• Title/Summary/Keyword: 영역 투영 방법

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Coordinate Transformation of the Cadastral Maps with Different Surveying Origins for Utilization in GIS (GIS 활용을 위한 기타원점 좌표계 지적자료의 좌표변환에 관한 연구 - 경기도 오산시를 대상으로 -)

  • 이권한;서관호;정해철
    • Spatial Information Research
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    • v.11 no.4
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    • pp.481-491
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    • 2003
  • This study aims at generating a continuous map by coordinates transformation between cadastral maps with different surveying origins. The continuous cadastral map is useful in various fields of GIS. For this purpose, an experimental study was conducted at Osan-Si, Kyonggi Province in cooperation with related institutions. In this study, three control point zone, large, medium, and small zone were to!;ted. For each control point, the currently used data were compared with the data at the surveyed time. About coordinate transformation method, we tested Helmert, Affine, and Polynomial methods which are the most representative among 2-dimensional coordinate transformations. These three transformation methods were evaluated according to variation of transformed parcel shape and agreement with neighboring areas. As the result of the evaluation, Affine transformation in large zone is the most appropriate coordinate transformation method fer Osan-Si.

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Fast 3D mesh generation using projection for line laser-based 3D Scanners (라인 레이저 기반 3차원 스캐너에서 투영을 이용한 고속 3D 메쉬 생성)

  • Lee, Kyungme;Yoo, Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.3
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    • pp.513-518
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    • 2016
  • This paper presents a fast 3D mesh generation method using projection for line laser-based 3D scanners. The well-known method for 3D mesh generation utilizes convex hulls for 4D vertices that is converted from the input 3D vertices. This 3D mesh generation for a large set of vertices requires a lot of time. To overcome this problem, the proposed method takes (${\theta}-y$) 2D depth map into account. The 2D depth map is a projection version of 3D data with a form of (${\theta}$, y, z) which are intermediately acquired by line laser-based 3D scanners. Thus, our 2D-based method is a very fast 3D mesh generation method. To evaluate our method, we conduct experiments with intermediate 3D vertex data from line-laser scanners. Experimental results show that the proposed method is superior to the existing method in terms of mesh generation speed.

Interpolation in the transformation domain by camera model (카메라 모델에 의한 변환 영역에서 보간)

  • 이학무;강문기
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06a
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    • pp.127-130
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    • 1998
  • 3차원의 영상을 2차원 화면에 투영시키기 위해서는 영상에 대한 카메라의 촬영 각도와 촬영 거리를 일치시켜주어야 한다. 이를 위해서 다른 각도와 거리에서 촬영한 영상을 같은 각도와 거리에서 촬영한 영상으로 만들어 주는 변환을 만들었다. 그러나 이러한 변환을 하였을 때 디지털 영상은 경계부분이나 직선 등이 끊어지는 현상이 발생하게 된다. 본 논문에서는 변환된 영역에서의 정수 점에 원래 영상의 점을 바로 대응시키지 않고 주변 점의 다항식으로 나타낼 수 있다. 이 다항식의 계수를 정하는 방법으로 변환된 영역에서의 정수 점에 대응하는 원래 영상의 점을 구하여 2차 선형 보간법(Bilinear interpolation)을 사용하였다. 변환된 영역에서의 정수 점에 대응하는 원래 영상에서의 좌표를 얻기 위해 주변 4개의 점 내에서는 부분적으로 선형적임을 가정하였다. 위의 방법으로 주변 점들의 에너지를 각 정수 점들로 분산시킴으로써 경계 점이나 직선들이 잘 보존된 상태로 변환할 수 있었다.

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SIFT Feature Based Digital Watermarking Method for VR Image (VR영상을 위한 SIFT 특징점 기반 디지털 워터마킹 방법)

  • Moon, Won-Jun;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1152-1162
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    • 2019
  • With the rapid development of the VR industry, many VR contents are produced and circulated, and the need for copyright protection is increasing. In this paper, we propose a method of embedding and extracting watermarks in consideration of VR production process. In embedding, SIFT is performed by selecting the region where distortion is minimized in VR production, and transformed into frequency domain using DWT and embedded into the QIM method. In extracting process, in order to correct the distortion in the projection process, the top and bottom regions are changed to different projection methods and some middle regions are rotated using 3DoF to extract the watermark. After this processing, extracted watermark has higher accuracy than the conventional watermark method, and the validity of the proposed watermark is shown by showing that the accuracy is maintained even in various attacks.

Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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An effective background subtraction in dynamic scene. (동적 환경에서의 효과적인 움직이는 객체 추출)

  • Han, Jae-Hyek;Kim, Yong-Jin;Ryu, Sae-Woon;Lee, Sang-Hwa;Park, Jong-Il
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.631-636
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    • 2009
  • Foreground segmentation methods have steadily been researched in the field of computer vision. Especially, background subtraction which extracts a foreground image from the difference between the current frame and a reference image, called as "background image" have been widely used for a variety of real-time applications because of low computation and high-quality. However, if the background scene was dynamically changed, the background subtraction causes lots of errors. In this paper, we propose an efficient background subtraction method in dynamic environment with both static and dynamic scene. The proposed method is a hybrid method that uses the conventional background subtraction for static scene and depth information for dynamic scene. Its validity and efficiency are verified by demonstration in dynamic environment, where a video projector projects various images in the background.

