• Title/Summary/Keyword: stereo display

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Depth map temporal consistency compensation using motion estimation (움직임 추정을 통한 깊이 지도의 시간적 일관성 보상 기법)

  • Hyun, Jeeho;Yoo, Jisang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.438-446
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    • 2013
  • Generally, a camera isn't located at the center of display in a tele-presence system and it causes an incorrect eye contact between speakers which reduce the realistic feeling during the conversation. To solve this incorrect eye contact problem, we newly propose an intermediate view reconstruction algorithm using both a color camera and a depth camera and applying for the depth image based rendering (DIBR) algorithm. In the proposed algorithm, an efficient hole filling method using the arithmetic mean value of neighbor pixels and an efficient boundary noise removal method by expanding the edge region of depth image are included. We show that the generated eye-contacted image has good quality through experiments.

Design and Implementation of Multiple View Image Synthesis Scheme based on RAM Disk for Real-Time 3D Browsing System (실시간 3D 브라우징 시스템을 위한 램 디스크 기반의 다시점 영상 합성 기법의 설계 및 구현)

  • Sim, Chun-Bo;Lim, Eun-Cheon
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.13-23
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    • 2009
  • One of the main purpose of multiple-view image processing technology is support realistic 3D image to device user by using multiple viewpoint display devices and compressed data restoration devices. This paper proposes a multiple view image synthesis scheme based on RAM disk which makes possible to browse 3D images generated by applying effective composing method to real time input stereo images. The proposed scheme first converts input images to binary image. We applies edge detection algorithm such as Sobel algorithm and Prewiit algorithm to find edges used to evaluate disparities from images of 4 multi-cameras. In addition, we make use of time interval between hardware trigger and software trigger to solve the synchronization problem which has stated ambiguously in related studies. We use a unique identifier on each snapshot of images for distributed environment. With respect of performance results, the proposed scheme takes 0.67 sec in each binary array. to transfer entire images which contains left and right side with disparity information for high quality 3D image browsing. We conclude that the proposed scheme is suitable for real time 3D applications.

Improved Radial Sweep Algorithm for 3-dimensional Terrain Modelling (3차원 지형 모델링을 위한 개선된 Radial Sweep 알고리즘)

  • Ryoo, Seung-Taek;Ahn, Chung-Hyun;Yoon, Kyung-Hyun
    • Journal of Korean Society for Geospatial Information Science
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    • v.5 no.2 s.10
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    • pp.77-85
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    • 1997
  • Researches in the field of Computer Graphics and Geographical Information Systems(GIS) have extensively studied the method of photo-realistic landscape modelling, because it have become a commom requirement in applications such as flight simulators, mission rehearsal, and construction planning. A common approach to the display of terrain uses a Digital Elevation Model(DEM). DEM is an evenly spaced array of the terrain elevation data and can be obtained from stereo satellite data. With the DEM data, the process of 3D terrain modelling consists of three steps. The first step is to extract the meaningful data (such as peak, pit, passes...) from DEM data based on LOD(Level Of Detail) criteria. The second is to construct the 3D surface by TIN, which represents a surface as a set of non-overlapping continuous triangular facets of irregular size and shape. The third is a rendering of 3D terrain model. The goal of this research is a construction of 3D terrain with TIN. To do this, we are going to app]y Radial Sweep Algorithm. Radial Sweep Algorithm for generating TIN works quickly and efficiently. However, it does not solve the problem caused by the approximated nature of triangulated surface. To solve this problem, this research derive improved radial sweep algorithms with the optimal triangle definition.

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Interactive Shape Analysis of the Hippocampus in a Virtual Environment (가상 환경에서의 해마 모델에 대한 대화식 형상 분석☆)

  • Kim, Jeong-Sik;Choi, Soo-Mi
    • Journal of Internet Computing and Services
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    • v.10 no.5
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    • pp.165-181
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    • 2009
  • This paper presents an effective representation scheme for the shape analysis of the hippocampal structure and a stereoscopic-haptic environment to enhance sense of realism. The parametric model and the 3D skeleton represent various types of hippocampal shapes and they are stored in the Octree data structure. So they can be used for the interactive shape analysis. And the 3D skeleton-based pose normalization allows us to align a position and an orientation of the 3D hippocampal models constructed from multimodal medical imaging data. We also have trained Support Vector Machine (SVM) for classifying between the normal controls and epileptic patients. Results suggest that the presented representation scheme provides various level of shape representation and the SVM can be a useful classifier in analyzing the shape differences between two groups. A stereoscopic-haptic virtual environment combining an auto-stereoscopic display with a force-feedback (or haptic) device takes an advantage of 3D applications for medicine because it improves space and depth perception.

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A 3d Viewing System for Real-time 3d Display General Monitors (범용 모니터에서 실시간 3d 디스플레이가 가능한 입체 뷰잉 시스템 개발)

  • Lee, Sang-Yong;Chin, Seong-Ah
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.2
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    • pp.13-19
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    • 2012
  • The techniques of 3d image processing have broadly used in the areas including movies, games, performances, exhibitions. In addition, increasing demands for practical uses have gradually extended to the areas of architecture, medicine, nuclear power plant. However, dominant techniques for 3d image processing seem to depend on multi-camera in which two stereo images are merged into one image. Also the pipeline has limitations to provide real-time 3d viewer in ubiquitous computing. It is not able to be applicable onto most general screens as well. In addition, the techniques can be utilized for the real-time 3d game play without a particular monitor or convertor. Hence, the research presented here is to aim at developing an efficient real-time 3d viewer using only mono camera which do not need post processing for editing as well.

