• Title/Summary/Keyword: 2D 투영 변환

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Vision based 3D Hand Interface Using Virtual Two-View Method (가상 양시점화 방법을 이용한 비전기반 3차원 손 인터페이스)

  • Bae, Dong-Hee;Kim, Jin-Mo
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.43-54
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    • 2013
  • With the consistent development of the 3D application technique, visuals are available at more realistic quality and are utilized in many applications like game. In particular, interacting with 3D objects in virtual environments, 3D graphics have led to a substantial development in the augmented reality. This study proposes a 3D user interface to control objects in 3D space through virtual two-view method using only one camera. To do so, homography matrix including transformation information between arbitrary two positions of camera is calculated and 3D coordinates are reconstructed by employing the 2D hand coordinates derived from the single camera, homography matrix and projection matrix of camera. This method will result in more accurate and quick 3D information. This approach may be advantageous with respect to the reduced amount of calculation needed for using one camera rather than two and may be effective at the same time for real-time processes while it is economically efficient.

Study on evaluating the significance of 3D nuclear texture features for diagnosis of cervical cancer (자궁경부암 진단을 위한 3차원 세포핵 질감 특성값 유의성 평가에 관한 연구)

  • Choi, Hyun-Ju;Kim, Tae-Yun;Malm, Patrik;Bengtsson, Ewert;Choi, Heung-Kook
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.83-92
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    • 2011
  • The aim of this study is to evaluate whether 3D nuclear chromatin texture features are significant in recognizing the progression of cervical cancer. In particular, we assessed that our method could detect subtle differences in the chromatin pattern of seemingly normal cells on specimens with malignancy. We extracted nuclear texture features based on 3D GLCM(Gray Level Co occurrence Matrix) and 3D Wavelet transform from 100 cell volume data for each group (Normal, LSIL and HSIL). To evaluate the feasibility of 3D chromatin texture analysis, we compared the correct classification rate for each of the classifiers using them. In addition to this, we compared the correct classification rates for the classifiers using the proposed 3D nuclear texture features and the 2D nuclear texture features which were extracted in the same way. The results showed that the classifier using the 3D nuclear texture features provided better results. This means our method could improve the accuracy and reproducibility of quantification of cervical cell.

An Efficient Walkthrough from Two Images using Spidery Mesh Interface and View Morphing (Spidery 매쉬 인터페이스와 뷰 모핑을 이용한 두 이미지로부터의 효율적인 3차원 애니메이션)

  • Cho, Hang-Shin;Kim, Chang-Hun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.2
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    • pp.132-140
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    • 2001
  • This paper proposes an efficient walktlu-ough animation from two images of the same scene. To make animation easily and fast, Tour Into the Picture(TIP) enables walkthrough animation from single image but lacks the reality of its foreground object when the viewpoint moves from side to side, and view morphing uses only 2D transition between two images but restricts its camera path on the line between two views. By combining advantages of these two image-based techniques, this paper suggests a new virtual navigation technique which enable natural scene transformation when the viewpoint changes in the side-to-side direction as well as in the depth direction. In our method, view morphing is employed only in foreground objects , and background scene which is perceived carelessly is mapped into cube-like 3D model as in TIP, so as to save laborious 3D reconstruction costs and improve visual realism simultaneously. To do this, we newly define a camera transformation between two images from the relationship of the spidery mesh transformation and its corresponding 3D view change. The result animation shows that our method creates a realistic 3D virtual navigation using a simple interface.

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Image-Based Relighting Rendering System (영상 기반 실시간 재조명 렌더링 시스템)

  • Kim, Soon-Hyun;Lee, Joo-Haeng;Kyung, Min-Ho
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.25-31
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    • 2007
  • We develop an interactive relighting renderer allowing camera view changes based on a deep-frame buffer approach. The renderer first caches the rendering parameters for a given 3D scene in an auxiliary buffer with the same size of the output image. The rendering parameters independent from light changes are selected from the shading models used for shading pixels. Next, as the user interactively edits one light at one time, the relighting renderer instantly re-shades each pixel by updating the contribution of the changed light with the shading parameters cached in the deep-frame buffer. When the camera moves, the cache values should be re-computed because the currently cached values become obsolete. We present a novel method to synthesize them quickly from the cache images of the user specified cameras by using an image-based technique. This computations are all performed on GPU to achieve real-time performance.

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A Method of Integrating Scan Data for 3D Face Modeling (3차원 얼굴 모델링을 위한 스캔 데이터의 통합 방법)

  • Yoon, Jin-Sung;Kim, Gye-Young;Choi, Hyung-Il
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.6
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    • pp.43-57
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    • 2009
  • Integrating 3D data acquired in multiple views is one of the most important techniques in 3D modeling. However, the existing integration methods are sensitive to registration errors and surface scanning noise. In this paper, we propose a integration algorithm using the local surface topology. We first find all boundary vertex pairs satisfying a prescribed geometric condition in the areas between neighboring surfaces, and then separates areas to several regions by using boundary vertex pairs. We next compute best fitting planes suitable to each regions through PCA(Principal Component Analysis). They are used to produce triangles that be inserted into empty areas between neighboring surfaces. Since each regions between neighboring surfaces can be integrated by using local surface topology, a proposed method is robust to registration errors and surface scanning noise. We also propose a method integrating of textures by using parameterization technique. We first transforms integrated surface into initial viewpoints of each surfaces. We then project each textures to transformed integrated surface. They will be then assigned into parameter domain for integrated surface and be integrated according to the seaming lines for surfaces. Experimental results show that the proposed method is efficient to face modeling.

