• Title/Summary/Keyword: 이미지 기반 가상현실

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Trend of Technologies and Standardizations for Mobile Augmented Reality (모바일 증강현실 기술 및 표준화 동향)

  • Lee, Yong-Hwan;Lee, Yukyong;Park, Je-Ho;Yoon, Kyoungro;Kim, Cheong Ghil;Kim, Youngseop
    • Journal of Satellite, Information and Communications
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    • v.8 no.1
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    • pp.83-88
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    • 2013
  • Recently, by increasing the number of smartphone users, the applications for product brochure and advertising service using a technology of augmented reality are also taking place exponentially. The term, augmented reality, is an application of providing composite view with real world and virtual world, and synthesizing the information to make it look-like things that exist in the actual environments of the original real world. In this paper, we present the trends of core technologies and the standardization related on augmented reality in the mobile environment, and discuss the necessary of standards related to image-based augmented reality.

Development of VRML Data Conversion Tool for VRML Extension (VRML 확장을 위한 VRML 데이터 변환 도구 개발)

  • 김해동;김성예;구본기;최병태
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.569-574
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    • 2001
  • 인터넷상에서 가상현실을 표현하기 위한 그래픽스 포맷 표준화가 활발히 진행되고 있다. Virtual Reality Modeling Language 97 (VRML 97)은 이러한 표준화 노력으로 공인된 최근의 한 산물이며, 현재는 Web3D 컨소시움에서 VRML 확장 노드들을 추가하고 XML 문서 형식을 취하는 방향으로 VRML 97을 향상시킨 표준 포맷으로 발전시키기 위한 장을 마련하고 있다. VRML 확장을 위해 일반적으로 요구되는 중요한 요소 중 하나가 교화질의 이미지를 빠르게 얻는 것이다. 영상기반렌더링(Image-Based Rendering (IBR)) 기법은 이를 위한 좋은 방법 중 하나로, 우리는 이런 기능을 VRML에서 사용할 수 있는 VRML 확장 형태로 개발된 도구에 의해 데이터를 만들고 이를 지원하도록 VRML 브라우저를 수정하여, VRML 확장으로써의 IBR 기법의 유용성을 보이고자 한다.

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Study of three dimention image height information analysis (3차원 이미지 높이 정보 분석에 대한 연구)

  • Lee, Haeng-Jae;Hwangbo, Seong
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1408-1409
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    • 2008
  • 3차원 복원 기술은 실세계에 존재하는 물체의 3차원 형상과 표면의 색상을 디지털화하는 기술이다. 일반적으로 가상현실, 게임, 애니메이션 등의 컴퓨터 그래픽스에 기반한 응용에서는 숙련된 디자이너가 수작업으로 3차원 모델을 제작하는데, 이는 시간이 많이 소요되고, 디자이너의 숙련도에 따라서 품질의 차이가 많은 단점이 있다. 뿐만 아니라 실세계에 존재하는 물체를 모델링할 때는 일일이 측정을 하는 과정을 거쳐야 하는 단점이 있다. 3차원 복원 기술은 이에 대한 대안으로 연구되고 있는 기술로써, 이미 많은 응용 분야에서 활용되고 있을 뿐만 아니라 새로운 서비스가 꾸준히 창출되고 있는 기술이다 이를 위하여 본 논문에서는 3차원 복원 기술의 정밀도를 높이기 위한 높이정보 분석에 대하여 연구하였다.

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Stitching speed improvement method using YOLACT (YOLACT를 이용한 스티칭 속도 개선 방안)

  • Go, Sung-Young;Rhee, Seong-Bae;Park, Seong-Hwan;Kim, Kyu-Heon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.10-13
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    • 2020
  • 최근 초고화질 영상, 가상현실 등 프리미엄 콘텐츠에 대한 요구가 커지면서 360° VR과 8K TV 등의 시장이 확대되고 있다. 360° VR 영상을 만드는 데에 스티칭 기술이 사용되고 있고, 8K 영상을 촬영할 수 있는 장비는 매우 제한적이기 때문에 스티칭 기술을 통해 콘텐츠를 확보하려는 노력이 이어지고 있다. 스티칭 기술은 여러 영상을 합성하여 기존 카메라의 좁은 시야각 문제를 해결하고 보다 넓은 시야각의 영상을 만드는 기술이다. 최근에는 해당 분야에 관한 연구가 진행됨에 따라 이미지를 넘어 동영상 스티칭에 대한 연구가 주로 진행되고 있다, 기존 동영상 스티칭 방식은 이미지 스티칭 방식을 프레임마다 반복하기 때문에 시간이 오래 걸린다는 단점이 있다. 컴퓨터 비전 분야에서는 딥러닝을 활용하여 객체가 존재할 것으로 예측되는 부분에 사각형 모양의 경계 상자(Bounding box)를 생성하는 객체 탐지(Object detection) 분야에 관한 많은 연구가 이루어져 왔고 이를 기반으로 객체의 경계선을 검출하여 해당 영역만을 구분하는 객체 분할(Instance segmentation)에 대한 연구 또한 진행 중이다. 본 논문에서는 앞서 말한 스티칭 속도 문제를 해결하기 위하여 빠른 속도로 객체 분할이 가능한 YOLACT를 이용하여 스티칭 속도를 개선하는 방안을 제안한다.

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A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.

