• Title/Summary/Keyword: 비디오 합성

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Multi-view Generation using High Resolution Stereoscopic Cameras and a Low Resolution Time-of-Flight Camera (고해상도 스테레오 카메라와 저해상도 깊이 카메라를 이용한 다시점 영상 생성)

  • Lee, Cheon;Song, Hyok;Choi, Byeong-Ho;Ho, Yo-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.4A
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    • pp.239-249
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    • 2012
  • Recently, the virtual view generation method using depth data is employed to support the advanced stereoscopic and auto-stereoscopic displays. Although depth data is invisible to user at 3D video rendering, its accuracy is very important since it determines the quality of generated virtual view image. Many works are related to such depth enhancement exploiting a time-of-flight (TOF) camera. In this paper, we propose a fast 3D scene capturing system using one TOF camera at center and two high-resolution cameras at both sides. Since we need two depth data for both color cameras, we obtain two views' depth data from the center using the 3D warping technique. Holes in warped depth maps are filled by referring to the surrounded background depth values. In order to reduce mismatches of object boundaries between the depth and color images, we used the joint bilateral filter on the warped depth data. Finally, using two color images and depth maps, we generated 10 additional intermediate images. To realize fast capturing system, we implemented the proposed system using multi-threading technique. Experimental results show that the proposed capturing system captured two viewpoints' color and depth videos in real-time and generated 10 additional views at 7 fps.

High Throughput Parallel Design of 2-D $8{\times}8$ Integer Transforms for H.264/AVC (H.264/AVC 를 위한 높은 처리량의 2-D $8{\times}8$ integer transforms 병렬 구조 설계)

  • Sharma, Meeturani;Tiwari, Honey;Cho, Yong-Beom
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.49 no.8
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    • pp.27-34
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    • 2012
  • In this paper, the implementation of high throughput two-dimensional (2-D) $8{\times}8$ forward and inverse integer DCT transform for H.264 is presented. The forward and inverse transforms are represented using simple shift and addition operations. Matrix decomposition and matrix operation such as the Kronecker product and direct sum are used to reduce the computation complexity. The proposed design uses integer computations and does not use transpose memory and hence, the resource consumption is also reduced. The maximum operating frequency of the proposed pipelined architecture is 1.184 GHz, which achieves 25.27 Gpixels/sec throughput rate with the hardware cost of 44864 gates. High throughput and low hardware makes the proposed design useful for real time H.264/AVC high definition processing.

An Efficient H.264/AVC Entropy Decoder Design (효율적인 H.264/AVC 엔트로피 복호기 설계)

  • Moon, Jeon-Hak;Lee, Seong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.12
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    • pp.102-107
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    • 2007
  • This paper proposes a H.264/AVC entropy decoder without embedded processor nor memory fabrication process. Many researches on H.264/AVC entropy decoders require ROM or RAM fabrication process, which is difficult to be implemented in general digital logic fabrication process. Furthermore, many researches require embedded processors for bitstream manipulation, which increases area and power consumption. This papers proposes hardwired H.264/AVC entropy decoder without embedded processor, which improves data processing speed and reduces power consumption. Furthermore, its CAVLC decoder optimizes lookup table and internal buffer without embedded memory, which reduces hardware size and can be implemented in general digital logic fabrication process without ROM or RAM fabrication process. Designed entropy decoder was embedded in H.264/AVC video decoder, and it was verified to operate correctly in the system. Synthesized in TSMC 90nm fabrication process, its maximum operation frequency is 125MHz. It supports QCIF, CIF, and QVGA image format. Under slight modification of nC register and other blocks, it also support VGA image format.

Training-Based Noise Reduction Method Considering Noise Correlation for Visual Quality Improvement of Recorded Analog Video (녹화된 아날로그 영상의 화질 개선을 위한 잡음 연관성을 고려한 학습기반 잡음개선 기법)

  • Kim, Sung-Deuk;Lim, Kyoung-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.6
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    • pp.28-38
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    • 2010
  • In order to remove the noise contained in recorded analog video, it is important to recognize the real characteristics and strength of the noise. This paper presents an efficient training-based noise reduction method for recorded analog video after analyzing the noise characteristics of analog video captured in a real broadcasting system. First we show that there is non-negligible noise correlation in recorded analog video and describe the limitations of the traditional noise estimation and reduction methods based on additive white Gaussian noise (AWGN) model. In addition, we show that auto-regressive (AR) model considering noise correlation can be successfully utilized to estimate and synthesize the noise contained in the recorded analog video, and the estimated AR parameters are utilized in the training-based noise reduction scheme to reduce the video noise. Experiment results show that the proposed method can be efficiently applied for noise reduction of recorded analog video with non-negligible noise correlation.

