• Title/Summary/Keyword: 컬러 화질 향상

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A Study on Colour Appearance along the Variance of Colour Stimulus and Background Lightness at Peripheral Vision (주변시 시각에서 색채 자극과 배경의 밝기에 따른 컬러 어피어런스 연구)

  • Hong, Ji-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.2
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    • pp.19-25
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    • 2018
  • A scientific and systematic approach for digitally representing colours is essential for improving image quality. Therefore, there is a need for objectively analysing such approaches. Studies regarding display systems, which can reflect human visual characteristics in the digital media environment, and associated international standards at the forefront, have already caused significant impact. Colour is one of the most important factors employed for evaluating the overall image quality of displays. The proposed study focusses on colour properties which are based on the characteristics of the human peripheral vision area, with the primary objective of reproducing digital colours which can simulate human visual characteristics in the digital media environment. The proposed study aims at identifying digital colour characteristics which can vary according to the level of background lightness and the size of colour stimuli. Based on the evaluation results obtained through psychophysical experiments, a method has been proposed for determining peripheral vision characteristics which vary according to the increasing size of a colour stimulus, thereby digitally reproducing them on displays.

The YIQ Model of Computed Tomography Color Image Variable Block with Fractal Image Coding (전산화단층촬영 칼라영상의 YIQ모델을 가변블록 이용한 프랙탈 영상 부호화)

  • Park, Jae-Hong;Park, Cheol-Woo
    • Journal of the Korean Society of Radiology
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    • v.10 no.4
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    • pp.263-270
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    • 2016
  • This paper suggests techniques to enhance coding time which is a problem in traditional fractal compression and to improve fidelity of reconstructed images by determining fractal coefficient through adaptive selection of block approximation formula. First, to reduce coding time, we construct a linear list of domain blocks of which characteristics is given by their luminance and variance and then we control block searching time according to the first permissible threshold value. Next, when employing three-level block partition, if a range block of minimum partition level cannot find a domain block which has a satisfying approximation error, There applied to 24-bpp color image compression and image techniques. The result did not occur a loss in the image quality of the image when using the encoding method, such as almost to the color in the YIQ image compression rate and image quality, such as RGB images and showed good.

A Study on Improving the Quality of DIBR Intermediate Images Using Meshes (메쉬를 활용한 DIBR 기반 중간 영상 화질 향상 방법 연구)

  • Kim, Jiseong;Kim, Minyoung;Cho, Yongjoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.822-823
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    • 2014
  • The usual method of generating an image for a multiview display system requires acquiring a color image and depth information of a reference camera. Then, intermediate images, generated using DIBR method, will be captured at a number of different viewpoints and composed to construct an multiview image. When such intermediate views are generated, several holes would be shown because some hidden parts are shown when the screenshot is taken at different angle. Previous research tried to solve this problem by creating a new hole-filling algorithm or enhancing the depth information. This paper describes a new method of enhancing the intermediate view images by applying the Ball Pivoting algorithm, which constructs meshes from a point cloud. When the new method is applied to the Microsoft's "Ballet" and "Break Dancer" data sets, PSNR comparison shows that about 0.18~1.19 increasement. This paper will explaing the new algorithm and the experiment method and results.

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Depth map temporal consistency compensation using motion estimation (움직임 추정을 통한 깊이 지도의 시간적 일관성 보상 기법)

  • Hyun, Jeeho;Yoo, Jisang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.438-446
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    • 2013
  • Generally, a camera isn't located at the center of display in a tele-presence system and it causes an incorrect eye contact between speakers which reduce the realistic feeling during the conversation. To solve this incorrect eye contact problem, we newly propose an intermediate view reconstruction algorithm using both a color camera and a depth camera and applying for the depth image based rendering (DIBR) algorithm. In the proposed algorithm, an efficient hole filling method using the arithmetic mean value of neighbor pixels and an efficient boundary noise removal method by expanding the edge region of depth image are included. We show that the generated eye-contacted image has good quality through experiments.

An Advanced Color Watermarking Technique using Various Spatial Encryption Techniques (다양한 공간적 암호화 기법을 적용한 개선된 컬러 영상 워터마킹 기법)

  • Jung, Soo-Mok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.3
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    • pp.262-266
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    • 2020
  • In this paper, we proposed an effective technique for hiding the watermark in the LSB of a color image by applying spatial encryption techniques. Even if the watermark hidden in the LSB of the image is extracted, the information of the extracted watermark cannot be decrypted because the watermark is encrypted using various spatial encryption techniques. Therefore, if the watermark is concealed in the LSB using the spatial encryption techniques proposed in this paper, the security is greatly improved compared to the existing technique of embedding the watermark in the LSB. When watermarking is performed by applying the proposed technique, the image quality of the watermark-concealed image is very good, so it is impossible to distinguish it from the original image, and the watermark, which is confidential data, can be extracted from the watermarked image without loss. The performance of the proposed technique was mathematically analyzed and the superiority of the proposed technique was confirmed through experiments. When the watermark was concealed by applying the proposed technique to Lenna, airplane, Tiffany, and pepper images having a size of 512×512, the PSNR values of the watermarked images were 53.91dB, 54.10dB, 54.09dB, and 54.13dB, respectively.

