• Title/Summary/Keyword: 고속 영상화

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Transform Skip Mode Decision and Signaling Method for HEVC Screen Content Coding (HEVC 스크린 콘텐츠의 고속 변환 생략 결정 및 변환 생략 시그널링 방법)

  • Lee, Dahee;Yang, Seungha;Shim, HiukJae;Jeon, Byeungwoo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.6
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    • pp.130-136
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    • 2016
  • HEVC (High Efficiency Video Coding) extension considers screen content as one of its main candidate sources for encoding. Among the tools already included in HEVC version 1, the technique of using transform skip mode allows transform to be skipped and to perform quantization process only. It is known to improve video coding efficiency for screen contents which are characterized to have much high frequency energy. But encoding complexity increases since its encoder should decide whether transform should be used or not in each $4{\times}4$ transform block. Based on statistical correlation between IBC (Intra block copy) and transform skip modes both of which are known effective in screen contents, this paper proposes a combined method of the fast transform skip mode decision and a modified transform skip signaling which signals transform_skip_flag at CU level as a representative transform skip signal. By simulation, the proposed method is shown to reduce encoding time of $4{\times}4$ transform blocks by about 32%.

A Prediction Search Algorithm by using Temporal and Spatial Motion Information from the Previous Frame (이전 프레임의 시공간 모션 정보에 의한 예측 탐색 알고리즘)

  • Kwak, Sung-Keun;Wee, Young-Cheul;Kimn, Ha-Jine
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.3
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    • pp.23-29
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    • 2003
  • There is the temporal correlation of the video sequence between the motion vector of current block and the motion vector of the previous block. If we can obtain useful and enough information from the motion vector of the same coordinate block of the previous frame, the total number of search points used to find the motion vector of the current block may be reduced significantly. In this paper, we propose the block-matching motion estimation using an adaptive initial search point by the predicted motion information from the same block of the previous frame. And the first search point of the proposed algorithm is moved an initial point on the location of being possibility and the searching process after moving the first search point is processed according to the fast search pattern. Simulation results show that PSNR(Peak-to-Signal Noise Ratio) values are improved UP to the 1.05dB as depend on the image sequences and improved about 0.33~0.37dB on an average. Search times are reduced about 29~97% than the other fast search algorithms. Simulation results also show that the performance of the proposed scheme gives better subjective picture quality than the other fast search algorithms and is closer to that of the FS(Full Search) algorithm.

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A Study on The Comic Presentation Through Three-Dimensional Shot (입체적인 쇼트를 통한 코믹연출연구)

  • Hwang, Kil-Nam;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.91-99
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    • 2008
  • When making a comic film, the comic presentation that uses stress and exaggeration is the important subject among other things. In this study we tried to investigate the comic effect using the movement of three-dimensional shot. To conduct this study, we extracted the shot manufactured through the Flow Motion of a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. The shot manufactured applying this manufacturing skill and using three-dimensional production method for the video contents efficiently made was classified into several scenes. The focus of this study is to search for the factor that makes the atmosphere of a story comic through three-dimensional production shot. According to the shot analysis, three-dimensional production method plays a role in developing more stories on space and time by visualizing stories in three dimensions, which makes the most use of the movement of camera, lens and the utilization of focus. In addition, in the presentation where many comic and exaggerated factors are provided, we used the technology that stresses a scene using the size of a shot and the lasting time and presented the method that exaggerates space using a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. By reviewing the qualitative improvement and the efficient method on making comic films through the possibility that the atmosphere of this three-dimensional shot can apply to the effect for comic presentation, we tried to approach the comic presentation.

A Study on the Determination of Indicators for the Risk Assessment of Ground Depression Using SAR Imageson (SAR 영상을 활용한 지반침하의 위험평가를 위한 지표결정에 대한 연구)

  • Lee, Hyojin;Yoon, Hongsic;Han, Hak
    • Journal of the Korean GEO-environmental Society
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    • v.22 no.7
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    • pp.13-20
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    • 2021
  • The problem of subsidence of the roadbed near the Honam High Speed Railway, which opened in April 2015, continues to be raised, and the ground stability of the area near the Honam High Speed Railway may also be problematic. It is very important to select the factors that determine the indicators and indicators in producing the risk maps. Existing risk indicators are calculated as the final displacement volume based on the last observed date of the observed period, and time-series indicator displacement must be identified to analyze the cause of subsidence and the behavior of the indicator. Furthermore, for a wide range of regions, it is economically inefficient to conduct direct level measurements, so we wanted to observe surface displacement using SAR images. In this paper, time series indicator displacement was observed using PS-InSAR techniques, and risk was compared by rating each factor using the difference between final indicator displacement, cumulative indicator displacement, minimum displacement and maximum displacement as factors for determining risk indicators. As a result, the risk rating of the final displacement is different from that of each factor, and we propose adding factors from different perspectives in determining risk indicators. It is expected to be an important study in finding the cause of ground subsidence and finding solutions.

