• Title/Summary/Keyword: 3-D video generation

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3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.54-62
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    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.

Study of Blurring Free TFT-LCD Using Short Persistance Cold Cathode Fluorescent Lamp in Blinking Backlight Driving (단잔광 냉음극관을 이용한 잔상없는 TFT-LCD에 관한 연구)

  • Choi, Dae-Seub;Sin, Ho-Chul
    • Journal of Satellite, Information and Communications
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    • v.7 no.3
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    • pp.145-148
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    • 2012
  • In applying LCD to TV application, one of the most significant factors to be improved is image sticking on the moving picture. LCD is different from CRT in the sense that it's continuous passive device, which holds images in entire frame period, while impulse type device generate image in very short time. To reduce image sticking problem related to hold typedisplay mode, we made an experiment to drive TN-LCD like CRT. We made articulate images by turn on-off backlight, and we realized the ratio of Back Light on-off time by counting between on time and off time for video signal input during 1 frame (16.7ms). Conventional CCFL (cold cathode fluorescent lamp) cannot follow fast on-off speed, so we evaluated new fluorescent substances of light source to improve residual light characteristic of CCFL. We realized articulate image generation similar to CRT by CCFL blinking drive and TN-LCD overdriving. As a result, reduced image sticking phenomenon was validated by naked eye and response time measurement.

Multi-view Generation using High Resolution Stereoscopic Cameras and a Low Resolution Time-of-Flight Camera (고해상도 스테레오 카메라와 저해상도 깊이 카메라를 이용한 다시점 영상 생성)

  • Lee, Cheon;Song, Hyok;Choi, Byeong-Ho;Ho, Yo-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.4A
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    • pp.239-249
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    • 2012
  • Recently, the virtual view generation method using depth data is employed to support the advanced stereoscopic and auto-stereoscopic displays. Although depth data is invisible to user at 3D video rendering, its accuracy is very important since it determines the quality of generated virtual view image. Many works are related to such depth enhancement exploiting a time-of-flight (TOF) camera. In this paper, we propose a fast 3D scene capturing system using one TOF camera at center and two high-resolution cameras at both sides. Since we need two depth data for both color cameras, we obtain two views' depth data from the center using the 3D warping technique. Holes in warped depth maps are filled by referring to the surrounded background depth values. In order to reduce mismatches of object boundaries between the depth and color images, we used the joint bilateral filter on the warped depth data. Finally, using two color images and depth maps, we generated 10 additional intermediate images. To realize fast capturing system, we implemented the proposed system using multi-threading technique. Experimental results show that the proposed capturing system captured two viewpoints' color and depth videos in real-time and generated 10 additional views at 7 fps.

Laser Damage Threshold Increase of A/R Coating Films for 200MHz AOM (A/R 코팅 변화에 따른 200MHz AOM의 laser damage threshold 증가)

  • Kim, Yong-Hun;Lee, Hang-Hun;Lee, Jin-Ho;Park, Yeong-Jun;Park, Jeong-Ho
    • Korean Journal of Materials Research
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    • v.7 no.3
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    • pp.213-217
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    • 1997
  • AOhf(Hcousto-r)l)tic niodulator) with :!OOlIiz freclucncl- and Sfi(;(Seconrl harmonic generation) green lasel-Lvith 53% nm wavelength were used for Il\'IIII~Dii.it,ii v~ilco disk recorder) FOI rhe appli~aptin of high densit]. optical recording, a high po\ver I ~ c r is r c ~ ~ l i ~ i l - u l ic I !tic. s\-sti,m a n d optic.,~I io;iting l,t)c>rs of each optical device must have a high laser damage threshoid hie rn;itie ant] retlwtive coatings on a $TeO_{2}$ singlc crystal. which is used as an acoustooptic material, by E-beam evaporation method. Laser damage threshold \vas nicdsureci hy Ar laser with the input power oi 0.55LV 1,aser damage threiholti 01 $ZrO_{2}$ and $SiO_{2}$. filn-is were higher than $AI_{2}O_{3}$ f i l m U'e also investigated a long--tern1 stability of the output po\ver of St{(; green laser

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Real-Virtual Fusion Hologram Generation System using RGB-Depth Camera (RGB-Depth 카메라를 이용한 현실-가상 융합 홀로그램 생성 시스템)

  • Song, Joongseok;Park, Jungsik;Park, Hanhoon;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.866-876
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    • 2014
  • Generating of digital hologram of video contents with computer graphics(CG) requires natural fusion of 3D information between real and virtual. In this paper, we propose the system which can fuse real-virtual 3D information naturally and fast generate the digital hologram of fused results using multiple-GPUs based computer-generated-hologram(CGH) computing part. The system calculates camera projection matrix of RGB-Depth camera, and estimates the 3D information of virtual object. The 3D information of virtual object from projection matrix and real space are transmitted to Z buffer, which can fuse the 3D information, naturally. The fused result in Z buffer is transmitted to multiple-GPUs based CGH computing part. In this part, the digital hologram of fused result can be calculated fast. In experiment, the 3D information of virtual object from proposed system has the mean relative error(MRE) about 0.5138% in relation to real 3D information. In other words, it has the about 99% high-accuracy. In addition, we verify that proposed system can fast generate the digital hologram of fused result by using multiple GPUs based CGH calculation.