Development of FAPIS(Forest Aerial Photograph Interpretation System) for Digital Forest Cover Type Mapping(Version 1.0) (수치임상도 제작을 위한 산림항공사진 영상판독시스템 개발(Version 1.0))

  • You, Byung-Oh;Kim, Chong-Chan;Kim, Sung-Ho
    • Journal of the Korean Association of Geographic Information Studies
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    • v.14 no.2
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    • pp.128-137
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    • 2011
  • The purpose of the FAPIS(Forest Aerial Photograph Interpretation System) development is to increase accuracy and efficiency of the digital forest cover type mapping for improving conventional analog-based mapping procedures by optimizing work-flow and mapping technology. The database models including digital forest cover type map, aerial photograph, and topographic map were designed for use in this system construction. The interface configured concisely to connect with functions such as search engine, display control, conversion to stereo interpretation mode, modification tools, automation of print layout and database models. It is expected that the standardization methodology based on this system can be applied and extended in making all kinds of digital thematic maps, providing decision-making and information of forest resources.

The Implementation of Video Library using VR (가상현실을 이용한 동화상 도서관의 구현)

  • 김동현
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.7
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    • pp.1456-1461
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    • 2003
  • Recently, the quantity of using information go on increasing geometric-progression. At the same time, the management of information is effected on the most organization's effective operation so that many user call for the powerful equipment which expound. access more information. As information searching technology is concentrated about the object of information based on a letter mainly, an effective searching technology for the object of multimedia such as a still image, a video and a sound must be studied. As a monitor of computer is 2-D, it difficult for one to grasp the whole aspect at a look glance like a library. Accordingly, some condition is necessary. First, it acquired the virtual video, turning a camera around by 30 degrees with a camera of 15mm lens, giving a warping and distortion. Second, it improved the books for user to search easily, adding to the video in existing books information system. The original text suggests some way which can embody the video searching technology under the base of personal computer.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

The study of stereoscopic editing process with applying depth information (깊이정보를 활용한 입체 편집 프로세스 연구)

  • Baek, Kwang-Ho;Kim, Min-Seo;Han, Myung-Hee
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.225-233
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    • 2012
  • The 3D stereoscopic image contents have been emerging as the blue chip of the contents market of the next generation since the . However, all the 3D contents created commercially in the country have failed to enter box office. It is because the quality of Korean 3D contents is much lower than that of overseas contents and also current 3D post production process is based on 2D. Considering all these facts, the 3D editing process has connection with the quality of contents. The current 3D editing processes of the production case of are using the way that edits with the system on basis of 2D, followed by checking with 3D display system and modifying, if there are any problems. In order to improve those conditions, I suggest that the 3D editing process contain more objectivity by visualizing the depth data applied in some composition work such as Disparity map, Depth map, and the current 3D editing process. The proposed process has been used in the music drama , comparing with those of the film . The 3D values could be checked among cuts which have been changed a lot since those of , while the 3D value of drew an equal result in general. Since the current process is based on an artist's subjective sense of 3D, it could be changed according to the condition and state of the artist. Furthermore, it is impossible for us to predict the positive range, so it is apprehended that the cubic effect of space might be perverted by showing each different 3D value according to cuts in the same space or a limited space. On the other hand, the objective 3D editing by applying the visualization of depth data can adjust itself to the cubic effect of the same space and the whole content equally, which will enrich the 3D contents. It will even be able to solve some problems such as distortion of cubic effect and visual fatigue, etc.

Propriety analysis of Depth-Map production methods For Depth-Map based on 20 to 3D Conversion - the Last Bladesman (2D to 3D Conversion에서 Depth-Map 기반 제작 사례연구 - '명장 관우' 제작 중심으로 -)

  • Kim, Hyo In;Kim, Hyung Woo
    • Smart Media Journal
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    • v.3 no.1
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    • pp.52-62
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    • 2014
  • Prevalence of common three-dimensional display progresses, increasing the demand for three-dimensional content. Starting from the year 2010 to meet increasing 2D to 3D conversion is insufficient to meet demand content was presented as an alternative. But, Convert 2D to 3D stereo effect only emphasizes content production as a three-dimensional visual fatigue and the degradation of the Quality problems are pointed out. In this study, opened in 2011 'Scenes Guan', the 13 selected Scene is made of the three-dimensional transform the content and the Quality of the transformation applied to the Depth-Map is a visual representation of three-dimensional fatigue and, the adequacy of whether the expert has group interviews and surveys were conducted. Many of the changes are applied to the motion picture of the three-dimensional configurations of Depth-Map conversion technology used in many ways before and after the analysis of the relationship of cascade configurations to create a depth map to the stage. Experiments, presented in this study is a three-dimensional configuration of Depth-Map transformation can lower the production of a three-dimensional visual fatigue and improve the results obtained for a reasonable place was more than half of the experiment accepted the expert group to show a positive reaction were. The results of this study with a rapid movement to convert 2D images into 3D images of applying Depth-map configuration cascade manner to reduce the visual fatigue, to increase the efficiency, and has a three-dimensional perception is the result derived.