• Title/Summary/Keyword: frame per second

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Error Analysis of Flow Velocity Measured through Granular PIV Based on Interrogation Area, Frame Per Second, and Video Resolution (상관 영역과 초당 촬영 수와 해상도에 따른 Granular PIV에서의 유동 속도의 오차 분석)

  • Choi, Jongeun;Park, Junyoung
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.20 no.7
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    • pp.58-65
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    • 2021
  • Research on general particle image velocimetry (PIV) has been conducted extensively, but studies on granular PIV are relatively insufficient. In addition, the parameters used for analyzing granular PIV need to be optimized. In this study, we analyzed the error of velocity measurements based on the interrogation area (64-192 pixel), frame per second (30-120 FPS), and video resolution [ultrahigh definition (UHD) and high definition (HD)] within the velocity range typically measured in hoppers. The estimated errors of the granular PIV were below 5%, which is generally acceptable. However, considering the data reliability, the flow velocity in the hopper could be measured with less than 5% error at 120 FPS or higher in the HD resolution and 30 FPS or higher in the UHD resolution.

A Gyro-Free INS Algorithm in the Navigation Frame and Its Application to the Spinning Vehicle with High Rotation Rate

  • Lee, Junhak;Kim, Heyone;Oh, Sang Heon;Do, Jae Chul;Nam, Chang Woo;Hwang, Dong-Hwan;Lee, Sang Jeong
    • Journal of Positioning, Navigation, and Timing
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    • v.7 no.2
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    • pp.91-103
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    • 2018
  • Conventional inertial measurement units cannot be used in the spinning vehicle with high rotation rate due to gyro's narrow operation range. By the way, angular acceleration can be measured using the accelerometer array distributed in the vehicle. This paper derives a mechanization for the gyro-free INS in the navigation frame, and proposes a gyro-free INS algorithm based on the derived mechanization. In addition, the proposed algorithm is used to estimate angular velocity, attitude, velocity, and position of a spinning vehicle with high rotation rate. A MATLAB-based software platform is configured in order to show validation of the proposed algorithm. The reference trajectory of a spinning vehicle at 3 round per second, 30 round per second are set up, and the outputs of accelerometer are generated when triads of accelerometer are located at the origin and all the axes. Navigation results of the proposed algorithm for the generated output are presented. The results show that the proposed navigation algorithm can be applied to the spinning vehicle with high rotation rate.

Seismic Performance Evaluation of Non-Seismic Reinforced Concrete Buildings Strengthened by Perimeter Steel Moment Frame (철골 모멘트골조로 보강된 철근콘크리트 건물의 내진성능 평가)

  • Kim, Seonwoong
    • Journal of the Earthquake Engineering Society of Korea
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    • v.24 no.5
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    • pp.233-241
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    • 2020
  • This paper is to investigate the retrofitting effect for a non-seismic reinforced concrete frame strengthened by perimeter steel moment frames with indirect integrity, which ameliorates the problems of the direct integrity method. To achieve this, first, full-scale tests were conducted to address the structural behavior of a two-story non-seismic reinforced concrete frame and a strengthened frame. The non-seismic frame showed a maximum strength of 185 kN because the flexural-shear failure at the bottom end of columns on the first floor was governed, and shear cracks were concentrated at the beam-column joints on the second floor. The strengthened frame possessed a maximum strength of 338 kN, which is more than 1.8 times that of the non-seismic specimen. A considerable decrease in the quantity of cracks for the strengthened frame was observed compared with the non-seismic frame, while there was the obvious appearance of the failure pattern due to the shear crack. The lateral-resisting capacity for the non-seismic bare frame and the strengthened frame may be determined per the specified shear strength of the reinforced columns in accordance with the distance to a critical section. The effective depth of the column may be referred to as the longitudinal length from the border between the column and the foundation. The lateral-resisting capacity for the non-seismic bare frame and the strengthened frame may be reasonably determined per the specified shear strength of the reinforced columns in accordance with the distance to a critical section. The effective depth of the column may be referred to as the longitudinal length from the border between the column and the foundation. The proposed method had an error of about 2.2% for the non-seismic details and about 4.4% for the strengthened frame based on the closed results versus the experimental results.

A Method for Generating Inbetween Frames in Sign Language Animation (수화 애니메이션을 위한 중간 프레임 생성 방법)

  • O, Jeong-Geun;Kim, Sang-Cheol
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.5
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    • pp.1317-1329
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    • 2000
  • The advanced techniques for video processing and computer graphics enables a sign language education system to appear. the system is capable of showing a sign language motion for an arbitrary sentence using the captured video clips of sign language words. In this paper, a method is suggested which generates the frames between the last frame of a word and the first frame of its following word in order to animate hand motion. In our method, we find hand locations and angles which are required for in between frame generation, capture and store the hand images at those locations and angles. The inbetween frames generation is simply a task of finding a sequence of hand angles and locations. Our method is computationally simple and requires a relatively small amount of disk space. However, our experiments show that inbetween frames for the presentation at about 15fps (frame per second) are achieved so tat the smooth animation of hand motion is possible. Our method improves on previous works in which computation cost is relativey high or unnecessary images are generated.

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An Effective Structure of Hardware Compression for Potentially Visible Set of Indoor 3D Game Scenes (실내 3D 게임 장면의 잠재적 가시 집합을 위한 효과적인 하드웨어 압축 구조)

  • Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.29-38
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    • 2014
  • In the large scale indoor 3D game scenes, the data amount of potentially visible set (PVS) which pre-computes the information of occlusion culling can be huge. However, the large part of them can be represented as zero. In this paper, the effective hardware structure is designed, which compresses PVS data as the way of zero run length encoding (ZRLE) during building the scene trees of 3D games in mobile environments. The compression ratio of the proposed structure and the rendering speed (frame per second: FPS) according to both PVS culling and frustum culling are analyzed under 3D game simulations.

