• Title/Summary/Keyword: 2D to 3D

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Stereo Audio Matched with 3D Video (3D영상에 정합되는 스테레오 오디오)

  • Park, Sung-Wook;Chung, Tae-Yun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.2
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    • pp.153-158
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    • 2011
  • This paper presents subjective experimental results to understand how audio should be changed when a video clip is watched in 3D than 2D. This paper divided auditory perceptual information into two categories; distance and azimuth that a sound source contributes mostly, and spaciousness that scene or environment contribute mostly. According to the experiment for distance and azimuth, i.e. sound localization, we found that distance and azimuth of sound sources were magnified when heard with 3D than 2D video. This lead us to conclude 3D sound for localization should be designed to have more distance and azimuth than 2D sound. Also we found 3D sound are preferred to be played with not only 3D video clip but also 2D video clip. According to the experiment for spaciousness, we found people prefer sound with more reverberation when they watch 3D video clips than 2D video clips. This can be understood that 3D video provides more spacial information than 2D video. Those subjective experimental results can help audio engineer familiar with 2D audio to create 3D audio, and be fundamental information of future research to make 2D to 3D audio conversion system. Furthermore when designing 3D broadcasting system with limited bandwidth and with 2D TV supportive, we propose to consider transmitting stereoscopic video, audio with enhanced localization, and metadata for TV sets to generate reverberation for spaciousness.

Differential Effects of 2D and 3D motion pictures on physical fatigue, recognition and arousal -Focused on viewing order and viewer's gender difference- (2D와 3D 영상 시청이 신체피로도, 재인기억 및 각성수준에 미치는 차별적 효과 -시청순서와 성차를 중심으로-)

  • Lee, Jae-Sik;Park, Dong-Jin
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.621-634
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    • 2010
  • This study aimed to investigate the effects of dimensions of movie clip (2D vs. 3D), viewing orders (2D ${\to}$ 3D vs. 3D ${\to}$ 2D), and gender difference on participants' subjective fatigue, recognition for the elements in the clips, and arousal level. The results can be summarized as followings. First, subjective fatigue level was higher in the 3D condition than 2D condition, but this tendency was more clear in the 2D ${\to}$ 3D condition than in the 3D ${\to}$ 2D condition. Second, correct recognition rates were significantly higher for 3D than 2D only in the 3D ${\to}$ 2D condition. In particular, male participants showed higher correct recognition rates than female participants in the 3D clip condition, whereas female participants showed higher correct recognition rates than male participants in the 2D clip condition. Third, although 3D clips tended to induce higher level of arousal, this tendency was showed only in the 2D ${\to}$ 3D condition, which implied previous exposure to 2D clip increased the arousal level in following 3D clip than vice versa.

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Visualizing 3D form Using SketchTo3D Tool

  • Song, Balgum;Kim, Chul Soo
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1634-1642
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    • 2022
  • Numerous studies have attempted to present converting 2D drawings to 3D. However, converting 3D shapes to exactly how a person thinks is challenging because 2D drawings include numerous variables and possibilities. This study focuses on visualizing 2D to 3D in a commonly used 3D animation software required in animation education or the 3D industry. We implemented our SketchTo3D tool to add the editing and automatic texture assigning method from the imported 2D image into the 3D software that previously had to be done manually. As a result, the SketchTo3D tool saves time to immediately visualize the composition, shape, and volume to express the 3D character, providing an opportunity to break down the barrier between 2D and 3D.

Pattern-based Depth Map Generation for Low-complexity 2D-to-3D Video Conversion (저복잡도 2D-to-3D 비디오 변환을 위한 패턴기반의 깊이 생성 알고리즘)

  • Han, Chan-Hee;Kang, Hyun-Soo;Lee, Si-Woong
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.31-39
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    • 2015
  • 2D-to-3D video conversion vests 3D effects in a 2D video by generating stereoscopic views using depth cues inherent in the 2D video. This technology would be a good solution to resolve the problem of 3D content shortage during the transition period to the full ripe 3D video era. In this paper, a low-complexity depth generation method for 2D-to-3D video conversion is presented. For temporal consistency in global depth, a pattern-based depth generation method is newly introduced. A low-complexity refinement algorithm for local depth is also provided to improve 3D perception in object regions. Experimental results show that the proposed method outperforms conventional methods in terms of complexity and subjective quality.

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 Trend Study on 2D to 3D Video Conversion Technology using Analysis of Patent Data (특허 분석을 통한 2D to 3D 영상 데이터 변환 기술 동향 연구)

  • Kang, Michael M.;Lee, Wookey;Lee, Rich. C.
    • Journal of Information Technology and Architecture
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    • v.11 no.4
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    • pp.495-504
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    • 2014
  • This paper present a strategy of intellectual property acquisition and core technology development direction using analysis of 2D to 3D video conversion technology patent data. As a result of analysis of trends in patent 2D to 3D technology, it is very promising technology field. Using a strategic patent map using research of patent trend, you will keep ahead of the competition in 2D3D image data conversion market.