Multiple SL-AVS(Small size & Low power Around View System) Synchronization Maintenance Method (다중 SL-AVS 동기화 유지기법)

  • Park, Hyun-Moon;Park, Soo-Huyn;Seo, Hae-Moon;Park, Woo-Chool
    • Journal of the Korea Society for Simulation
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    • v.18 no.3
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    • pp.73-82
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    • 2009
  • Due to the many advantages including low price, low power consumption, and miniaturization, the CMOS camera has been utilized in many applications, including mobile phones, the automotive industry, medical sciences and sensoring, robotic controls, and research in the security field. In particular, the 360 degree omni-directional camera when utilized in multi-camera applications has displayed issues of software nature, interface communication management, delays, and a complicated image display control. Other issues include energy management problems, and miniaturization of a multi-camera in the hardware field. Traditional CMOS camera systems are comprised of an embedded system that consists of a high-performance MCU enabling a camera to send and receive images and a multi-layer system similar to an individual control system that consists of the camera's high performance Micro Controller Unit. We proposed the SL-AVS (Small Size/Low power Around-View System) to be able to control a camera while collecting image data using a high speed synchronization technique on the foundation of a single layer low performance MCU. It is an initial model of the omni-directional camera that takes images from a 360 view drawing from several CMOS camera utilizing a 110 degree view. We then connected a single MCU with four low-power CMOS cameras and implemented controls that include synchronization, controlling, and transmit/receive functions of individual camera compared with the traditional system. The synchronization of the respective cameras were controlled and then memorized by handling each interrupt through the MCU. We were able to improve the efficiency of data transmission that minimizes re-synchronization amongst a target, the CMOS camera, and the MCU. Further, depending on the choice of users, respective or groups of images divided into 4 domains were then provided with a target. We finally analyzed and compared the performance of the developed camera system including the synchronization and time of data transfer and image data loss, etc.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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Robust k-means Clustering-based High-speed Barcode Decoding Method to Blur and Illumination Variation (블러와 조명 변화에 강인한 k-means 클러스터링 기반 고속 바코드 정보 추출 방법)

  • Kim, Geun-Jun;Cho, Hosang;Kang, Bongsoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.1
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    • pp.58-64
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    • 2016
  • In this paper presents Robust k-means clustering-based high-speed bar code decoding method to blur and lighting. for fast operation speed and robust decoding to blur, proposed method uses adaptive local threshold binarization methods that calculate threshold value by dividing blur region and a non-blurred region. Also, in order to prevent decoding fail from the noise, decoder based on k-means clustering algorithm is implemented using area data summed pixel width line of the same number of element. Results of simulation using samples taken at various worst case environment, the average success rate of proposed method is 98.47%. it showed the highest decoding success rate among the three comparison programs.

High-Performance Line-Based Filtering Architecture Using Multi-Filter Lifting Method (다중필터 리프팅 방식을 이용한 고성능 라인기반 필터링 구조)

  • 서영호;김동욱
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.41 no.8
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    • pp.75-84
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    • 2004
  • In this paper, we proposed an efficient hardware architecture of line-based lifting algorithm for Motion JPEG2000. We proposed a new architecture of a lifting-based filtering cell which has an optimized and simplified structure. It was implemented in a hardware accommodating both (9,7) and (5,4) filter. Since the output rate is linearly proportional to the input rate, one can obtain the high throughput through parallel operation simply by adding the hardware units. It was implemented into both of ASIC and FPGA The 0.35${\mu}{\textrm}{m}$ CMOS library from Samsung was used for ASIC and Altera was the target for FRGA. In ASIC, the proposed architecture used 41,592 gates for the lifting arithmetic and 128 Kbit memory. For FPGA it used 6,520 LEs(Logic Elements) and 128 ESBs(Embedded System Blocks). The implementations were stably operated in the clock frequency of 128MHz and 52MHz, respectively.

