• Title/Summary/Keyword: 깊이 맵

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P2P-based divisional data transmission system for live media streaming service (라이브 미디어 스트리밍 서비스를 위한 P2P기반 데이터 분할 전송 시스템)

  • Sun Choi;Heasun Byun;Meejeong Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.1348-1351
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    • 2008
  • 최근 인터넷 사용자들의 요구는 멀티미디어로 집중되고 있으며 그중 라이브 미디어 스트리밍 서비스에 대한 요구가 증가하고 있다. 라이브 서비스에서는 적절한 시간에 사용자에게 데이터가 도착하는 것이 중요하다. 따라서 라이브의 시간적절성을 충족시켜 줄 효율적이고 신속한 데이터 전달구조와 전송기법이 요구된다. 이에 본 논문에서는 트리와 메시 구조를 혼합한 하이브리드 방식으로 네트워크 자원을 효율적으로 사용하면서 빠른 데이터 전송으로 라이브의 시간적절성을 충족시킬 수 있는 데이터 분할 전송 방식의 P2P(Peer-to-Peer) 오버레이 구조를 제안한다. 제안하는 ToG(Tree of Groups)는 n개의 피어들이 메시로 그룹을 형성하고, 그렇게 형성된 그룹들이 트리를 이루는 구조이다. ToG에서 그룹 내의 각 피어들은 상위그룹의 피어 한 개와 부모-자식으로 연결되어 있어서 그룹 사이에 여러 개의 연결이 존재하게 된다. 따라서 그룹 내에서 어느 한 피어가 그룹을 빠져 나가더라도 상위그룹과의 여러 연결에 의해서 서비스 지속성을 보장 할 수 있다. ToG는 그룹단위로 트리가 형성되기 때문에 피어의 개수가 같을 때 피어단위로 트리를 형성하는 구조보다 트리의 깊이가 줄어든다. 그에 따라 말단에 있는 피어들에게까지 빠른 시간에 데이터가 전달 될 수 있다. ToG의 데이터 전달은 소스로부터 세그먼트가 일정한 값 n으로 나뉘어져 각 피어들에게 전달된다. 세그먼트 조각은 소스로부터 나뉘어져 전송 될 때 책임적으로 전달해야할 피어와 전달 순서가 정해져있고, 데이터 전송 스케줄링을 위한 버퍼 맵 교환은 필요하지 않다.

An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.1-7
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    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

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Fabrication of Face Molds and Silicone Masks using 3D Printing (3D 프린팅을 이용한 얼굴 몰드 및 실리콘 마스크 제작)

  • Choi, Yea-Jun;Shin, Il-Kyu;Choi, Kanghyun;Choi, Soo-Mi
    • Journal of KIISE
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    • v.43 no.5
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    • pp.516-523
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    • 2016
  • For old-age makeups, makeup artists first make a mold cast of an actor's face using plaster and then sculpt wrinkles in clay on the plaster mold. After finishing the clay sculpture, its negative plaster mold is fabricated and silicone skin patches are finally made for application to the actor's face. This process takes a few days and is tedious for actors and makeup artists. With recent advances in 3D printing and scanning technology, it is becoming easier to scan and fabricate 3D faces. This paper presents a new pipeline composed of facial scanning, interactive wrinkle modeling, and mold printing stages to easily and efficiently fabricate silicone masks for old-age makeups without the use of plaster and clay. An intuitive sketch interface based on a normal map is proposed for the creation of wrinkles in real time, even with a high-resolution face model. Then the geometry of the final wrinkles is reconstructed using a depth map and the negative mold of the wrinkled face is printed. We also show that the presented pipeline can fabricate a silicone mask more conveniently than the traditional one that consists of pouring silicone into the prepared negative mold and then overlapping the mold with the original positive one.

A Bit-Map Trie for the High-Speed Longest Prefix Search of IP Addresses (고속의 최장 IP 주소 프리픽스 검색을 위한 비트-맵 트라이)

  • 오승현;안종석
    • Journal of KIISE:Information Networking
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    • v.30 no.2
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    • pp.282-292
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    • 2003
  • This paper proposes an efficient data structure for forwarding IPv4 and IPv6 packets at the gigabit speed in backbone routers. The LPM(Longest Prefix Matching) search becomes a bottleneck of routers' performance since the LPM complexity grows in proportion to the forwarding table size and the address length. To speed up the forwarding process, this paper introduces a data structure named BMT(Bit-Map Tie) to minimize the frequent main memory accesses. All the necessary search computations in BMT are done over a small index table stored at cache. To build the small index table from the tie representation of the forwarding table, BMT represents a link pointer to the child node and a node pointer to the corresponding entry in the forwarding table with one bit respectively. To improve the poor performance of the conventional tries when their height becomes higher due to the increase of the address length, BMT adopts a binary search algorithm for determining the appropriate level of tries to start. The simulation experiments show that BMT compacts the IPv4 backbone routers' forwarding table into a small one less than 512-kbyte and achieves the average speed of 250ns/packet on Pentium II processors, which is almost the same performance as the fastest conventional lookup algorithms.