The Study on the Adactive H-ARQ Technique in TD-CDMA 3G System (TD-CDMA 3G 시스템의 적응형 H-ARQ 기법들에 관한 연구)

  • Suk, Kyung-Hyu;Park, Sung-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.4
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    • pp.450-456
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    • 2010
  • In the high-speed packet service, next generation mobile communication system has emerged as a major feature. If the fire of these high-speed kit services and non-continuous transmission of data due to the symmetrical nature of daeyiteo traffic for D-CDMA system has been actively studied. Small amounts of data moving in the uplink, but the real-time video downlink transmission, such as downloading large files to move data and services to those with asymmetric traffic characteristics, a system that can efficiently handle the data requirements be. Of 3GPP TDD(Time Division Duplex) scheme based on CDMA and TDMA in a way by introducing the concept through the proper allocation of time slots that can handle asymmetric traffic efficiently, has an advantage. TD-CDMA system by considering the characteristics of the frame configuration of transmission methods, such as physical channel structure and channel coding has been investigated. In addition, the HARQ scheme TD-CDMA system performance is analyzed by comparing them.

Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

Confidence Map based Multi-view Image Generation Method from Stereoscopic Images (양안식 영상을 이용한 신뢰도 기반의 다시점 영상 생성 방법)

  • Kim, Do Young;Ho, Yo-Sung
    • Smart Media Journal
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    • v.2 no.4
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    • pp.27-33
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    • 2013
  • Multi-view video system provides both realistic 3D feelings and free-view navigation. But it is hard to transmit too huge data, so we send only two or three view images and generate intermediate view image using depth information. In this paper, we propose high quality multi-view image generation method from stereoscopic images. Since the stereo matching method does not provide accurate disparity values for all the pixels, especially at the occlusion area, we propose an occlusion handling method using the background pixels at first. We also apply a joint bilateral filtering to enhance the disparity map at the object boundary since it can affect the quality of synthesized images significantly. Finally, we can generate virtual view images at intermediate view positions using confidence map to reduce bad pixel and hole's error. Experimental results show the proposed method performs better than the conventional method.

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Design of Maritime Satellite Communication Systems Sharing Frequency with DVB-S2 (DVB-S2와 주파수 공유하는 해양 위성 통신 시스템 설계)

  • Ryu, Joon-Gyu;Oh, Deock-Gil;Yu, Heejung
    • Journal of Satellite, Information and Communications
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    • v.8 no.4
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    • pp.75-80
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    • 2013
  • In this paper, the Ka-band maritime satellite communication systems for mobile terminals are proposed. The design includes the link budget analysis, determination of modulation and coding schemes and the overall structure of a transmitter. To avoid the harmful effects on the existing DVB-S2 services, the proposed maritime satellite system using the same spectrum with DVB-S2 at the same time employs the very wideband spreading transmission. Additionally, omni-directional low-gain antennas should be equipped in a mobile terminal to reduce the system cost. These two considerations limit the maximum transmission rate of the proposed system. Due to the limitations, the proposed system includes 36 dB or 39 dB spreading gain depending on the modulation scheme and a link-adaptive repetition method depending on the level of rain attenuation. To support short packets with minimal performance loss, the turbo code used in 3GPP instead of LDPC(low density parity check code) is adopted. By combining them, the overall structure of low-rate maritime satellite communication system is designed.

Emotion-based Gesture Stylization For Animated SMS (모바일 SMS용 캐릭터 애니메이션을 위한 감정 기반 제스처 스타일화)

  • Byun, Hae-Won;Lee, Jung-Suk
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.802-816
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    • 2010
  • To create gesture from a new text input is an important problem in computer games and virtual reality. Recently, there is increasing interest in gesture stylization to imitate the gestures of celebrities, such as announcer. However, no attempt has been made so far to stylize a gestures using emotion such as happiness and sadness. Previous researches have not focused on real-time algorithm. In this paper, we present a system to automatically make gesture animation from SMS text and stylize the gesture from emotion. A key feature of this system is a real-time algorithm to combine gestures with emotion. Because the system's platform is a mobile phone, we distribute much works on the server and client. Therefore, the system guarantees real-time performance of 15 or more frames per second. At first, we extract words to express feelings and its corresponding gesture from Disney video and model the gesture statistically. And then, we introduce the theory of Laban Movement Analysis to combine gesture and emotion. In order to evaluate our system, we analyze user survey responses.