• Title/Summary/Keyword: 실시간 매핑 시스템

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Ship Detection Using Background Estimation of Video and AIS Informations (영상의 배경추정기법과 AIS정보를 이용한 선박검출)

  • Kim, Hyun-Tae;Park, Jang-Sik;Yu, Yun-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.12
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    • pp.2636-2641
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    • 2010
  • To support anti-collision between ship to ship and sea-search and sea-rescue work, ship automatic identification system(AIS) that can both send and receive messages between ship and VTS Traffic control have been adopted. And port control system can control traffic vessel service which is co-operated with AIS. For more efficient traffic vessel service, ship recognition and display system is required to cooperated with AIS. In this paper, we propose ship detection system which is co-operated with AIS by using background estimation based on image processing for on the sea or harbor image extracted from camera. We experiment with on the sea or harbor image extracted from real-time input image from camera. By computer simulation and real world test, the proposed system show more effective to ship monitoring.

Real-Time Shadow Generation using Image Warping (이미지 와핑을 이용한 실시간 그림자 생성 기법)

  • Kang, Byung-Kwon;Ihm, In-Sung
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.5
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    • pp.245-256
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    • 2002
  • Shadows are important elements in producing a realistic image. Generation of exact shapes and positions of shadows is essential in rendering since it provides users with visual cues on the scene. It is also very important to be able to create soft shadows resulted from area light sources since they increase the visual realism drastically. In spite of their importance. the existing shadow generation algorithms still have some problems in producing realistic shadows in real-time. While image-based rendering techniques can often be effective1y applied to real-time shadow generation, such techniques usually demand so large memory space for storing preprocessed shadow maps. An effective compression method can help in reducing memory requirement, only at the additional decoding costs. In this paper, we propose a new image-barred shadow generation method based on image warping. With this method, it is possible to generate realistic shadows using only small sizes of pre-generated shadow maps, and is easy to extend to soft shadow generation. Our method will be efficiently used for generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

Workload-Driven Adaptive Log Block Allocation for Efficient Flash Memory Management (효율적 플래시 메모리 관리를 위한 워크로드 기반의 적응적 로그 블록 할당 기법)

  • Koo, Duck-Hoi;Shin, Dong-Kun
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.2
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    • pp.90-102
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    • 2010
  • Flash memory has been widely used as an important storage device for consumer electronics. For the flash memory-based storage systems, FTL (Flash Translation Layer) is used to handle the mapping between a logical page address and a physical page address. Especially, log buffer-based FTLs provide a good performance with small-sized mapping information. In designing the log buffer-based FTL, one important factor is to determine the mapping structure between data blocks and log blocks, called associativity. While previous works use static associativity fixed at the design time, we propose a new log block mapping scheme which adjusts associativity based on the run-time workload. Our proposed scheme improves the I/O performance about 5~16% compared to the static scheme by adjusting the associativity to provide the best performance.

Mobile Panorama System via 3D Model Reconstruction (3차원 모델 재구성을 통한 모바일 파노라마 시스템)

  • Kim, Jin-Hee;Choy, Yoon-Chul;Han, Tack-Don;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.1094-1107
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    • 2011
  • We can use panorama systems or image based modeling systems when we want to make 3D space model and look around result. Panorama systems make 3D model to stitch images and map cylinder or cube. The structure of 3D model, made by panorama system, is not same as structure of a real room, so user can't infer a real structure. Typically, Image based modeling systems work on a desktop computer. That makes it difficult to reconstruct 3D model in real time and take long time for processing. In this paper, we propose a 3D panorama modeling system that uses images on a mobile device. This system reconstructs a 3D space model, similar with a real room in real time, from multiple images captured part of rooms. Using this system, user can reconstruct various shape of space and look around a 3D space model.

Mobile Proxy Architecture and Its Practice: Mobile Multimedia Collaboration System (모바일 기기를 위한 프록시 구조와 모바일 멀티미디어 협업 시스템 적용예)

  • Oh, Sang-Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.7
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    • pp.123-132
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    • 2009
  • The perforrnance and portability of mobile applications can be greatly increased by adopting proxy modiles which exists between the conventional system and the device. When mobile devices collaborate with the conventional computers, there are problems to address: a battery life problem, limited input and output methods, and intermittent wireless connection. Those issues are magnified in the multimedia collaboration environment since it works in a real-time condition and the size of the message in the system is big in many cases. Additionally, because multimedia collaboration system softwares are too heavy and complex for mobile devices, it is veη hard to integrate them with conventional systems. In this paper, we describe our design and its implementation of a novel approach to map events (i.e. messages) using a proxy for mobile applications. We adopt a proxy to provide a content adaptation (i.e. transcoding) where the message contents are customized. Also, we design a mobile version publish/subscribe system to provide communication service for mobile device in loosely coupled and flexible manner. We present our empirical results which show that our design can be efficiently implemented and integrated with a conventional multimedia collaboration system.

