• Title/Summary/Keyword: 2D 지도

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Design of Variable Cutoff Frequency Two-Dimensinal FIR Filters (가변차단 주파수 2차원FIR필터의 설계)

  • Sang-Uk Lee
    • The Transactions of the Korean Institute of Electrical Engineers
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    • v.32 no.12
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    • pp.427-434
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    • 1983
  • Singular Value Decomposition of 2-D Finite Impulse Response was used to design a variable cutoff 2-D FIR filters. Basically this approach allows to use 1-D techniques while dealing with 2-D filters. In this paper, our aim is to provide away of easily tuning 2-D FIR filters. For example, one would like to adjust interactively the cutoff frequency of a 2-D Circular Symmetric low-pass filter on an image processing system. The decomposition of 2-D FIR filters along with techniques available for tuning 1-D FIR filters allows such adjustment. Several design examples are shown.

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Urban flood digital twin platform 2D/3D visualization technology (도시홍수 디지털 트윈 플랫폼 2D/3D 가시화 기술(I))

  • Gyeoung-Hyeon Kim;Bon-Hyun Koo;Tae-Young Ham;Kyu-Cheoul Shim
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.455-455
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    • 2023
  • 본 연구에서는 도시홍수 피해 저감 및 회복을 위한 도시홍수 연관 데이터 가시화 및 GIS 기반 LoD 1 수준 가시화 기술 개발을 진행하였다. 도시홍수는 불투수지역의 증가로 인한 첨두 홍수의 증가 및 도달 시간의 단축, 도시 내수배제의 불량으로 인한 주택지 및 상가 공장지 등의 침수에 의한 피해가 발생하는 현상이며, 도시홍수 예측 모델을 수행하기 위하여 수집한 기상, 하천 및 수자원, 토양 등의 데이터를 2차원 가시화하고 도심 지역의 지형 DEM(Digital Elevation Model) 데이터 및 건축물 DSM(Digital Surface Model) 데이터를 기반으로 3D 가시화를 진행하였다. 기상, 하천 및 수자원 관측 등의 데이터를 실시간으로 수집하며 관련 데이터를 도시홍수 디지털 트윈 플랫폼의 수문기상정보를 통하여 가시화 제공하며 토양 및 지리정보는 WMS 레이어를 기반으로 2D 가시화한다. 건축물 데이터의 경우 GIS 정보를 기반으로 하는 3D 객체 배치를 위하여 WGS84 타원체를 활용하여 EPSG:4326 좌표계를 적용하여 가시화하였다. 건축물 가시화는 PostgreSQL로 구축된 데이터를 Geoserver를 활용하여 자동으로 층 정보를 통한 건축물의 높이를 계산하도록 하였으며, CesiumJS를 적용하여 웹 기반 도시홍수 디지털 트윈 플랫폼을 개발하였고 추후 LoD 3 수준으로의 확대 적용 기반을 마련하였다.

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A Geographic Modeling System Using GIS and Real Images (GIS와 실영상을 이용한 지리 모델링 시스템)

  • 안현식
    • Spatial Information Research
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    • v.12 no.2
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    • pp.137-149
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    • 2004
  • For 3D modelling artificial objects with computers, we have to draw frames and paint the facet images on each side. In this paper, a geographic modelling system building automatically 3D geographic spaces using GIS data and real images of buildings is proposed. First, the 3D model of terrain is constructed by using TIN and DEM algorithms. The images of buildings are acquired with a camera and its position is estimated using vertical lines of the image and the GIS data. The height of the building is computed with the image and the position of the camera, which used for making up the frames of buildings. The 3D model of the building is obtained by detecting the facet iamges of the building and texture mapping them on the 3D frame. The proposed geographical modeling system is applied to real area and shows its effectiveness.

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2D-3D convertible display system having a background of full-parallax integral images (완전시차 집적 영상 배경을 가지는 2D-3D 겸용 디스플레이 시스템)

  • Hong, Suk-Pyo;Shin, Dong-Hak;Kim, Eun-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.2
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    • pp.369-375
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    • 2009
  • In this paper, we propose a 2D-3D convertible display system having a background of full-parallax integral images. The proposed system is composed of integral imaging system and conventional 2D flat display and is able to operate either 3D mode or 2D mode. In 3D mode, the 3D image is generated by combining the 2D main image with the background image based on integral imaging. In 2D mode, the integral imaging system plays a role as the back-light of 2D flat display and then 2D image is observed through 2D flat display. To show the usefulness of the proposed system, we carry out the preliminary experiments and present the successful experimental results.

A Study of Visualization Scheme of Sensing Data Based Location on Maps (지도에서 위치 기반의 센싱 데이터 가시화 방안 연구)

  • Choi, Ik-Jun;Kim, Yong-Woo;Lee, Chang-Young;Kim, Do-Hyeun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.5
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    • pp.57-63
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    • 2008
  • Recently, OGC(Open Geospatial Consortium) take the lead in SWE(Sensor Web Enablement) research that collection various context information from sensor networks and show it on map by web. OGC SWE WG(Working Group) defines a standard encoding about realtime spatiotemporal appear geographical feature, sensing data and support web services. This paper proposes a visualization scheme of sensing data based location on 2D maps. We show realtime sensing data on moving node that mapping GPS data on map. First, we present an algorithm and procedure that location information change to position of maps for visualization sensing data based on 2D maps. For verifying that algorithm and scheme, we design and implement a program that collecting GPS data and sensing data, and displaying application on 2D maps. Therefore we confirm effective visualization on maps based on web which realtime image and sensing data collected from sensor network.

