• Title/Summary/Keyword: 공간의 깊이

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Mipmap-Based Deferred Soft Shadow Mapping (밉맵 기반의 지연된 부드러운 그림자 매핑)

  • Kim, Sunggoo;Lee, Sungkil
    • Journal of KIISE
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    • v.43 no.4
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    • pp.399-403
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    • 2016
  • Deferred Shading is a shading technique that postprocesses pixels in the screen space, following geometry-only rendering passes with depth buffering. Unlike typical shadow mapping techniques, this technique allows us to render shadows from multiple light sources without changing the structure of the rendering pipelines. This paper presents a deferred shadow mapping technique and its extension to soft shadows using mipmapping. Our technique first generates visibility maps from light sources, and blurs the visibility maps for deferred shading. This strategy leads to efficient soft-edged shadows, but does not incorporate depth variation, producing light bleeding to some extent. In order to suppress the light-bleeding artifacts, we also propose a depth-adaptive mipmap sampling technique in the screen space.

A Robot Planning System Based on a Modified DFID Search Method (변형된 점증 깊이 우선 탐색 방법을 사용한 로봇 계획 시스템)

  • Yim, Jae-Geol
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.3
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    • pp.354-363
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    • 1995
  • We propose a new search method which is based on the precedence relationship between subgoals.The prosed method reducess both the branching factor of and the depth of the search space by making use of the precedence relationship between subgoals, and further improves the efficiency of A.I.search by immediately achieving directly achievable maximal subgoals and immediately performing the directly applicable actions which must be eventually done.The efficiency of our method has been analysed theoretically.We have also implemented a robot planning system equipped with versions of DFID and IDA which are modified by applying our proposed strategies, and experimentally showed the efficiency of our strategy.

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Improvement of 3D Stereoscopic Perception Using Depth Map Transformation (깊이맵 변환을 이용한 3D 입체감 개선 방법)

  • Jang, Seong-Eun;Jung, Da-Un;Seo, Joo-Ha;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.16 no.6
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    • pp.916-926
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    • 2011
  • It is well known that high-resolution 3D movie contents frequently do not deliver the identical 3D perception to low-resolution 3D images. For solving this problem, we propose a novel method that produces a new stereoscopic image based on depth map transformation using the spatial complexity of an image. After analyzing the depth map histogram, the depth map is decomposed into multiple depth planes that are transformed based upon the spatial complexity. The transformed depth planes are composited into a new depth map. Experimental results demonstrate that the lower the spatial complexity is, the higher the perceived video quality and depth perception are. As well, visual fatigue test showed that the stereoscopic images deliver less visual fatigue.

A Study on 'the Depth of the Film Image' and its aesthetic implications in the Wes Anderson's films: Focusing on the film and (웨스 앤더슨 감독의 영화에서 '화면 깊이감'의 활용과 미학적 함의 - <그랜드 부다페스트 호텔>과 <문라이즈 킹덤>을 중심으로)

  • Choi, Hyun-Ju
    • Cartoon and Animation Studies
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    • s.43
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    • pp.343-362
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    • 2016
  • The purpose of this study is to analyze the 'depth of the film image' and to discuss its aesthetic implications in the Wes Anderson's films. In this study, I have analysed his two recent representative films, (2014) and (2012). As a result, it is found that Wes Anderson created a symmetrical composition with the depth by placing symmetrically things on the Z axis or using one-point perspective. In general, symmetrical composition is a two-dimensional form. The symmetrical composition in these two films, however, has the depth perception. It gives a sense of the fantastic world, not the real world. Thus, it is the unique way of Wes Anderson's expressing the world of the fairy tale on his films. It is also found that he used the camera work, emphasizing the depth of the image. Through these devices, Wes Anderson has created his own sensational mise-en-scene for a storyline like a fairy tale.