Area Efficient Hardware Design for Performance Improvement of SAO (SAO의 성능개선을 위한 저면적 하드웨어 설계)

  • Choi, Jisoo;Ryoo, Kwangki
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.391-396
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    • 2013
  • In this paper, for HEVC decoding, an SAO hardware design with less processing time and reduced area is proposed. The proposed SAO hardware architecture introduces the design processing $8{\times}8$ CU to reduce the hardware area and uses internal registers to support $64{\times}64$ CU processing. Instead of previous top-down block partitioning, it uses bottom-up block partitioning to minimize the amount of calculation and processing time. As a result of synthesizing the proposed architecture with TSMC $0.18{\mu}m$ library, the gate area is 30.7k and the maximum frequency is 250MHz. The proposed SAO hardware architecture can process the decode of a macroblock in 64 cycles.

A 3D Audio Broadcasting Terminal for Interactive Broadcasting Services (대화형 방송을 위한 3차원 오디오 방송단말)

  • Park Gi Yoon;Lee Taejin;Kang Kyeongok;Hong Jinwoo
    • Journal of Broadcast Engineering
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    • v.10 no.1 s.26
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    • pp.22-30
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    • 2005
  • We implement an interactive 3D audio broadcasting terminal which synthesizes an audio scene according to the request of a user. Audio scene structure is described by the MPEG-4 AudioBIFS specifications. The user updates scene attributes and the terminal synthesizes the corresponding sound images in the 3D space. The terminal supports the MPEG-4 Audio top nodes and some visual nodes. Instead of using sensor nodes and route elements, we predefine node type-specific user interfaces to support BIFS commands for field replacement. We employ sound spatialization, directivity/shape modeling, and reverberation effects for 3D audio rendering and realistic feedback to user inputs. We also introduce a virtual concert program as an application scenario of the interactive broadcasting terminal.

Splog Detection Using Post Structure Similarity and Daily Posting Count (포스트의 구조 유사성과 일일 발행수를 이용한 스플로그 탐지)

  • Beak, Jee-Hyun;Cho, Jung-Sik;Kim, Sung-Kwon
    • Journal of KIISE:Software and Applications
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    • v.37 no.2
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    • pp.137-147
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    • 2010
  • A blog is a website, usually maintained by an individual, with regular entries of commentary, descriptions of events, or other material such as graphics or video. Entries are commonly displayed in reverse chronological order. Blog search engines, like web search engines, seek information for searchers on blogs. Blog search engines sometimes output unsatisfactory results, mainly due to spam blogs or splogs. Splogs are blogs hosting spam posts, plagiarized or auto-generated contents for the sole purpose of hosting advertizements or raising the search rankings of target sites. This thesis focuses on splog detection. This thesis proposes a new splog detection method, which is based on blog post structure similarity and posting count per day. Experiments based on methods proposed a day show excellent result on splog detection tasks with over 90% accuracy.

A Study on Motion Estimator Design Using Bit Plane (비트 플레인을 이용한 움직임 추정기 설계에 관한 연구)

  • 박종진;이권철;김은원;조원경
    • The Journal of Information Technology
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    • v.3 no.2
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    • pp.39-47
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    • 2000
  • Among the compression methods of moving picture information, a motion estimation method is used to remove time-repeating. The Block Matching Algorithm in motion estimation methods is the commonest one. In recent days, it is required the more advanced high quality in many image processing fields, for example HDTV, etc. Therefore, we have to accomplish not by means of Partial Search Algorithm, but by means of Full Search Algorithm in Block Matching Algorithm. In this paper, it is suggested a structure that reduce total calculation quantity and size, because the structure using Bit Plane select and use only 3bit of 8bit luminance signal.