Improvement of Disparity Map using Loopy Belief Propagation based on Color and Edge (Disparity 보정을 위한 컬러와 윤곽선 기반 루피 신뢰도 전파 기법)

  • Kim, Eun Kyeong;Cho, Hyunhak;Lee, Hansoo;Wibowo, Suryo Adhi;Kim, Sungshin
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.5
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    • pp.502-508
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    • 2015
  • Stereo images have an advantage of calculating depth(distance) values which can not analyze from 2-D images. However, depth information obtained by stereo images has due to following reasons: it can be obtained by computation process; mismatching occurs when stereo matching is processing in occlusion which has an effect on accuracy of calculating depth information. Also, if global method is used for stereo matching, it needs a lot of computation. Therefore, this paper proposes the method obtaining disparity map which can reduce computation time and has higher accuracy than established method. Edge extraction which is image segmentation based on feature is used for improving accuracy and reducing computation time. Color K-Means method which is image segmentation based on color estimates correlation of objects in an image. And it extracts region of interest for applying Loopy Belief Propagation(LBP). For this, disparity map can be compensated by considering correlation of objects in the image. And it can reduce computation time because of calculating region of interest not all pixels. As a result, disparity map has more accurate and the proposed method reduces computation time.

Group-based Adaptive Rendering for 6DoF Immersive Video Streaming (6DoF 몰입형 비디오 스트리밍을 위한 그룹 분할 기반 적응적 렌더링 기법)

  • Lee, Soonbin;Jeong, Jong-Beom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.216-227
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    • 2022
  • The MPEG-I (Immersive) group is working on a standardization project for immersive video that provides 6 degrees of freedom (6DoF). The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR) technique. Many efficient coding methods have been suggested for MIV, but efficient transmission strategies have received little attention in MPEG-I. This paper proposes group-based adaptive rendering method for immersive video streaming. Each group can be transmitted independently using group-based encoding, enabling adaptive transmission depending on the user's viewport. In the rendering process, the proposed method derives weights of group for view synthesis and allocate high quality bitstream according to a given viewport. The proposed method is implemented through the Test Model for Immersive Video (TMIV) test model. The proposed method demonstrates 17.0% Bjontegaard-delta rate (BD-rate) savings on the peak signalto-noise ratio (PSNR) and 14.6% on the Immersive Video PSNR(IV-PSNR) in terms of various end-to-end evaluation metrics in the experiment.

Single Image Super Resolution Based on Residual Dense Channel Attention Block-RecursiveSRNet (잔여 밀집 및 채널 집중 기법을 갖는 재귀적 경량 네트워크 기반의 단일 이미지 초해상도 기법)

  • Woo, Hee-Jo;Sim, Ji-Woo;Kim, Eung-Tae
    • Journal of Broadcast Engineering
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    • v.26 no.4
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    • pp.429-440
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    • 2021
  • With the recent development of deep convolutional neural network learning, deep learning techniques applied to single image super-resolution are showing good results. One of the existing deep learning-based super-resolution techniques is RDN(Residual Dense Network), in which the initial feature information is transmitted to the last layer using residual dense blocks, and subsequent layers are restored using input information of previous layers. However, if all hierarchical features are connected and learned and a large number of residual dense blocks are stacked, despite good performance, a large number of parameters and huge computational load are needed, so it takes a lot of time to learn a network and a slow processing speed, and it is not applicable to a mobile system. In this paper, we use the residual dense structure, which is a continuous memory structure that reuses previous information, and the residual dense channel attention block using the channel attention method that determines the importance according to the feature map of the image. We propose a method that can increase the depth to obtain a large receptive field and maintain a concise model at the same time. As a result of the experiment, the proposed network obtained PSNR as low as 0.205dB on average at 4× magnification compared to RDN, but about 1.8 times faster processing speed, about 10 times less number of parameters and about 1.74 times less computation.