Performance Evaluation of Underwater Acoustic Communication in Frequency Selective Shallow Water (주파수 선택적인 천해해역에서 수중음향통신 성능해석)

  • Park, Kyu-Chil;Park, Jihyun;Lee, Seung Wook;Jung, Jin Woo;Shin, Jungchae;Yoon, Jong Rak
    • The Journal of the Acoustical Society of Korea
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    • v.32 no.2
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    • pp.95-103
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    • 2013
  • An underwater acoustic (UWA) communication in shallow water is strongly affected by the water surface and the seabed acoustical properties. Every reflected signal to receiver experiences a time-variant scattering in sea surface roughness and a grazing-angle-dependent reflection loss in bottom. Consequently, the performance of UWA communication systems is degraded, and high-speed digital communication is disrupted. If there is a dominant signal path such as a direct path, the received signal is modeled statistically as Rice fading but if not, it is modeled as Rayleigh fading. However, it has been known to be very difficult to reproduce the statistical estimation by real experimental evaluation in the sea. To give an insight for this scattering and grazing-angle-dependent bottom reflection loss effect in UWA communication, authors conduct experiments to quantify these effects. The image is transmitted using binary frequency shift keying (BFSK) modulation. The quality of the received image is shown to be affected by water surface scattering and grazing-angle-dependent bottom reflection loss. The analysis is based on the transmitter to receiver range and the receiver depth dependent image quality and bit error rate (BER). The results show that the received image quality is highly dependent on the transmitter-receiver range and receiver depth which characterizes the channel coherence bandwidth.

Image Watermarking for Copyright Protection of Images on Shopping Mall (쇼핑몰 이미지 저작권보호를 위한 영상 워터마킹)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.147-157
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    • 2013
  • With the advent of the digital environment that can be accessed anytime, anywhere with the introduction of high-speed network, the free distribution and use of digital content were made possible. Ironically this environment is raising a variety of copyright infringement, and product images used in the online shopping mall are pirated frequently. There are many controversial issues whether shopping mall images are creative works or not. According to Supreme Court's decision in 2001, to ad pictures taken with ham products is simply a clone of the appearance of objects to deliver nothing but the decision was not only creative expression. But for the photographer's losses recognized in the advertising photo shoot takes the typical cost was estimated damages. According to Seoul District Court precedents in 2003, if there are the photographer's personality and creativity in the selection of the subject, the composition of the set, the direction and amount of light control, set the angle of the camera, shutter speed, shutter chance, other shooting methods for capturing, developing and printing process, the works should be protected by copyright law by the Court's sentence. In order to receive copyright protection of the shopping mall images by the law, it is simply not to convey the status of the product, the photographer's personality and creativity can be recognized that it requires effort. Accordingly, the cost of making the mall image increases, and the necessity for copyright protection becomes higher. The product images of the online shopping mall have a very unique configuration unlike the general pictures such as portraits and landscape photos and, therefore, the general image watermarking technique can not satisfy the requirements of the image watermarking. Because background of product images commonly used in shopping malls is white or black, or gray scale (gradient) color, it is difficult to utilize the space to embed a watermark and the area is very sensitive even a slight change. In this paper, the characteristics of images used in shopping malls are analyzed and a watermarking technology which is suitable to the shopping mall images is proposed. The proposed image watermarking technology divide a product image into smaller blocks, and the corresponding blocks are transformed by DCT (Discrete Cosine Transform), and then the watermark information was inserted into images using quantization of DCT coefficients. Because uniform treatment of the DCT coefficients for quantization cause visual blocking artifacts, the proposed algorithm used weighted mask which quantizes finely the coefficients located block boundaries and coarsely the coefficients located center area of the block. This mask improves subjective visual quality as well as the objective quality of the images. In addition, in order to improve the safety of the algorithm, the blocks which is embedded the watermark are randomly selected and the turbo code is used to reduce the BER when extracting the watermark. The PSNR(Peak Signal to Noise Ratio) of the shopping mall image watermarked by the proposed algorithm is 40.7~48.5[dB] and BER(Bit Error Rate) after JPEG with QF = 70 is 0. This means the watermarked image is high quality and the algorithm is robust to JPEG compression that is used generally at the online shopping malls. Also, for 40% change in size and 40 degrees of rotation, the BER is 0. In general, the shopping malls are used compressed images with QF which is higher than 90. Because the pirated image is used to replicate from original image, the proposed algorithm can identify the copyright infringement in the most cases. As shown the experimental results, the proposed algorithm is suitable to the shopping mall images with simple background. However, the future study should be carried out to enhance the robustness of the proposed algorithm because the robustness loss is occurred after mask process.