• Title/Summary/Keyword: 마커 기반 정합

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A Survey and Comparison of 3D Registration of Brain Images Between Marker Based and Feature Based Method (마커 기반과 특징기반에 기초한 뇌 영상의 3차원 정합방법의 비교 . 고찰)

  • 조동욱;김태우;신승수;김지영;김동원;조태경
    • The Journal of the Korea Contents Association
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    • v.3 no.3
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    • pp.85-97
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    • 2003
  • Medical tomography images like CT, MRI, PET, SPECT, fMRI, ett have been widely used for diagnosis and treatment of a patient and for clinical study in hospital. In many cases, tomography images are scanned in several different modalities or with time intervals for a single subject for extracting complementary information and comparing one another. 3D image registration is mapping two sets of images for comparison onto common 3D coordinate space, and may be categorized to marker -based matching and feature-based matching. 3D registration of brain images has an important role for visual and quantitative analysis in localization of treatment area of a brain, brain functional research, brain mapping research, and so on. In this article, marker-based and feature-based matching methods which are often used are introduced.

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A Robust Marker Detection Algorithm Using Hybrid Features in Augmented Reality (증강현실 환경에서 복합특징 기반의 강인한 마커 검출 알고리즘)

  • Park, Gyu-Ho;Lee, Heng-Suk;Han, Kyu-Phil
    • The KIPS Transactions:PartA
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    • v.17A no.4
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    • pp.189-196
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    • 2010
  • This paper presents an improved marker detection algorithm using hybrid features such as corner, line segment, region, and adaptive threshold values, etc. In usual augmented reality environments, there are often marker occlusion and poor illumination. However, existing ARToolkit fails to recognize the marker in these situations, especially, partial concealment of marker by user, large change of illumination and dim circumstances. In order to solve these problems, the adaptive threshold technique is adopted to extract a marker region and a corner extraction method based on line segments is presented against marker occlusions. In addition, a compensating method, corresponding the marker size and center between registered and extracted one, is proposed to increase the template matching efficiency, because the inside marker size of warped images is slightly distorted due to the movement of corner and warping. Therefore, experimental results showed that the proposed algorithm can robustly detect the marker in severe illumination change and occlusion environment and use similar markers because the matching efficiency was increased almost 30%.

Stabilizing Camera Poses in Marker Tracking Using History Buffer (히스토리 버퍼를 사용하여 떨림 현상을 줄이는 마커 추적)

  • Yoon, Jong-Hyun;Lee, Bum-Jong;Park, Jong-Seung
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.448-452
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    • 2006
  • 본 논문에서는 특정 마커를 사용하는 실감형 증강현실 시스템 상에서 카메라가 비정형적인 움직임을 하는 경우에 대하여, 다중 마커를 사용한 떨림 현상을 줄인 실시간 움직임 추적 기법을 제안하고자 한다. 카메라의 움직임을 추정하기 위하여 카메라와 마커 사이의 변환을 계산해야 한다. 이미지로부터 검출된 각 마커의 네 모서리 점들을 이용하여, 각 마커에 대한 변환을 계산한다. 마커는 서로 다른 로컬 좌표계를 가지고 있고, 마커에 대한 변환은 해당 마커의 좌표계에 의해 정의된다. 다중 마커의 로컬 좌표계로부터 최적의 카메라 움직임을 추정하기 위한 정합 알고리즘을 제안한다. 정합을 위한 방법으로 레퍼런스 마커를 사용한다. 레퍼런스 마커는 정합 과정에서 자동적으로 선택된다. 레퍼런스 마커를 기준으로 각 마커의 변환에 대해 신뢰성(confidence rate)을 기반으로 가중치를 적용함으로써 최적의 카메라 움직임을 추정할 수 있다. 또한 추정된 카메라의 움직임의 최적화를 위하여 히스토리 버퍼를 사용하여 떨림 현상을 제거하는 방법을 제안한다. 추정된 카메라의 위치에 대한 평균 필터 및 중간 필터의 개념과 유사한 보정 방법을 통해 떨림 현상을 제거한다. 실험을 통해 다른 방법들과 비교한 우리가 제안한 방법의 정확성을 확인할 수 있다.

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A Study on Pipe Model Registration for Augmented Reality Based O&M Environment Improving (증강현실 기반의 O&M 환경 개선을 위한 배관 모델 정합에 관한 연구)

  • Lee, Won-Hyuk;Lee, Kyung-Ho;Lee, Jae-Joon;Nam, Byeong-Wook
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.32 no.3
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    • pp.191-197
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    • 2019
  • As the shipbuilding and offshore plant industries grow larger and more complex, their maintenance and inspection systems become more important. Recently, maintenance and inspection systems based on augmented reality have been attracting much attention for improving worker's understanding of work and efficiency, but it is often difficult to work with because accurate matching between the augmented model and reality information is not. To solve this problem, marker based AR technology is used to attach a specific image to the model. However, the markers get damaged due to the characteristic of the shipbuilding and offshore plant industry, and the camera needs to be able to detect the entire marker clearly, and thus requires sufficient space to exist between the operator. In order to overcome the limitations of the existing AR system, in this study, a markerless AR was adopted to accurately recognize the actual model of the pipe system that occupies the most processes in the shipbuilding and offshore plant industries. The matching methodology. Through this system, it is expected that the twist phenomenon of the augmented model according to the attitude of the real worker and the limited environment can be improved.