Tree Build Heuristics for Spatial Partitioning Trees of 3D Games (3D 게임 공간 분할 트리에서 트리 빌드 휴리스틱)

  • Kim, Youngsik
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.25-34
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    • 2013
  • Spatial partitioning trees are needed for processing collision detections efficiently. In order to select split planes for spatial partitioning trees, the tree balance and the number of polygons overlapped with the split plane should be considered. In this paper, the heuristic algorithm controlling weight values of tree build criteria is proposed for spatial partitioning trees of 3D games. As the weight values are changed, tree build time, T-junction elimination time which can cause visual artifacts in splitting polygons overlapped with the split plane, rendering speed (frame per second: FPS) according to tree balance are analysed under 3D game simulations.

A Frame-Based Video Signature Method for Very Quick Video Identification and Location

  • Na, Sang-Il;Oh, Weon-Geun;Jeong, Dong-Seok
    • ETRI Journal
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    • v.35 no.2
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    • pp.281-291
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    • 2013
  • A video signature is a set of feature vectors that compactly represents and uniquely characterizes one video clip from another for fast matching. To find a short duplicated region, the video signature must be robust against common video modifications and have a high discriminability. The matching method must be fast and be successful at finding locations. In this paper, a frame-based video signature that uses the spatial information and a two-stage matching method is presented. The proposed method is pair-wise independent and is robust against common video modifications. The proposed two-stage matching method is fast and works very well in finding locations. In addition, the proposed matching structure and strategy can distinguish a case in which a part of the query video matches a part of the target video. The proposed method is verified using video modified by the VCE7 experimental conditions found in MPEG-7. The proposed video signature method achieves a robustness of 88.7% under an independence condition of 5 parts per million with over 1,000 clips being matched per second.

Tile-level and Frame-level Parallel Encoding for HEVC (타일 및 프레임 수준의 HEVC 병렬 부호화)

  • Kim, Younhee;Seok, Jinwuk;Jung, Soon-heung;Kim, Huiyong;Choi, Jin Soo
    • Journal of Broadcast Engineering
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    • v.20 no.3
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    • pp.388-397
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    • 2015
  • High Efficiency Video Coding (HEVC)/H.265 is a new video coding standard which is known as high compression ratio compared to the previous standard, Advanced Video Coding (AVC)/H.264. Due to achievement of high efficiency, HEVC sacrifices the time complexity. To apply HEVC to the market applications, one of the key requirements is the fast encoding. To achieve the fast encoding, exploiting thread-level parallelism is widely chosen mechanism since multi-threading is commonly supported based on the multi-core computer architecture. In this paper, we implement both the Tile-level parallelism and the Frame-level parallelism for HEVC encoding on multi-core platform. Based on the implementation, we present two approaches in combining the Tile-level parallelism with Frame-level parallelism. The first approach creates the fixed number of tile per frame while the second approach creates the number of tile per frame adaptively according to the number of frame in parallel and the number of available worker threads. Experimental results show that both improves the parallel scalability compared to the one that use only tile-level parallelism and the second approach achieves good trade-off between parallel scalability and coding efficiency for both Full-HD (1080 x 1920) and 4K UHD (3840 x 2160) sequences.

Real-time Fluorescence Lifetime Imaging Microscopy Implementation by Analog Mean-Delay Method through Parallel Data Processing

  • Kim, Jayul;Ryu, Jiheun;Gweon, Daegab
    • Applied Microscopy
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    • v.46 no.1
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    • pp.6-13
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    • 2016
  • Fluorescence lifetime imaging microscopy (FLIM) has been considered an effective technique to investigate chemical properties of the specimens, especially of biological samples. Despite of this advantageous trait, researchers in this field have had difficulties applying FLIM to their systems because acquiring an image using FLIM consumes too much time. Although analog mean-delay (AMD) method was introduced to enhance the imaging speed of commonly used FLIM based on time-correlated single photon counting (TCSPC), a real-time image reconstruction using AMD method has not been implemented due to its data processing obstacles. In this paper, we introduce a real-time image restoration of AMD-FLIM through fast parallel data processing by using Threading Building Blocks (TBB; Intel) and octa-core processor (i7-5960x; Intel). Frame rate of 3.8 frames per second was achieved in $1,024{\times}1,024$ resolution with over 4 million lifetime determinations per second and measurement error within 10%. This image acquisition speed is 184 times faster than that of single-channel TCSPC and 9.2 times faster than that of 8-channel TCSPC (state-of-art photon counting rate of 80 million counts per second) with the same lifetime accuracy of 10% and the same pixel resolution.

Display Synchronization Scheme for Flight Simulator Considering Frame Per Second (프레임률을 고려한 항공기 시뮬레이터의 영상 동기화 방안)

  • Lee, SunYoung;Mun, Dae-Han;Lee, ChungJae;Kim, Ki-Il
    • IEMEK Journal of Embedded Systems and Applications
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    • v.11 no.1
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    • pp.39-46
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    • 2016
  • According to general architecture of flight simulator made up of several independent rendering display systems, display synchronization problem between them naturally happens. In addition, since the flight simulator is usually implemented in the same networks where network delay is not big concern, it is necessary to consider different factors of existing synchronization technique. Among them, in this paper, we propose a new display synchronization scheme for flight simulator where each system has different rendering capacity. In the proposed scheme, each system is synchronized by considering maximum and minimum frames per second (FPS) while considering level of detail and latency. Also, experimental results are given to demonstrate the suitability of the proposed scheme for display synchronization scheme.