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Electromyographic and Biomechanical Analysis of Postural Movement Patterns During the Backward Sway (Backward Sway 동안의 자세움직임 형태에 대한 근전도와 생체역학적 분석)

  • You, Sung-Hyun
    • Physical Therapy Korea
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    • v.2 no.2
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    • pp.1-8
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    • 1995
  • 이 논문의 주목적은 정상인을 대상으로 각기 다른 3가지의 (체중의 1.5 %, 3.0 %, 9.0 %) 부하를 통해서 자세의 불균형을 유발시켰을 때 나타나는 postural movement patterns을 기술하기 위한 연구이다. 연구대상의 허리중심에 체중부하를 주어 균형이 뒤로 이동하게 하여, surface EMG(표면 근전도)를 통하여 Tibialis anterior(Ta), Gastrocnernius(Gc), Quadriceps femoris(Qc), Hamstring(Ha), Rectus abdominalis(Ab)와 Paraspinalis(Pa) 근육들의 motor recruitment pattern(운동회집형태)를 측정하였다. 그리고 비디오 촬영은 고관절, 슬관절, 족관절의 움직임을 보기 위해 사용하였다. 특히 근전도 (EMG)는 자세반응 검사에 있어 첫 근반응(근수축) 경과시간(FR)과 분절간격간의 (ID)시간을 조사하는데 사용되었다. 이 연구의 결과는 4가지 중요한 사실을 전해주고 있다. 첫 번째로서, 연구대상자에게 체중의 1.5 %의 부하를 적용하였을 때 Ta가 가장 먼저 수축을 시작하였고(FR:$88{\pm}19.4$ ms) 발목과 대퇴사이의 분절 간격간(ID)의 평균은 +9.3 ms였다. 또한 족관절의 변화가 가장 뚜렷하여 Nashner(1985)의 족기전을 뒷받침하고 있다. 둘째로는 연구대상자에게 체중의 3.0 %의 부하를 주었을 때 Qc와 Ab근육이 원위부에서 근위부 순서로 수축하였고, 첫 번째 근육수축시간은 ($82{\pm}39.2$ ms)였다. 그리고 이때 분절간격의 평균은 +8.3ms 이였고 Ta는 거의 반응하지 않았다. 족관절과 슬관절에 비해 고관절의 변화가 가장 현저하게 나타났고, 이 또한 Nashner의 고관절 기전과 같은 현상을 보였다. 셋째로 연구 대상자에게 체중의 9.0 % 부하를 허리에 적용하였을 때 근수축은 근위부에서 원위부 순서를 이루어졌다. 즉 Ab,Qc, Ta, Ps순으로 근수축 되었다. Ab가 처음으로 수축하여 첫 반응(FR)은 $73{\pm}3.2$ ms 이였고 슬관절과 고관절의 변화가 가장 뚜렷하였다. 넷째로 연구 대상자에게 체중의 9.0 %부하를 적용하였을 때, 균형을 잡기 위해 뒷걸음치는 것이 관찰되었고 이때 근수축 순서는 Ta,Ab.Ps,Qc,Hs였다. 이 결과는 Nasher의 결과와 불일치하였다. 이상과 같은 결과에서 연구대상자의 자세운동형태(postural movement patterns)는 각기 다른 부하 정도와 시간에 따라 합성적으로 이루어지는 것으로 보여졌다. 특히, 자세운동형태는 부하의 적용위치와 연구대상자의 최근의 경험에 영향을 받은 것으로 밝혀졌다. 결론적으로 말하면 자세운동형태는 중앙신경계의 제한적(한정적) 명령 시스템에 의해서 움직임(movement)이 발생하기 전에 조직된다는 Nashner의 가설을 뒷받침하였다.

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Augmented Reality Using Projective Information (비유클리드공간 정보를 사용하는 증강현실)

  • 서용덕;홍기상
    • Journal of Broadcast Engineering
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    • v.4 no.2
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    • pp.87-102
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    • 1999
  • We propose an algorithm for augmenting a real video sequence with views of graphics ojbects without metric calibration of the video camera by representing the motion of the video camera in projective space. We define a virtual camera, through which views of graphics objects are generated. attached to the real camera by specifying image locations of the world coordinate system of the virtual world. The virtual camera is decomposed into calibration and motion components in order to make full use of graphics tools. The projective motion of the real camera recovered from image matches has a function of transferring the virtual camera and makes the virtual camera move according to the motion of the real camera. The virtual camera also follows the change of the internal parameters of the real camera. This paper shows theoretical and experimental results of our application of non-metric vision to augmented reality.

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