A Study on the Photorealism of Digital Architectural Rendering Images (디지털 건축 렌더링 이미지의 포토리얼리즘에 대한 고찰)

  • Kim, Jong Konk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.238-246
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    • 2018
  • The production of hyper-realistic digital rendering images has been available due to radical improvements of recent digital rendering and CGI (Computer-Generated Imagery) software technologies. The photorealism of digital architectural rendering images requires further studies and discussions in that architectural visualization becomes a foundation of other fields using digital rendering technology, such as movies, games, and VR industry. The principles for achieving photorealism on digital architectural rendering images were re-defined and detailed elements were analyzed through theoretical analysis of the former studies. Four principles were drawn from the architectural rendering images produced by newly-developed technologies: physically-accurate lighting calculations, accurate object geometry representation, realistic material and texture, and characteristics of photography. The sub-elements of those four principles are categorized into either essential or selective for photorealistic imagery and the randomness of the selective elements could explain the variety of photorealistic architectural rendering styles.

The Modified Block Matching Algorithm for a Hand Tracking of an HCI system (HCI 시스템의 손 추적을 위한 수정 블록 정합 알고리즘)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.4 no.4
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    • pp.9-14
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    • 2003
  • A GUI (graphical user interface) has been a dominant platform for HCI (human computer interaction). A GUI - based interaction has made computers simpler and easier to use. The GUI - based interaction, however, does not easily support the range of interaction necessary to meet users' needs that are natural. intuitive, and adaptive. In this paper, the modified BMA (block matching algorithm) is proposed to track a hand in a sequence of an image and to recognize it in each video frame in order to replace a mouse with a pointing device for a virtual reality. The HCI system with 30 frames per second is realized in this paper. The modified BMA is proposed to estimate a position of the hand and segmentation with an orientation of motion and a color distribution of the hand region for real - time processing. The experimental result shows that the modified BMA with the YCbCr (luminance Y, component blue, component red) color coordinate guarantees the real - time processing and the recognition rate. The hand tracking by the modified BMA can be applied to a virtual reclity or a game or an HCI system for the disable.

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Real-Time Simulation of Single and Multiple Scattering of Light (빛의 단일 산란과 다중 산란의 실시간 시뮬레이션 기법)

  • Ki, Hyun-Woo;Lyu, Ji-Hye;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.21-32
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    • 2007
  • It is significant to simulate scattering of light within media for realistic image synthesis; however, this requires costly computation. This paper introduces a practical image-space approximation technique for interactive subsurface scattering. We use a general two-pass approach, which creates transmitted irradiance samples onto shadow maps and computes illumination using the shadow maps. We estimate single scattering efficiently using a method similar to common shadow mapping with adaptive deterministic sampling. A hierarchical technique is applied to evaluate multiple scattering, based on a diffusion theory. We further accelerate rendering speed by tabulating complex functions and utilizing level of detail. We demonstrate that our technique produces high-quality images of animated scenes with blurred shadow at hundreds frames per second on graphics hardware. It can be integrated into existing interactive systems easily.

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A Study on Design and Analysis of Method for MR-based 3D Biological Object Recognition and Matching (MR 기반 3차원 생체 객체 인식 및 정합을 위한 방법 설계와 해석 연구)

  • Jin-Pyo Jo;Yong-Bae Jeong
    • Journal of Platform Technology
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    • v.12 no.2
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    • pp.23-33
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    • 2024
  • The development of mixed reality (MR) technology has a great influence on the research and development of medical support equipment. In particular, it supports to respond effectively to emergencies occurring in the field. MR technology enables access to first aid and field support by combining virtual information with the real world so that users can see virtual objects in the real world. However, due to the nature of the equipment, there is a limitation in accurately matching virtual objects based on user vision. To improve these limitations, this paper proposes a 3D biometric object recognition and matching algorithm in the MR environment. As a result of the experiment, when a virtual object is rendered and visualized while equipped with an optical-based HMD from the user's side, it was possible to reduce the user's field of view error and eliminate the joint-loss phenomenon during skeleton recognition. The proposed method can reduce errors between the real user's field of view and the virtual image and provide a basis for reducing errors that occur in the process of virtual object recognition and matching. It is expected that this study will contribute to improving the accuracy of the telemedicine support system for first aid.

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An Improved RANSAC Algorithm Based on Correspondence Point Information for Calculating Correct Conversion of Image Stitching (이미지 Stitching의 정확한 변환관계 계산을 위한 대응점 관계정보 기반의 개선된 RANSAC 알고리즘)

  • Lee, Hyunchul;Kim, Kangseok
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.1
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    • pp.9-18
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    • 2018
  • Recently, the use of image stitching technology has been increasing as the number of contents based on virtual reality increases. Image Stitching is a method for matching multiple images to produce a high resolution image and a wide field of view image. The image stitching is used in various fields beyond the limitation of images generated from one camera. Image Stitching detects feature points and corresponding points to match multiple images, and calculates the homography among images using the RANSAC algorithm. Generally, corresponding points are needed for calculating conversion relation. However, the corresponding points include various types of noise that can be caused by false assumptions or errors about the conversion relationship. This noise is an obstacle to accurately predict the conversion relation. Therefore, RANSAC algorithm is used to construct an accurate conversion relationship from the outliers that interfere with the prediction of the model parameters because matching methods can usually occur incorrect correspondence points. In this paper, we propose an algorithm that extracts more accurate inliers and computes accurate transformation relations by using correspondence point relation information used in RANSAC algorithm. The correspondence point relation information uses distance ratio between corresponding points used in image matching. This paper aims to reduce the processing time while maintaining the same performance as RANSAC.