 객체의 3 차원 정보를 표현하는 깊이 영상의 노이즈 필터링 방법을 제안한다. 실제 객체의 동적인 3 차원 정보는 적외선 깊이 센서가 장착된 깊이 비디오 카메라를 이용하여 실시간으로 획득되며, 일련의 깊이 영상, 즉 깊이 비디오(depth video)로 표현될 수 있다. 하지만 측정환경의 조명조건, 객체의 반사속성, 카메라의 시스템 오차 등으로 인해 깊이 영상에는 고주파 성분의 노이즈가 발생하게 된다. 이를 효과적으로 제거하기 위해 깊이 영상기반의 모델링 기법(depth image-based modeling)을 이용한 3 차원 메쉬 모델링을 수행한다. 생성된 3 차원 메쉬 모델은 깊이 영상의 노이즈로 인해 경계 영역과 형상 내부 영역에 심각한 형상 오차를 가진다. 경계 영역의 오차를 제거하기 위해 깊이 영상으로부터 경계 영역을 추출하고, 가까운 순서로 정렬한 후 angular deviation 을 이용하여 불필요하게 중복된 점들을 제거한다. 그리고 나서 2 차원 가우시안 스무딩 기법을 적용하여 부드러운 경계영역을 생성한다. 형상 내부에 대해서는 경계영역에 제약조건을 주고 3 차원 가우시안 스무딩 기법을 적용하여 전체적으로 부드러운 형상을 생성한다. 최종적으로 스무딩된 3 차원 메쉬모델을 렌더링할 때, 깊이 버퍼에 있는 정규화된 깊이 값들을 추출하여 원래 깊이 영상과 동일한 깊이 영역을 가지도록 저장함으로서 전역적으로 연속적이면서 부드러운 깊이 영상을 생성할 수 있다. 제안된 방법에 의해 노이즈가 제거된 깊이 영상을 이용하여 고품질의 영상기반 렌더링이나 깊이 비디오 기반의 햅틱 렌더링에 적용할 수 있다.

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An implementation of CSG modeling technique on Machining Simulation using C++ and Open GL

  • Le, Duy;Kim, Su-Jin;Lee, Jong-Min;Nguyen, Anh-Thi;Ha, Vy-Thoai
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.1053-1056
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    • 2008
  • An application of CSG (Constructive Solid Geometry) modeling technique in Machining Simulation is introduced in this paper. The current CSG model is based on z-buffer CSG Rendering Algorithm. In order to build a CSG model, frame buffers of VGA (Video Graphic Accelerator) should be used in term of color buffer, depth buffer, and stencil buffer. In addition to using CSG model in machine simulation Stock and Cutter Swept Surface (CSS) should be solid. Method to create a solid Cuboid stock and Ball-end mill CSS are included in the present paper. Boolean operations are used to produce the after-cut part, especially the Difference operation between Stock and CSS as the cutter remove materials form stock. Finally, a small program called MaSim which simulates one simple cut using this method was created.

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