• Title/Summary/Keyword: 마커리스

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Regeneration of Plausible Lighting using a Specular Sphere in Augmented Reality (증강현실에서의 반사구를 활용한 사실적 조명 생성)

  • Lee, Seok-Jun;Jung, Soon-Ki
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.3
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    • pp.21-31
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    • 2011
  • This paper presents a practical method to estimate the directions of light sources in real environment, using a mirror sphere placed on a set of known natural features in augmented reality. For the stable result of static lighting, we take the multiple images around the sphere and estimate the principal light directions of the vector clusters for each light source in realtime. We also estimate the moving illuminant for changes of the scene illumination, and augment the virtual objects onto the real image with the proper highlighting and shadows. The proposed method of this paper can be applied to augmented reality visualization without any previous information respecting the environmental illuminations.

Augmented Reality system Using Depth-map (Depth-Map을 이용한 객체 증강 시스템)

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Kyoung-Ok;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.343-344
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    • 2010
  • markerless system to a two-dimensional imaging is used to estimate the depth map as a stereo vision system uses expensive equipment. We estimate the depth map from monocular image enhancement and object extracted relative to the vanishing point is estimated depth map. Augmented objects in order to get better virtual immersion depending on the distance of the objects should be drawn in different sizes. In this paper, creating images obtained from the vanishing point, and in-depth information on the augmented object, augmented with different sizes and improved engagement of inter-object interaction.

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Marker-less Calibration of Multiple Kinect Devices for 3D Environment Reconstruction (3차원 환경 복원을 위한 다중 키넥트의 마커리스 캘리브레이션)

  • Lee, Suwon
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1142-1148
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    • 2019
  • Reconstruction of the three-dimensional (3D) environment is a key aspect of augmented reality and augmented virtuality, which utilize and incorporate a user's surroundings. Such reconstruction can be easily realized by employing a Kinect device. However, multiple Kinect devices are required for enhancing the reconstruction density and for spatial expansion. While employing multiple Kinect devices, they must be calibrated with respect to each other in advance, and a marker is often used for this purpose. However, a marker needs to be placed at each calibration, and the result of marker detection significantly affects the calibration accuracy. Therefore, a user-friendly, efficient, accurate, and marker-less method for calibrating multiple Kinect devices is proposed in this study. The proposed method includes a joint tracking algorithm for approximate calibration, and the obtained result is further refined by applying the iterative closest point algorithm. Experimental results indicate that the proposed method is a convenient alternative to conventional marker-based methods for calibrating multiple Kinect devices. Hence, the proposed method can be incorporated in various applications of augmented reality and augmented virtuality that require 3D environment reconstruction by employing multiple Kinect devices.

Augmented Reality based Dynamic State Transition Algorithm using the 3-Axis Accelerometer Sensor (3축 가속도 센서를 이용한 증강현실 기반의 동적 상태변환 알고리즘)

  • Jang, Yu-Na;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.86-93
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    • 2010
  • With the introduction of smart phones, the augmented reality became popular and is increasingly drawing attention. The augmented reality in the mobile devices is becoming an individual area to study. Many applications of the augmented reality have been studied, but there are just a few studies on its combination with artificial intelligence in games. In this study, an artificial intelligence algorithm was proposed, which dynamically converts the state of the 3D agent in the augmented reality environment using the 3-Axis acceleration sensor in the smart phone. To control the state of the agent to which the artificial intelligence is applied, users used to directly enter the data or use markers to detect them. The critical values, which were determined via test, were given to the acceleration sensor to ensure accurate state conversion. In this paper, makerless tracking technology was used to implement the augmented reality, and the state of the agent was dynamically converted using the 3-Axis acceleration seonsor.

Adaptive Keyframe-Based Tracking for Augmented Books (증강 책을 위한 적응형 키프레임 기반 트래킹)

  • Yoo, Jae-Sang;Cho, Kyu-Sung;Yang, Hyun-S.
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.4
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    • pp.502-506
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    • 2010
  • An augmented book is an application that augments such multimedia elements as virtual 3D objects generated by computer graphics, movie clips, or sound clips to a real book using AR technologies. It is intended to bring additional education and entertainment effects to users. For augmented books, this paper proposes an adaptive keyframe-based page tracking method to estimate the camera's 6 DOF pose in real-time after recognizing a page and performing wide-baseline keypoint matching. For a page tracking, proposed method in this paper chooses a proper keyframe and performs a tracking in two step of coarse-to-fine stage. As a result, the proposed method in this paper guarantees a robust tracking to view-point and illumination variations and real-time.