A study on convergence of 2D and 3D animation : Focused on character and expression technique (2D 애니메이션과 3D 애니메이션의 융합: 캐릭터와 제작 기법을 중심으로)

  • Kim, Min-Jung;Kwak, No-Jun
    • Cartoon and Animation Studies
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    • s.48
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    • pp.45-67
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    • 2017
  • Many of the modern animations have 3D technology, and as time goes by, their production technology becomes more diverse and sophisticated. When John Alan Lasseter insisted on studying CG animation technology, he might have taken our jobs to the computer in the near future, as many people were worried about. It may be premature to worry that an unstable future may become a reality at this point, but I do not think there will be any difference in the fact that many animations are being produced using 3D technology. Since the Toy Story was screened in 1995, the 3D animation production technology has started to develop rapidly and now it has been elaborately developed so that it can not distinguish the part where computer graphics technology is applied from the live film. On the other hand, Disney's 2D animation part falls into the decline path because the appearance of 3D animation was perceived as a new expression technique at that time, and the efficiency of the work process was superior to the 2D animation in addition to receiving the attention from the audience. Is it necessary to accept the retrogression of 2D animation technology, reflecting the environment of the animation industry that 3D animation production technology has become mainstream in the first 20 years since the first theatrical works appeared? Since 2D animation technology has a long history and is still attractive to the audience, it is not hard to find an attempt to combine 2D and 3D animation technology. In this paper, I want to study 2D hand - drawn character in 3D animation. Through this, it is hoped that animation convergence technology will be applied more actively in the future.

Comparison of 2D and 3D visual effects (2D와 3D 영상 효과 비교)

  • Chung, Dong Hun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.141-149
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    • 2010
  • The success of movie 'Avatar' make people be interested in 3D stereoscopic movie, and government and 3D industry acknowledge that it is another opportunity to develop 3D market since 1920s. However, despite much interest little research to evaluate the effect of 3D stereoscopic exists. The present research aimed to disclose 3D effect compared to 2D by assumption of the importance of 3D stereoscopic and little evaluation to that as well. When audience are exposed to 3D stereoscopic, many outcomes are supposed to be differentiated from when to 2D. From this hypothesis, this paper examined mood, attitude, and presence as dependent variables. Using polarized stereoscopic projection display, 30 participants watched 2D and another 30 watched 3D stereoscopic movie which were the same content. On conclusion, the two groups were not significantly different and this involved much insight.

Comparative Experiment of 2D and 3D DCT Point Cloud Compression (2D 및 3D DCT를 활용한 포인트 클라우드 압축 비교 실험)

  • Nam, Kwijung;Kim, Junsik;Han, Muhyen;Kim, Kyuheon;Hwang, Minkyu
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.553-565
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    • 2021
  • Point cloud is a set of points for representing a 3D object, and consists of geometric information, which is 3D coordinate information, and attribute information, which is information representing color, reflectance, and the like. In this way of expressing, it has a vast amount of data compared to 2D images. Therefore, a process of compressing the point cloud data in order to transmit the point cloud data or use it in various fields is required. Unlike color information corresponding to all 2D geometric information constituting a 2D image, a point cloud represents a point cloud including attribute information such as color in only a part of the 3D space. Therefore, separate processing of geometric information is also required. Based on these characteristics of point clouds, MPEG under ISO/IEC standardizes V-PCC, which imitates point cloud images and compresses them into 2D DCT-based 2D image compression codecs, as a compression method for high-density point cloud data. This has limitations in accurately representing 3D spatial information to proceed with compression by converting 3D point clouds to 2D, and difficulty in processing non-existent points when utilizing 3D DCT. Therefore, in this paper, we present 3D Discrete Cosine Transform-based Point Cloud Compression (3DCT PCC), a method to compress point cloud data, which is a 3D image by utilizing 3D DCT, and confirm the efficiency of 3D DCT compared to V-PCC based on 2D DCT.

Quantitative Analysis of Display Fatigue induced by 2D, 3D Videos (2D와 3D 영상의 정량적 영상피로 비교)

  • Han, Seung Jo
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.329-335
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    • 2016
  • This paper's objective is to investigate the display fatigue quantitatively according to watching 2D and 3D videos on the display. Though it has been known commonly that display fatigue by 3D is greater than one by 2D, there have been few researches with an aim to measure display fatigue scientifically. Flicker fusion frequency and cybersickness degree were measured before/after sixteen subjects(Male 8, Female 8) watch the 2D, 3D images. Two dependent variables affected by 2D and 3D videos were analyzed and compared statistically based on scientific evidences and researches. 3D showed a value 4 times as much as 2D in cybersickness increase rate, and the reduction rate of 3D was 2 times as much as that of 2D.