• Title/Summary/Keyword: 스티칭

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Implementation of High-definition Digital Signage Reality Image Using Chroma Key Technique (크로마키 기법을 이용한 고해상도 디지털 사이니지 실감 영상 구현)

  • Moon, Dae-Hyuk
    • Journal of Industrial Convergence
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    • v.19 no.6
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    • pp.49-57
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    • 2021
  • Digital Signage and multi-view image system are used as the 4th media to deliver stories and information due to their strong immersion. A content image displayed on large Digital Signage is produced with the use of computer graphics, rather than reality image. That is because the images shot for content making have an extremely limited range of production and their limitation to high resolution, and thereby have difficulty being displayed in a large and wide Digital Signage screen. In case of Screen X and Escape that employ the left and right walls of in the center a movie theater as a screen, images are shot with three cameras for Digital Cinema, and are screened in a cinema with multi-view image system after stitching work is applied. Such realistic images help viewers experience real-life content. This research will be able to display high-resolution images on Digital Signage without quality degradation by using the multi-view image making technique of Screen X and Chroma key technique are showed the high-resolution Digital Signage content making method.

Impact Property of S-2 Glass Woven Composites with Different Matrices and Stitching (S-2 유리섬유 평직복합재의 기지재료 및 스티칭에 따른 충격 특성 비교)

  • Byeon, Jun-Hyeong;Hwang, Byeong-Seon;Eom, Mun-Gwang;Lee, Jeong-Hun;Nam, Won-Sang;Song, Seung-Uk;Lee, Chang-Hun
    • Proceedings of the Korean Society For Composite Materials Conference
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    • 2005.11a
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    • pp.31-34
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    • 2005
  • For the damage tolerance improvement of conventional laminated composites, stitching process has been utilized for providing through-thickness reinforcements. 2D prefonl1S were stacked with S-2 glass plain weave, and 3D preforms were fabricated using the stitching process. For the matrix system, epoxy and phenol resins were considered. To examine the damage resistance performance the low velocity drop weight impact test has been carried out, and the impact damage was examined by scanning image. CAI (Compressive After Ih1paet) tests were also conducted to evaluate residual compressive strength. Compared with 2D epoxy composites, 2D phenol composites showed drastic reduction in the compressive strength prior to impact because of the higher contents of voids. The damage area of 2D phenol composites were also larger than that of 2D epoxy composites. However, by introducing the stitching, the damage area of 3D phenol composites was reduced by 60%, while the CAI strength improvement was negligible.

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Face Texture Generation using an Image Alignment Algorithm based on Variable-Sized Blocks of Cylindrical Prototype Model (실린더형 원형모델의 가변적 블록크기를 기반으로 하는 영상정렬 알고리즘을 이용한 얼굴 텍스쳐 생성)

  • Lee, Joong-Jae;Choi, Hyung-Il
    • Journal of KIISE:Software and Applications
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    • v.28 no.11
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    • pp.855-863
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    • 2001
  • We propose an image alignment algorithm based on variable-sized blocks of cylindrical prototype model to generate a face texture for a realistic 3D face model. This is a block matching algorithm which aligns 2D images of a 3D cylindrical model using th correlation between them. While matching blocks, it does not use same sized blocks with considering a curvature of 3D model. And we make a texture of aligned images using a technique of image mosaic. For this purpose, we stitch them with assigning linear weights according to the overlapped region and using the cross-dissolve technique.

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Facial Texture Generation using an Image Registration Algorithm based on Ellipsoidal Prototype Model (타원체형 모델 기반의 영상정렬 알고리즘을 이용한 얼굴 텍스쳐 생성)

  • Lee Joong Jae;Noh Myung Woo;Choi Hyung Il
    • Journal of KIISE:Software and Applications
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    • v.32 no.1
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    • pp.22-33
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    • 2005
  • In this paper. we propose an image registration algorithm based on variable-sized blocks of ellipsoidal prototype model which is similar in shape to human face. While matching blocks, the existing cylindrical prototype model which only takes into account left and right curvature can accomplish a correct alignment on left and right images. But, registration errors are produced from up and down images because the cylindrical prototype model not reflects characteristics of head shape and jaw structure of human. The proposed method is a block matching algorithm which uses variable-sized blocks with considering left-right and up-down curvature of ellipsoidal face model and can correctly align images by using the correlation between them. We then adapt image mosaic technique to generate a face texture from aligned images. For this purpose, we stitch them with assigning linear weights according to the overlapped region and remove ghost effects to make more realistic facial texture.