Entropy-Based 6 Degrees of Freedom Extraction for the W-band Synthetic Aperture Radar Image Reconstruction (W-band Synthetic Aperture Radar 영상 복원을 위한 엔트로피 기반의 6 Degrees of Freedom 추출)

  • Hyokbeen Lee;Duk-jin Kim;Junwoo Kim;Juyoung Song
    • Korean Journal of Remote Sensing
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    • v.39 no.6_1
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    • pp.1245-1254
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    • 2023
  • Significant research has been conducted on the W-band synthetic aperture radar (SAR) system that utilizes the 77 GHz frequency modulation continuous wave (FMCW) radar. To reconstruct the high-resolution W-band SAR image, it is necessary to transform the point cloud acquired from the stereo cameras or the LiDAR in the direction of 6 degrees of freedom (DOF) and apply them to the SAR signal processing. However, there are difficulties in matching images due to the different geometric structures of images acquired from different sensors. In this study, we present the method to extract an optimized depth map by obtaining 6 DOF of the point cloud using a gradient descent method based on the entropy of the SAR image. An experiment was conducted to reconstruct a tree, which is a major road environment object, using the constructed W-band SAR system. The SAR image, reconstructed using the entropy-based gradient descent method, showed a decrease of 53.2828 in mean square error and an increase of 0.5529 in the structural similarity index, compared to SAR images reconstructed from radar coordinates.

Local Shape Analysis of the Hippocampus using Hierarchical Level-of-Detail Representations (계층적 Level-of-Detail 표현을 이용한 해마의 국부적인 형상 분석)

  • Kim Jeong-Sik;Choi Soo-Mi;Choi Yoo-Ju;Kim Myoung-Hee
    • The KIPS Transactions:PartA
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    • v.11A no.7 s.91
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    • pp.555-562
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    • 2004
  • Both global volume reduction and local shape changes of hippocampus within the brain indicate their abnormal neurological states. Hippocampal shape analysis consists of two main steps. First, construct a hippocampal shape representation model ; second, compute a shape similarity from this representation. This paper proposes a novel method for the analysis of hippocampal shape using integrated Octree-based representation, containing meshes, voxels, and skeletons. First of all, we create multi-level meshes by applying the Marching Cube algorithm to the hippocampal region segmented from MR images. This model is converted to intermediate binary voxel representation. And we extract the 3D skeleton from these voxels using the slice-based skeletonization method. Then, in order to acquire multiresolutional shape representation, we store hierarchically the meshes, voxels, skeletons comprised in nodes of the Octree, and we extract the sample meshes using the ray-tracing based mesh sampling technique. Finally, as a similarity measure between the shapes, we compute $L_2$ Norm and Hausdorff distance for each sam-pled mesh pair by shooting the rays fired from the extracted skeleton. As we use a mouse picking interface for analyzing a local shape inter-actively, we provide an interaction and multiresolution based analysis for the local shape changes. In this paper, our experiment shows that our approach is robust to the rotation and the scale, especially effective to discriminate the changes between local shapes of hippocampus and more-over to increase the speed of analysis without degrading accuracy by using a hierarchical level-of-detail approach.

Development of Dose Planning System for Brachytherapy with High Dose Rate Using Ir-192 Source (고선량률 강내조사선원을 이용한 근접조사선량계획전산화 개발)

  • Choi Tae Jin;Yei Ji Won;Kim Jin Hee;Kim OK;Lee Ho Joon;Han Hyun Soo
    • Radiation Oncology Journal
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    • v.20 no.3
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    • pp.283-293
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    • 2002
  • Purpose : A PC based brachytherapy planning system was developed to display dose distributions on simulation images by 2D isodose curve including the dose profiles, dose-volume histogram and 30 dose distributions. Materials and Methods : Brachytherapy dose planning software was developed especially for the Ir-192 source, which had been developed by KAERI as a substitute for the Co-60 source. The dose computation was achieved by searching for a pre-computed dose matrix which was tabulated as a function of radial and axial distance from a source. In the computation process, the effects of the tissue scattering correction factor and anisotropic dose distributions were included. The computed dose distributions were displayed in 2D film image including the profile dose, 3D isodose curves with wire frame forms and dosevolume histogram. Results : The brachytherapy dose plan was initiated by obtaining source positions on the principal plane of the source axis. The dose distributions in tissue were computed on a $200\times200\;(mm^2)$ plane on which the source axis was located at the center of the plane. The point doses along the longitudinal axis of the source were $4.5\~9.0\%$ smaller than those on the radial axis of the plane, due to the anisotropy created by the cylindrical shape of the source. When compared to manual calculation, the point doses showed $1\~5\%$ discrepancies from the benchmarking plan. The 2D dose distributions of different planes were matched to the same administered isodose level in order to analyze the shape of the optimized dose level. The accumulated dose-volume histogram, displayed as a function of the percentage volume of administered minimum dose level, was used to guide the volume analysis. Conclusion : This study evaluated the developed computerized dose planning system of brachytherapy. The dose distribution was displayed on the coronal, sagittal and axial planes with the dose histogram. The accumulated DVH and 3D dose distributions provided by the developed system may be useful tools for dose analysis in comparison with orthogonal dose planning.