CEM Contextual Data Creation and Extraction Technology based on OOK of Augmented Reality (증강현실에서 OOK 기반의 CEM 맥락 데이터 생성 및 추출 기술)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Kim, Eung-Kon
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.20-30
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    • 2012
  • The biggest advantage of AR is that it allows unique experience in the real world through a virtual object. However, there is a limit in the marker techniques to do registration for the virtual object. Therefore, it is possible for a complication that only allows restrictive interaction to come up. This paper provides marker technique of the next generation which can supplement limitations of existing marker technique. Such marker is a combination of IR LED's, and is a convergence of LED VCL concepts of M2M. Environment where the user belongs to and their unique choice will be expressed into one context. Also, the context will be delivered to the system through OOK IR LED marker algorithm. Marker can be operated on the spot to change virtual objects according to the user's taste, registration can be done at the same time for several virtual objects, and control become possible.

A Real-time Augmented Reality System using Hand Geometric Characteristics based on Computer Vision (손의 기하학적인 특성을 적용한 실시간 비전 기반 증강현실 시스템)

  • Choi, Hee-Sun;Jung, Da-Un;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.15 no.3
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    • pp.323-335
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    • 2012
  • In this paper, we propose an AR(augmented reality) system using user's bare hand based on computer vision. It is important for registering a virtual object on the real input image to detect and track correct feature points. The AR systems with markers are stable but they can not register the virtual object on an acquired image when the marker goes out of a range of the camera. There is a tendency to give users inconvenient environment which is limited to control a virtual object. On the other hand, our system detects fingertips as fiducial features using adaptive ellipse fitting method considering the geometric characteristics of hand. It registers the virtual object stably by getting movement of fingertips with determining the shortest distance from a palm center. We verified that the accuracy of fingertip detection over 82.0% and fingertip ordering and tracking have just 1.8% and 2.0% errors for each step. We proved that this system can replace the marker system by tacking a camera projection matrix effectively in the view of stable augmentation of virtual object.

Real-Time Individual Tracking of Multiple Moving Objects for Projection based Augmented Visualization (다중 동적객체의 실시간 독립추적을 통한 프로젝션 증강가시화)

  • Lee, June-Hyung;Kim, Ki-Hong
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.357-364
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    • 2014
  • AR contents, if markers to be tracked move fast, show flickering while updating images captured from cameras. Conventional methods employing image based markers and SLAM algorithms for tracking objects have the problem that they do not allow more than 2 objects to be tracked simultaneously and interacted with each other in the same camera scene. In this paper, an improved SLAM type algorithm for tracking dynamic objects is proposed and investigated to solve the problem described above. To this end, method using 2 virtual cameras for one physical camera is adopted, which makes the tracked 2 objects interacted with each other. This becomes possible because 2 objects are perceived separately by single physical camera. Mobile robots used as dynamic objects are synchronized with virtual robots in the well-designed contents, proving usefulness of applying the result of individual tracking for multiple moving objects to augmented visualization of objects.

Augmented Reality System using Planar Natural Feature Detection and Its Tracking (동일 평면상의 자연 특징점 검출 및 추적을 이용한 증강현실 시스템)

  • Lee, A-Hyun;Lee, Jae-Young;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.4
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    • pp.49-58
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    • 2011
  • Typically, vision-based AR systems operate on the basis of prior knowledge of the environment such as a square marker. The traditional marker-based AR system has a limitation that the marker has to be located in the sensing range. Therefore, there have been considerable research efforts for the techniques known as real-time camera tracking, in which the system attempts to add unknown 3D features to its feature map, and these then provide registration even when the reference map is out of the sensing range. In this paper, we describe a real-time camera tracking framework specifically designed to track a monocular camera in a desktop workspace. Basic idea of the proposed scheme is that a real-time camera tracking is achieved on the basis of a plane tracking algorithm. Also we suggest a method for re-detecting features to maintain registration of virtual objects. The proposed method can cope with the problem that the features cannot be tracked, when they go out of the sensing range. The main advantage of the proposed system are not only low computational cost but also convenient. It can be applicable to an augmented reality system for mobile computing environment.

Semi-automatic Extraction of 3D Building Boundary Using DSM from Stereo Images Matching (영상 매칭으로 생성된 DSM을 이용한 반자동 3차원 건물 외곽선 추출 기법 개발)

  • Kim, Soohyeon;Rhee, Sooahm
    • Korean Journal of Remote Sensing
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    • v.34 no.6_1
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    • pp.1067-1087
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    • 2018
  • In a study for LiDAR data based building boundary extraction, usually dense point cloud was used to cluster building rooftop area and extract building outline. However, when we used DSM generated from stereo image matching to extract building boundary, it is not trivial to cluster building roof top area automatically due to outliers and large holes of point cloud. Thus, we propose a technique to extract building boundary semi-automatically from the DSM created from stereo images. The technique consists of watershed segmentation for using user input as markers and recursive MBR algorithm. Since the proposed method only inputs simple marker information that represents building areas within the DSM, it can create building boundary efficiently by minimizing user input.

Study on Management of Water Pipes in Buildings using Augmented Reality (증강현실을 이용한 건물의 수도관 관리 방안 연구)

  • Sang-Hyun Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1229-1238
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    • 2023
  • Digital twin is a technology that creates a virtual space that replicates the real world and manages the real world efficiently by integrating the real and virtual spaces. The digital twin concept for water facilities is to effectively manage water pipes in the real world by implementing them in a virtual space and augmenting them to the interior space of the building. In the proposed method, the Unity 3D game engine is used to implement the application of digital twin technology in the interior of a building. The AR Foundation toolkit based on ARCore is used as the augmented reality technology for our Digital Twin implementation. In digital twin applications, it is essential to match the real and virtual worlds. In the proposed method, 2D image markers are used to match the real and virtual worlds. The Unity shader program is also applied to make the augmented objects visually realistic. The implementation results show that the proposed method is simple but accurate in placing water pipes in real space, and visually effective in representing water pipes on the wall.