Study on Compositing Editing of 360˚ VR Actual Video and 3D Computer Graphic Video (360˚ VR 실사 영상과 3D Computer Graphic 영상 합성 편집에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.255-260
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    • 2019
  • This study is about an efficient synthesis of $360^{\circ}$ video and 3D graphics. First, the video image filmed by a binocular integral type $360^{\circ}$ camera was stitched, and location values of the camera and objects were extracted. And the data of extracted location values were moved to the 3D program to create 3D objects, and the methods for natural compositing was researched. As a result, as the method for natural compositing of $360^{\circ}$ video image and 3D graphics, rendering factors and rendering method were derived. First, as for rendering factors, there were 3D objects' location and quality of material, lighting and shadow. Second, as for rendering method, actual video based rendering method's necessity was found. Providing the method for natural compositing of $360^{\circ}$ video image and 3D graphics through this study process and results is expected to be helpful for research and production of $360^{\circ}$ video image and VR video contents.

A Study on the Seamline Estimation for Mosaicking of KOMPSAT-3 Images (KOMPSAT-3 영상 모자이킹을 위한 경계선 추정 방법에 대한 연구)

  • Kim, Hyun-ho;Jung, Jaehun;Lee, Donghan;Seo, Doochun
    • Korean Journal of Remote Sensing
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    • v.36 no.6_2
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    • pp.1537-1549
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    • 2020
  • The ground sample distance of KOMPSAT-3 is 0.7 m for panchromatic band, 2.8 m for multi-spectral band, and the swath width of KOMPSAT-3 is 16 km. Therefore, an image of an area wider than the swath width (16 km) cannot be acquired with a single scanning. Thus, after scanning multiple areas in units of swath width, the acquired images should be made into one image. At this time, the necessary algorithm is called image mosaicking or image stitching, and is used for cartography. Mosaic algorithm generally consists of the following 4 steps: (1) Feature extraction and matching, (2) Radiometric balancing, (3) Seamline estimation, and (4) Image blending. In this paper, we have studied an effective seamline estimation method for satellite images. As a result, we can estimate the seamline more accurately than the existing method, and the heterogeneity of the mosaiced images was minimized.

A Feature Point Extraction and Identification Technique for Immersive Contents Using Deep Learning (딥 러닝을 이용한 실감형 콘텐츠 특징점 추출 및 식별 방법)

  • Park, Byeongchan;Jang, Seyoung;Yoo, Injae;Lee, Jaechung;Kim, Seok-Yoon;Kim, Youngmo
    • Journal of IKEEE
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    • v.24 no.2
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    • pp.529-535
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    • 2020
  • As the main technology of the 4th industrial revolution, immersive 360-degree video contents are drawing attention. The market size of immersive 360-degree video contents worldwide is projected to increase from $6.7 billion in 2018 to approximately $70 billion in 2020. However, most of the immersive 360-degree video contents are distributed through illegal distribution networks such as Webhard and Torrent, and the damage caused by illegal reproduction is increasing. Existing 2D video industry uses copyright filtering technology to prevent such illegal distribution. The technical difficulties dealing with immersive 360-degree videos arise in that they require ultra-high quality pictures and have the characteristics containing images captured by two or more cameras merged in one image, which results in the creation of distortion regions. There are also technical limitations such as an increase in the amount of feature point data due to the ultra-high definition and the processing speed requirement. These consideration makes it difficult to use the same 2D filtering technology for 360-degree videos. To solve this problem, this paper suggests a feature point extraction and identification technique that select object identification areas excluding regions with severe distortion, recognize objects using deep learning technology in the identification areas, extract feature points using the identified object information. Compared with the previously proposed method of extracting feature points using stitching area for immersive contents, the proposed technique shows excellent performance gain.