High-Quality Global Illumination Production Using Programmable Graphics Hardware (프로그래밍 가능한 그래픽스 하드웨어를 사용한 고품질 전역 조영 생성)

  • Cha, Deuk-Hyun;Chang, Byung-Joon;Ihm, In-Sung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.414-419
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    • 2008
  • 3D rendering is a critical process for a movie production, advertisement, interior simulation, medical and many other fields. Recently, several effective rendering methods have been developed for the photo-realistic image generation. With a rapid performance enhancement of graphics hardware, physically based 3D rendering algorithm can now often be approximated in real-time games. However, the high quality of global illumination, required for the image generation in the 3D animation production community is a still very expensive process. In this paper, we propose a new rendering method to create photo-realistic global illumination effect efficiently by harnessing the high power of the recent GPUs. Final gathering routines in our global illumination module are accelerated by programmable graphics hardware. We also simulate physically based light transport on a ray tracing based rendering algorithm with photon mapping effectively.

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The Technique of Blocking Artifacts Reduction Method Based on Spatially Adaptive Image Restoration (공간 적응적 영상복원을 이용한 블록화 현상 제거 기법)

  • Kim, Tae-Keun;Woo, Hun-Bae;Paik, Joon-Ki
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.12
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    • pp.46-54
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    • 1998
  • In this paper we propose a fast adaptive image restoration filter using DCT-based block classification for reducing block artifacts in compressed images. In order to efficiently reduce block artifacts, edge direction of each block is classified by using the DCT coefficients, and the constrained least square (CLS) on the observation that the quantization operation in a series of coding process is a nonlinear and many-to-one mapping operator. And then we propose an approximated version of constrained optimization technique as a restoration process for removing the nonlinear and space-varying degradation operator. For real-time implementation, the proposed restoration filter can be realized in the form of a truncated FIR filter, which is suitable for postprocessing reconstructed images in HDTV, DVD, or video conference systems.

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Unauthorized person tracking system in video using CNN-LSTM based location positioning

  • Park, Chan;Kim, Hyungju;Moon, Nammee
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.77-84
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    • 2021
  • In this paper, we propose a system that uses image data and beacon data to classify authorized and unauthorized perosn who are allowed to enter a group facility. The image data collected through the IP camera uses YOLOv4 to extract a person object, and collects beacon signal data (UUID, RSSI) through an application to compose a fingerprinting-based radio map. Beacon extracts user location data after CNN-LSTM-based learning in order to improve location accuracy by supplementing signal instability. As a result of this paper, it showed an accuracy of 93.47%. In the future, it can be expected to fusion with the access authentication process such as QR code that has been used due to the COVID-19, track people who haven't through the authentication process.

Implementation of High-radix Modular Exponentiator for RSA using CRT (CRT를 이용한 하이래딕스 RSA 모듈로 멱승 처리기의 구현)

  • 이석용;김성두;정용진
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.10 no.4
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    • pp.81-93
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    • 2000
  • In a methodological approach to improve the processing performance of modulo exponentiation which is the primary arithmetic in RSA crypto algorithm, we present a new RSA hardware architecture based on high-radix modulo multiplication and CRT(Chinese Remainder Theorem). By implementing the modulo multiplier using radix-16 arithmetic, we reduced the number of PE(Processing Element)s by quarter comparing to the binary arithmetic scheme. This leads to having the number of clock cycles and the delay of pipelining flip-flops be reduced by quarter respectively. Because the receiver knows p and q, factors of N, it is possible to apply the CRT to the decryption process. To use CRT, we made two s/2-bit multipliers operating in parallel at decryption, which accomplished 4 times faster performance than when not using the CRT. In encryption phase, the two s/2-bit multipliers can be connected to make a s-bit linear multiplier for the s-bit arithmetic operation. We limited the encryption exponent size up to 17-bit to maintain high speed, We implemented a linear array modulo multiplier by projecting horizontally the DG of Montgomery algorithm. The H/W proposed here performs encryption with 15Mbps bit-rate and decryption with 1.22Mbps, when estimated with reference to Samsung 0.5um CMOS Standard Cell Library, which is the fastest among the publications at present.

Wishbowl: Production Case Study of Music Video and Immersive Interactive Concert of Virtual Band Idol Verse'day (Wishbowl: 버추얼 밴드 아이돌 Verse'day 뮤직비디오 및 몰입형 인터랙티브 공연 제작 사례 연구)

  • Sebin Lee;Gyeongjin Kim;Daye Kim;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.23-41
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    • 2024
  • Recently, various virtual avatar music content that showcases singing and dancing have been produced, and as virtual artists gain popularity, offline virtual avatar concerts have also emerged. However, there are few examples of virtual avatar band content where avatars play instruments. In addition, offline virtual avatar concerts using large screens at the front are limited in their ability to utilize the fantastical effects and high degree of freedom unique to virtual reality. In this paper, inspired by these limitations of virtual avatar music content, we introduce the production case of virtual avatar band content and immersive interactive concert of virtual band idol Verse'day. Firstly, we present a case study on creating band performance animations and music videos using motion capture systems and real-time engines. Then, we introduce a production case of an immersive interactive concert using projection mapping technology and a light stick that allows real-time interaction in an offline concert. Finally, based on these production cases, we discussed the future research directions of developing virtual avatar music content creation. We expect that our production cases will inspire the creation of diverse virtual avatar music content and the development of immersive interactive offline virtual avatar concerts in the future.