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Pose Estimation of Face Using 3D Model and Optical Flow in Real Time (3D 모델과 Optical flow를 이용한 실시간 얼굴 모션 추정)

  • Kwon, Oh-Ryun;Chun, Jun-Chul
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.780-785
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    • 2006
  • HCI, 비전 기반 사용자 인터페이스 또는 제스쳐 인식과 같은 많은 분야에서 3 차원 얼굴 모션을 추정하는 것은 중요한 작업이다. 연속된 2 차원 이미지로부터 3 차원 모션을 추정하기 위한 방법으로는 크게 외형 기반 방법이나 모델을 이용하는 방법이 있다. 본 연구에서는 동영상으로부터 3 차원 실린더 모델과 Optical flow를 이용하여 실시간으로 얼굴 모션을 추정하는 방법을 제안하고자 한다. 초기 프레임으로부터 얼굴의 피부색과 템플릿 매칭을 이용하여 얼굴 영역을 검출하고 검출된 얼굴 영역에 3 차원 실린더 모델을 투영하게 된다. 연속된 프레임으로 부터 Lucas-Kanade 의 Optical flow 를 이용하여 얼굴 모션을 추정한다. 정확한 얼굴 모션 추정을 하기 위해 IRLS 방법을 이용하여 각 픽셀에 대한 가중치를 설정하게 된다. 또한, 동적 템플릿을 이용해 오랫동안 정확한 얼굴 모션 추정하는 방법을 제안한다.

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Foreground Segmentation and High-Resolution Depth Map Generation Using a Time-of-Flight Depth Camera (깊이 카메라를 이용한 객체 분리 및 고해상도 깊이 맵 생성 방법)

  • Kang, Yun-Suk;Ho, Yo-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.9
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    • pp.751-756
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    • 2012
  • In this paper, we propose a foreground extraction and depth map generation method using a time-of-flight (TOF) depth camera. Although, the TOF depth camera captures the scene's depth information in real-time, it has a built-in noise and distortion. Therefore, we perform several preprocessing steps such as image enhancement, segmentation, and 3D warping, and then use the TOF depth data to generate the depth-discontinuity regions. Then, we extract the foreground object and generate the depth map as of the color image. The experimental results show that the proposed method efficiently generates the depth map even for the object boundary and textureless regions.

Decomposition of a Text Block into Words Using Projection Profiles, Gaps and Special Symbols (투영 프로파일, GaP 및 특수 기호를 이용한 텍스트 영역의 어절 단위 분할)

  • Jeong Chang Bu;Kim Soo Hyung
    • Journal of KIISE:Software and Applications
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    • v.31 no.9
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    • pp.1121-1130
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    • 2004
  • This paper proposes a method for line and word segmentation for machine-printed text blocks. To separate a text region into the unit of lines, it analyses the horizontal projection profile and performs a recursive projection profile cut method. In the word segmentation, between-word gaps are identified by a hierarchical clustering method after finding gaps in the text line by using a connected component analysis. In addition, a special symbol detection technique is applied to find two types of special symbols tying between words using their morphologic features. An experiment with 84 text regions from English and Korean documents shows that the proposed method achieves 99.92% accuracy of word segmentation, while a commercial OCR software named Armi 6.0 Pro$^{TM}$ has 97.58% accuracy.y.

DGNSS-CP Performance Comparison of Each Observation Matrix Calculation Method (관측 행렬 산출 기법 별 DGNSS-CP 성능 비교)

  • Shin, Dong-hyun;Lim, Cheol-soon;Seok, Hyo-jeong;Yoon, Dong-hwan;Park, Byungwoon
    • Journal of Advanced Navigation Technology
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    • v.20 no.5
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    • pp.433-439
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    • 2016
  • Several low-cost global navigation satellite system (GNSS) receivers do not support general range-domain correction, and DGNSS-CP (differential GNSS) method had been suggested to solve this problem. It improves its position accuracy by projecting range-domain corrections to the position-domain and then differentiating the stand-alone position by the projected correction. To project the range-domain correction, line-of-sight vectors from the receiver to each satellite should be calculated. The line-of-sight vectors can be obtained from GNSS broadcast ephemeris data or satellite direction information, and this paper shows positioning performance for the two methods. Stand-alone positioning result provided from Septentrio PolaRx4 Pro receiver was used to show the difference. The satellite direction information can reduce the computing load for the DGNSS-CP by 1/15, even though its root mean square(RMS) of position error is bigger than that of ephemeris data by 0.1m.