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Implementation of Real-time Stereoscopic Image Conversion Algorithm Using Luminance and Vertical Position (휘도와 수직 위치 정보를 이용한 입체 변환 알고리즘 구현)

  • Yun, Jong-Ho;Choi, Myul-Rul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1225-1233
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    • 2008
  • In this paper, the 2D/3D converting algorithm is proposed. The single frame of 2D image is used fur the real-time processing of the proposed algorithm. The proposed algorithm creates a 3D image with the depth map by using the vertical position information of a object in a single frame. In order to real-time processing and improve the hardware complexity, it performs the generation of a depth map using the image sampling, the object segmentation with the luminance standardization and the boundary scan. It might be suitable to a still image and a moving image, and it can provide a good 3D effect on a image such as a long distance image, a landscape, or a panorama photo because it uses a vertical position information. The proposed algorithm can adapt a 3D effect to a image without the restrictions of the direction, velocity or scene change of an object. It has been evaluated with the visual test and the comparing to the MTD(Modified Time Difference) method using the APD(Absolute Parallax Difference).

2D Numerical Simulations for Shallow-water Flows over a Side Weir (측면 위어를 넘나드는 천수 흐름에 대한 2차원 수치모의)

  • Hwang, Seung-Yong
    • Journal of Korea Water Resources Association
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    • v.48 no.11
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    • pp.957-967
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    • 2015
  • It was reviewed for the 2D numerical simulations to evaluate the effects of flood control by detention basin, even if stage-discharge relationships for the side weir were not known. A 2D depth-integrated numerical model was constructed by the application of the finite volume method to the shallow water equations as a numerical method and the introduction of an approximate Riemann solver for the accurate calculation of fluxes. Results by the model were compared with those by the laboratory test for the cases of free overflow and submerged flow over a side weir between the channel and storage. The difference between simulated and measured discharge coefficients for the case of free overflow is very small. In addition, the results by simulations were in good agreement with those by experiments for the submerged flow over a side weir and its mechanism was reproduced well. Through this study the discharge coefficients of side weirs can be accurately determined by the 2D numerical model and a considerable degree of accuracy can be achieved to evaluate the effect of flood defenses by detention basins. Thus, it will be expected to apply this model practically to the plan of detention basins, the evaluation of design alternatives, or the management of the existing ones.

D2D Utility Maximization in the Cellular System: Distributed Algorithm

  • Oh, Changyoon
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.3
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    • pp.57-64
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    • 2019
  • We consider the D2D sum utility maximization in the cellular system. D2D links reuse the uplink resource of cellular system. This reuse may cause severe interference to cellular users. To protect the cellular users, interference limit from the D2D links is required. In this setting, D2D sum utility maximization problem is investigated. Each D2D link has limited transmit power budget. Because optimum solution may require global information between links and computational complexity, we propose the distributed algorithm which only require the local information from each D2D link and simple broadcasting. Simulation results are provided to verify the performance of the proposed algorithm.

A Study on Kernel Size Variations in 1D Convolutional Layer for Single-Frame supervised Temporal Action Localization (단일 프레임 지도 시간적 행동 지역화에서 1D 합성곱 층의 커널 사이즈 변화 연구)

  • Hyejeong Jo;Huiwon Gwon;Sunhee Jo;Chanho Jung
    • Journal of IKEEE
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    • v.28 no.2
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    • pp.199-203
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    • 2024
  • In this paper, we propose variations in the kernel size of 1D convolutional layers for single-frame supervised temporal action localization. Building upon the existing method, which utilizes two 1D convolutional layers with kernel sizes of 3 and 1, we introduce an approach that adjusts the kernel sizes of each 1D convolutional layer. To validate the efficiency of our proposed approach, we conducted comparative experiments using the THUMOS'14 dataset. Additionally, we use overall video classification accuracy, mAP (mean Average Precision), and Average mAP as performance metrics for evaluation. According to the experimental results, our proposed approach demonstrates higher accuracy in terms of mAP and Average mAP compared to the existing method. The method with variations in kernel size of 7 and 1 further demonstrates an 8.0% improvement in overall video classification accuracy.

Analysis on the Backgrounds Expression for 3D Animation (3D 애니메이션의 배경 표현에 관한 분석)

  • Park, Sung-Dae;Jung, Yee-Ji;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.268-276
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    • 2015
  • This article analyzes the background representation of 3D animation and look at what its proper background expression. With the development of computer graphics technology, the background of the 3D animations can be expressed as The actual background. In contrast, "The Smurfs" which was released recently was created to take the actual background. However, 3D animation with real background is not appropriate in terms of creative expression space in the main role of the animation. In this Study, we analyze the character and background of the animation made in 3D graphics. Based on this, we propose a correct representation of 3D animation background.