A New Stereo Matching Algorithm Using Distribution of Match Values in Disparity Space (변위 공간상의 정합값 분포를 이용한 새로운 스테레오 정합 알고리즘)

  • 김재철;이경무;이상욱
    • Proceedings of the IEEK Conference
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    • 2001.09a
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    • pp.661-664
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    • 2001
  • 본 논문에서는 영상을 특성에 따라 국부 영역으로 분류하고 변위 공간(disparity space)상에서의 특징을 분석하여 각각의 영역에 적합한 윈도우의 크기를 정하는 새로운 스테레오 정합 기법을 제안한다. 일반적으로 텍스쳐(texture)가 적은 영역이나 텍스쳐가 반복되는 영역, 그리고 깊이의 불연속선상에서는 고정된 크기의 윈도우를 사용하는 영역 기반 스테레오 기법은 잘 동작하지 않는다. 본 논문에서는 이러한 영역들의 변위 공간상에서의 정합 값 분포를 분석하여 스테레오 정합에 이용한다. 실험은 변위의 참값이 알려진 영상에 대해서 수행되었으며 기존의 방법에 비해 짧은 수행 시간 및 정확한 정합 결과를 보여 준다.

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Real-Virtual Fusion Hologram Generation System using RGB-Depth Camera (RGB-Depth 카메라를 이용한 현실-가상 융합 홀로그램 생성 시스템)

  • Song, Joongseok;Park, Jungsik;Park, Hanhoon;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.866-876
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    • 2014
  • Generating of digital hologram of video contents with computer graphics(CG) requires natural fusion of 3D information between real and virtual. In this paper, we propose the system which can fuse real-virtual 3D information naturally and fast generate the digital hologram of fused results using multiple-GPUs based computer-generated-hologram(CGH) computing part. The system calculates camera projection matrix of RGB-Depth camera, and estimates the 3D information of virtual object. The 3D information of virtual object from projection matrix and real space are transmitted to Z buffer, which can fuse the 3D information, naturally. The fused result in Z buffer is transmitted to multiple-GPUs based CGH computing part. In this part, the digital hologram of fused result can be calculated fast. In experiment, the 3D information of virtual object from proposed system has the mean relative error(MRE) about 0.5138% in relation to real 3D information. In other words, it has the about 99% high-accuracy. In addition, we verify that proposed system can fast generate the digital hologram of fused result by using multiple GPUs based CGH calculation.

Improvement of algorithm for calculating word count using character hash and binary search tree (문자 해시와 이원 탐색 트리를 이용한 어절 빈도 계산 알고리즘의 성능 개선)

  • Park, Il-Nam;Kang, Seung-Shik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.599-602
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    • 2010
  • 인터넷 검색 사이트는 사용자들이 검색한 단어들의 순위를 매기는 실시간 검색 순위 서비스를 제공하는데 검색되는 단어들의 순위를 매기기 위해서는 각 단어들의 분포도를 알 수 있는 어절 빈도 계산을 수행해야 한다. 어절 빈도는 BST(Binary Search Tree)를 수행하여 계산할 수 있는데, 사용자에 의하여 검색되는 단어들은 길이와 그 형태가 다양하여 빈도 계산시에 BST 의 깊이가 깊어져서 계산 시간이 오래 걸리게 된다. 본 논문에서는 문자 해시를 이용하여 깊이가 깊은 BST 의 탐색 속도를 개선하는 알고리즘을 제안하였다. 이 방법으로 빈도 계산 속도를 비교하였을 때 문자 해시의 범위에 의해 1KB 의 추가적인 기억공간의 사용하여 9.3%의 성능 개선 효과가 있었고, 해시 공간을 10KB 추가로 사용할 때는 24.3%, 236KB 일 때는 40.6%로의 효율로 BST 의 빈도 계산 속도를 향상 시킬 수 있었다.