Massive Fluid Simulation Using a Responsive Interaction Between Surface and Wave Foams (수면거품과 웨이브거품의 미세한 상호작용을 이용한 대규모 유체 시뮬레이션)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.2
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    • pp.29-39
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    • 2017
  • This paper presents a unified framework to efficiently and realistically simulate surface and wave foams. The framework is designed to first project 3D water particles from an underlying water solver onto 2D screen space in order to reduce the computational complexity of determining where foam particles should be generated. Because foam effects are often created primarily in fast and complicated water flows, we analyze the acceleration and curvature values to identify the areas exhibiting such flow patterns. Foam particles are emitted from the identified areas in 3D space, and each foam particle is advected according to its type, which is classified on the basis of velocity, thereby capturing the essential characteristics of foam wave motions. We improve the realism of the resulting foam by classifying it into two types: surface foam and wave foam. Wave foam is characterized by the sharp wave patterns of torrential flow s, and surface foam is characterized by a cloudy foam shape even in water with reduced motion. Based on these features, we propose a technique to correct the velocity and position of a foam particle. In addition, we propose a kernel technique using the screen space density to efficiently reduce redundant foam particles, resulting in improved overall memory efficiency without loss of visual detail in terms of foam effects. Experiments convincingly demonstrate that the proposed approach is efficient and easy to use while delivering high-quality results.

A Vanishing Point Detection Method Based on the Empirical Weighting of the Lines of Artificial Structures (인공 구조물 내 직선을 찾기 위한 경험적 가중치를 이용한 소실점 검출 기법)

  • Kim, Hang-Tae;Song, Wonseok;Choi, Hyuk;Kim, Taejeong
    • Journal of KIISE
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    • v.42 no.5
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    • pp.642-651
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    • 2015
  • A vanishing point is a point where parallel lines converge, and they become evident when a camera's lenses are used to project 3D space onto a 2D image plane. Vanishing point detection is the use of the information contained within an image to detect the vanishing point, and can be utilized to infer the relative distance between certain points in the image or for understanding the geometry of a 3D scene. Since parallel lines generally exist for the artificial structures within images, line-detection-based vanishing point-detection techniques aim to find the point where the parallel lines of artificial structures converge. To detect parallel lines in an image, we detect edge pixels through edge detection and then find the lines by using the Hough transform. However, the various textures and noise in an image can hamper the line-detection process so that not all of the lines converging toward the vanishing point are obvious. To overcome this difficulty, it is necessary to assign a different weight to each line according to the degree of possibility that the line passes through the vanishing point. While previous research studies assigned equal weight or adopted a simple weighting calculation, in this paper, we are proposing a new method of assigning weights to lines after noticing that the lines that pass through vanishing points typically belong to artificial structures. Experimental results show that our proposed method reduces the vanishing point-estimation error rate by 65% when compared to existing methods.

Vision-based Real-Time Two-dimensional Bar Code Detection System at Long Range (비전 기반 실시간 원거리 2차원 바코드 검출 시스템)

  • Yun, In Yong;Kim, Joong Kyu
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.9
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    • pp.89-95
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    • 2015
  • In this paper, we propose a real-time two-dimensional bar code detection system even at long range using a vision technique. We first perform short-range detection, and then long-range detection if the short-range detection is not successful. First, edge map generation, image binarization, and connect component labeling (CCL) are performed in order to select a region of interest (ROI). After interpolating the selected ROI using bilinear interpolation, a location symbol pattern is detected as the same as for short-range detection. Finally, the symbol pattern is arranged by applying inverse perspective transformation to localize bar codes. Experimental results demonstrate that the proposed system successfully detects bar codes at two or three times longer distance than existing ones even at indoor environment.

Calibration of VLP-16 Lidar Sensor and Vision Cameras Using the Center Coordinates of a Spherical Object (구형물체의 중심좌표를 이용한 VLP-16 라이다 센서와 비전 카메라 사이의 보정)

  • Lee, Ju-Hwan;Lee, Geun-Mo;Park, Soon-Yong
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.2
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    • pp.89-96
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    • 2019
  • 360 degree 3-dimensional lidar sensors and vision cameras are commonly used in the development of autonomous driving techniques for automobile, drone, etc. By the way, existing calibration techniques for obtaining th e external transformation of the lidar and the camera sensors have disadvantages in that special calibration objects are used or the object size is too large. In this paper, we introduce a simple calibration method between two sensors using a spherical object. We calculated the sphere center coordinates using four 3-D points selected by RANSAC of the range data of the sphere. The 2-dimensional coordinates of the object center in the camera image are also detected to calibrate the two sensors. Even when the range data is acquired from various angles, the image of the spherical object always maintains a circular shape. The proposed method results in about 2 pixel reprojection error, and the performance of the proposed technique is analyzed by comparing with the existing methods.

Displacement Measurement of a Floating Structure Model Using a Video Data (동영상을 이용한 부유구조물 모형의 변위 관측)

  • Han, Dong Yeob;Kim, Hyun Woo;Kim, Jae Min
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.31 no.2
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    • pp.159-164
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    • 2013
  • It is well known that a single moving camera video is capable of extracting the 3-dimensional position of an object. With this in mind, current research performed image-based monitoring to establish a floating structure model using a camcorder system. Following this, the present study extracted frame images from digital camcorder video clips and matched the interest points to obtain relative 3D coordinates for both regular and irregular wave conditions. Then, the researchers evaluated the transformation accuracy of the modified SURF-based matching and image-based displacement estimation of the floating structure model in regular wave condition. For the regular wave condition, the wave generator's setting value was 3.0 sec and the cycle of the image-based displacement result was 2.993 sec. Taking into account mechanical error, these values can be considered as very similar. In terms of visual inspection, the researchers observed the shape of a regular wave in the 3-dimensional and 1-dimensional figures through the projection on X Y Z axis. In conclusion, it was possible to calculate the displacement of a floating structure module in near real-time using an average digital camcorder with 30fps video.