Compression of 3D color integral images using 2D referencing technique (2차원 참조 기법을 이용한 3D 컬러 집적 영상의 압축)

  • Kim, Jong-Ho;Yoo, Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.12
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    • pp.2693-2700
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    • 2009
  • This paper proposes an effective compression method to utilize the 3D integral image with large amount of data obtained by a lens array in various applications. The conventional compression methods for still images exhibit low performance in terms of coding efficiency and visual quality, since they cannot remove the correlation between elemental images. In the moving picture compression methods, 1D scanning techniques that produce a sequence of elemental images are not enough to remove the directional correlation between elemental images. The proposed method effectively sequences the elemental images from an integral image by the 2D referencing technique and compresses them using the multi-frame referencing of H.264/AVC. The proposed 2D referencing technique selects the optimal reference image according to vertical, horizontal, and diagonal correlation between elemental images. Experimental results show that compression with the sequence of elemental images presents better coding efficiency than that of still image compression. Moreover, the proposed 2D referencing technique is superior to the 1D scanning methods in terms of the objective performance and visual quality.

Boundary Artifacts Reduction in View Synthesis of 3D Video System (3차원 비디오의 합성영상 경계 잡음 제거)

  • Lee, Dohoon;Yang, Yoonmo;Oh, Byung Tae
    • Journal of Broadcast Engineering
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    • v.21 no.6
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    • pp.878-888
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    • 2016
  • This paper proposes an efficient method to remove the boundary artifacts of rendered views caused by damaged depth maps in the 3D video system. First, characteristics of boundary artifacts with the compression noise in depth maps are carefully studied. Then, the artifacts suppression method is proposed by the iterative projection onto convex sets (POCS) algorithm with setting the convex set in pixel and frequency domain. The proposed method is applied to both texture and depth maps separately during view rendering. The simulation results show the boundary artifacts are greatly reduced with improving the quality of synthesized views.

$PMP^2$: Portable Multimedia Player Using Projection-Based Augmented Reality ($PMP^2$: 프로젝션 기반의 증강현실 기술을 이용한 휴대형 멀티미디어 플레이어)

  • Oh, Ji-Hyun;Lee, Moon-Hyun;Park, Han-Hoon;Park, Jong-Il
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.700-705
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    • 2007
  • 프로젝션 기반의 증강현실(AR, augmented reality) 시스템이란, 고화질의 가상 정보를 프로젝터를 통하여 정해진 공간에 정확하게 표시해 주는 시스템을 말한다. 대부분의 증강현실 시스템은 사용자의 몰입감을 높이기 위해 고화질, 대 화면을 제공하기 위한 디스플레이 장치를 사용하며, 영상처리의 복잡도에 따른 고성능의 프로세스 장치를 요구하기 때문에 데스크탑 환경에서 이루어졌다. 그러나, 데스크탑 환경에서의 증강현실 시스템은 휴대가 불편하다는 단점을 가진다. 최근 프로젝터의 소형화와 모바일 프로세서의 성능 향상은 휴대가 편리한 모바일 증강현실 시스템의 등장을 가능하게 하였다. 그러나, 모바일 증강현실 시스템은 작은 디스플레이를 이용하여 영상 정보를 표시해 주기 때문에 높은 해상도를 지원할 수 없으며, 사용자의 몰입감을 감소시킨다는 단점을 가지고 있다. 본 논문에서는 기존의 증강현실 시스템의 단점을 보완하기 위하여 PDA와 소형 프로젝터를 결합하여 프로젝션 기반의 휴대용 멀티미디어 플레이어($PMP^2$ : Portable Multimedia Player using Projection-Based augmented reality)라는 모바일 증강현실 시스템을 제안한다. $PMP^2$는 모바일 프로세서의 대표격이라 할 수 있는 PDA와 휴대용 소형 프로젝터를 이용함으로써 고화질, 대화면의 증강현실 영상을 다수의 사용자가 원하는 장소와 시간에 즐길 수 있도록 해 준다. $PMP^2$는 스크린의 기하 및 컬러에 따른 왜곡을 보상해 줌으로써, 특정한 스크린 없이도 언제 어디서나 사용자에게 정확한 영상을 제공해 준다. 본 논문에서는 다양한 시나리오에 대해 $PMP^2$의 유용성을 검증함으로써 모바일 환경에서의 프로젝션 기반의 증강 현실 시스템의 활용 가능성을 제시한다.

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Super Resolution Algorithm Based on Edge Map Interpolation and Improved Fast Back Projection Method in Mobile Devices (모바일 환경을 위해 에지맵 보간과 개선된 고속 Back Projection 기법을 이용한 Super Resolution 알고리즘)

  • Lee, Doo-Hee;Park, Dae-Hyun;Kim, Yoon
    • KIPS Transactions on Software and Data Engineering
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    • v.1 no.2
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    • pp.103-108
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    • 2012
  • Recently, as the prevalence of high-performance mobile devices and the application of the multimedia content are expanded, Super Resolution (SR) technique which reconstructs low resolution images to high resolution images is becoming important. And in the mobile devices, the development of the SR algorithm considering the operation quantity or memory is required because of using the restricted resources. In this paper, we propose a new single frame fast SR technique suitable for mobile devices. In order to prevent color distortion, we change RGB color domain to HSV color domain and process the brightness information V (Value) considering the characteristics of human visual perception. First, the low resolution image is enlarged by the improved fast back projection considering the noise elimination. And at the same time, the reliable edge map is extracted by using the LoG (Laplacian of Gaussian) filtering. Finally, the high definition picture is reconstructed by using the edge information and the improved back projection result. The proposed technique removes effectually the unnatural artefact which is generated during the super resolution restoration, and the edge information which can be lost is amended and emphasized. The experimental results indicate that the proposed algorithm provides better performance than conventional back projection and interpolation methods.

GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.71-80
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    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

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