3D FEATURE POINT ESTIMATION BASED ON A SINGLE MOBILE DEVICE (단일 모바일 디바이스를 이용한 3차원 특징점 추출 방법)

  • Kim, Jin-Kyum;Seo, Young-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.124-125
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    • 2021
  • 최근 증강현실(AR), 가상현실(VR), 혼합현실(XR) 분야가 각광받고 있으며, 3차원 공간과 사물을 인식하여 다양한 콘텐츠 서비스를 제공하는 기술이 개발되고 있다[1]. 3차원 공간과 사물을 인식하기 위해 가장 널리 사용되는 방법은 RGB 카메라를 이용하는 것이다[2]. RGB 카메라를 이용하여 촬영한 영상을 분석한 후 분석된 결과를 이용하여 카메라와 환경의 관계를 추정한다. 시차는 사용자가 촬영한 복수의 이미지에서 특징점의 차이를 이용하여 계산된다. 실험적으로 구한 깊이에 대해 계산된 디스패리티에 시차 정보와 스케일링 정보를 더하여 3차원 특징점을 생성한다. 제안하는 알고리즘은 단일 모바일 디바이스에서 획득한 영상을 사용한다. 특징점 매칭을 기반으로한 디스패리티 추정과 시차조정 3D 특징점 생성이다. 실제 깊이 값과 비교했을 때, 생성된 3차원 특징점은 실측값의 10% 이내의 오차가 있음을 실험적으로 증명하였다. 따라서 제안하는 방법을 이용하여 유효한 3차원 특징점을 생성할 수 있다.

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Dense-Depth Map Estimation with LiDAR Depth Map and Optical Images based on Self-Organizing Map (라이다 깊이 맵과 이미지를 사용한 자기 조직화 지도 기반의 고밀도 깊이 맵 생성 방법)

  • Choi, Hansol;Lee, Jongseok;Sim, Donggyu
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.283-295
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    • 2021
  • This paper proposes a method for generating dense depth map using information of color images and depth map generated based on lidar based on self-organizing map. The proposed depth map upsampling method consists of an initial depth prediction step for an area that has not been acquired from LiDAR and an initial depth filtering step. In the initial depth prediction step, stereo matching is performed on two color images to predict an initial depth value. In the depth map filtering step, in order to reduce the error of the predicted initial depth value, a self-organizing map technique is performed on the predicted depth pixel by using the measured depth pixel around the predicted depth pixel. In the process of self-organization map, a weight is determined according to a difference between a distance between a predicted depth pixel and an measured depth pixel and a color value corresponding to each pixel. In this paper, we compared the proposed method with the bilateral filter and k-nearest neighbor widely used as a depth map upsampling method for performance comparison. Compared to the bilateral filter and the k-nearest neighbor, the proposed method reduced by about 6.4% and 8.6% in terms of MAE, and about 10.8% and 14.3% in terms of RMSE.

The effect of inter-pupilary distance and accommodative convergence on binocular fusion and fixational depth (동공간 거리와 조절성 수렴이 양안 융합과 응시 깊이에 미치는 효과)

  • 반지은;감기택;정찬섭;손정영
    • Korean Journal of Cognitive Science
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    • v.14 no.1
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    • pp.17-28
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    • 2003
  • In order to provide natural images with a specified depth through three-dimensional display system, the stereo images should be similar to those projected from real environment as much as possible. Even when two persons see an identical scene, the binocular Parallax between two images of an object varies as a function of one's inter-pupilary distance (IPD). In this study, we investigated whether individual differences, such as IPD and accommodative vergence, would affect the perception of three dimensional scene provided by stereo-images. Results showed that a person's IPD is correlated with the limit of screen and binocular parallax for single vision, and affects the perceived depth of an object on fixation. More specifically, with longer IPD the limit of screen and binocular parallax for single vision is decreased, and the perceived depth is reduced. These results suggest that the screen and binocular parallax of an object should be calibrated with regard to users IPD to provide natural stereo-images with a specified depth and to Prevent double vision.

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