Markrerless augmented reality game development method utilizing the Unity engine and KUDAN engine -In the center of ther development case of 'Our neighborhood hero' (유니티와 KUDAN 엔진을 활용한 MARKERLESS 방식의 증강현실 게임개발 - '우리동네히어로'의 개발사례 중심으로)

  • Kim, Han-Ho;Jung, hyung-won
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.421-426
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    • 2017
  • After the Pokemon game became popular, the popularity of the Augmented Reality game is higher than ever. Therefore, it is an important choice to use an engine to create an augmented reality game. It explains how to create an augmented reality game using Unity engine, which is one of the most used game engines in game development. We describe a method for implementing augmented reality optimized for games by selecting a MARKERLESS method that does not require a marker among the augmented reality techniques. In this paper, we propose a technique to create MARKERLESS augmented reality game using KUDAN AR engine which supports Unity engine and unity through 'Our Hero' project.

Markerless Image-to-Patient Registration Using Stereo Vision : Comparison of Registration Accuracy by Feature Selection Method and Location of Stereo Bision System (스테레오 비전을 이용한 마커리스 정합 : 특징점 추출 방법과 스테레오 비전의 위치에 따른 정합 정확도 평가)

  • Joo, Subin;Mun, Joung-Hwan;Shin, Ki-Young
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.1
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    • pp.118-125
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    • 2016
  • This study evaluates the performance of image to patient registration algorithm by using stereo vision and CT image for facial region surgical navigation. For the process of image to patient registration, feature extraction and 3D coordinate calculation are conducted, and then 3D CT image to 3D coordinate registration is conducted. Of the five combinations that can be generated by using three facial feature extraction methods and three registration methods on stereo vision image, this study evaluates the one with the highest registration accuracy. In addition, image to patient registration accuracy was compared by changing the facial rotation angle. As a result of the experiment, it turned out that when the facial rotation angle is within 20 degrees, registration using Active Appearance Model and Pseudo Inverse Matching has the highest accuracy, and when the facial rotation angle is over 20 degrees, registration using Speeded Up Robust Features and Iterative Closest Point has the highest accuracy. These results indicate that, Active Appearance Model and Pseudo Inverse Matching methods should be used in order to reduce registration error when the facial rotation angle is within 20 degrees, and Speeded Up Robust Features and Iterative Closest Point methods should be used when the facial rotation angle is over 20 degrees.

A Movement Tracking Model for Non-Face-to-Face Excercise Contents (비대면 운동 콘텐츠를 위한 움직임 추적 모델)

  • Chung, Daniel;Cho, Mingu;Ko, Ilju
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.6
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    • pp.181-190
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    • 2021
  • Sports activities conducted by multiple people are difficult to proceed in a situation where a widespread epidemic such as COVID-19 is spreading, and this causes a lack of physical activity in modern people. This problem can be overcome by using online exercise contents, but it is difficult to check detailed postures such as during face-to-face exercise. In this study, we present a model that detects posture and tracks movement using IT system for better non-face-to-face exercise content management. The proposed motion tracking model defines a body model with reference to motion analysis methods widely used in physical education and defines posture and movement accordingly. Using the proposed model, it is possible to recognize and analyze movements used in exercise, know the number of specific movements in the exercise program, and detect whether or not the exercise program is performed. In order to verify the validity of the proposed model, we implemented motion tracking and exercise program tracking programs using Azure Kinect DK, a markerless motion capture device. If the proposed motion tracking model is improved and the performance of the motion capture system is improved, more detailed motion analysis is possible and the number of types of motions can be increased.

AI-Based Object Recognition Research for Augmented Reality Character Implementation (증강현실 캐릭터 구현을 위한 AI기반 객체인식 연구)

  • Seok-Hwan Lee;Jung-Keum Lee;Hyun Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1321-1330
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    • 2023
  • This study attempts to address the problem of 3D pose estimation for multiple human objects through a single image generated during the character development process that can be used in augmented reality. In the existing top-down method, all objects in the image are first detected, and then each is reconstructed independently. The problem is that inconsistent results may occur due to overlap or depth order mismatch between the reconstructed objects. The goal of this study is to solve these problems and develop a single network that provides consistent 3D reconstruction of all humans in a scene. Integrating a human body model based on the SMPL parametric system into a top-down framework became an important choice. Through this, two types of collision loss based on distance field and loss that considers depth order were introduced. The first loss prevents overlap between reconstructed people, and the second loss adjusts the depth ordering of people to render occlusion inference and annotated instance segmentation consistently. This method allows depth information to be provided to the network without explicit 3D annotation of the image. Experimental results show that this study's methodology performs better than existing methods on standard 3D pose benchmarks, and the proposed losses enable more consistent reconstruction from natural images.