Blind Digital Watermarking Methods for Omni-directional Panorama Images using Feature Points (특징점을 이용한 전방위 파노라마 영상의 블라인드 디지털 워터마킹 방법)

  • Kang, I-Seul;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.785-799
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    • 2017
  • One of the most widely used image media in recent years, omni-directional panorama images are attracting much attention. Since this image is ultra-high value-added, the intellectual property of this image must be protected. In this paper, we propose a blind digital watermarking method for this image. In this paper, we assume that the owner of each original image may be different, insert different watermark data into each original image, and extract the watermark from the projected image, which is a form of service of omni- directional panorama image. Therefore, the main target attack in this paper is the image distortion which occurs in the process of the omni- directional panorama image. In this method, SIFT feature points of non-stitched areas are used, and watermark data is inserted into data around each feature point. We propose two methods of using two-dimensional DWT coefficients and spatial domain data as data for inserting watermark. Both methods insert watermark data by QIM method. Through experiments, these two methods show robustness against the distortion generated in the panorama image generation process, and additionally show sufficient robustness against JPEG compression attack.

A study on lighting angle for improvement of 360 degree video quality in metaverse (메타버스에서 360° 영상 품질향상을 위한 조명기 투사각연구)

  • Kim, Joon Ho;An, Kyong Sok;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.499-505
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    • 2022
  • Recently, the metaverse has been receiving a lot of attention. Metaverse means a virtual space, and various events can be held in this space. In particular, 360-degree video, a format optimized for the metaverse space, is attracting attention. A 360-degree video image is created by stitching images taken with multiple cameras or lenses in all 360-degree directions. When shooting a 360-degree video, a variety of shooting equipment, including a shooting staff to take a picture of a subject in front of the camera, is displayed on the video. Therefore, when shooting a 360-degree video, you have to hide everything except the subject around the camera. There are several problems with this shooting method. Among them, lighting is the biggest problem. This is because it is very difficult to install a fixture that focuses on the subject from behind the camera as in conventional image shooting. This study is an experimental study to find the optimal angle for 360-degree images by adjusting the angle of indoor lighting. We propose a method to record 360-degree video without installing additional lighting. Based on the results of this study, it is expected that experiments will be conducted through more various shooting angles in the future, and furthermore, it is expected that it will be helpful when using 360-degree images in the metaverse space.

A Study on the Next-generation Composite Based on the Highly Porous Carbon Nanotube Fibers (다공성 탄소나노튜브 섬유를 이용한 차세대 복합소재 연구)

  • Lee, Kyunbae;Jung, Yeonsu;Lee, Sang Bok;Kim, Taehoon
    • Composites Research
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    • v.35 no.3
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    • pp.139-146
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    • 2022
  • In this study, we study fabrication methods suitable for CNT fibers-based composite. We try to fabricate a composite material using a small amount of CNT fiber preparation of woven fabrics or stitched unidirectional fabrics consisting of CNT fiber is not achievable currently. The composite materials on the basis of CNT fibers have been mainly manufactured filament winding method due to productivity issues and difficulties in composite processes. We develop a new method to prepare CNT fibers-based composite using resin infiltrated CNT fibers-based films. Because CNT fibers have numerous nanopores inside, unnecessary resin can remain after curing and decrease the mechanical properties of the composites. To remove the excess resin, pressure should be applied during the process, but the pressure applied through VaRTM was not enough to remove the excess resin. To obtain the composite with high ratio of CNT fibers, higher pressure using hot press machine and foams next to the resin-infiltrated CNT fibers are necessary. We can obtain the composite having a mass ratio of 58.5 wt% based on the new suggested method and diluted epoxy. The specific strength of the composite reach 0.525 N/tex. This study presents a new process method that can be applied to the manufacturing of CNT fiber composite materials in the future.