• Title/Summary/Keyword: 3D물체

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3D Reconstruction Algorithm with a Single Camera (단일 카메라에 의한 3차원 재건 알고리즘)

  • Lee, Hyo-Jong;Lee, Sang-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10a
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    • pp.719-722
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    • 2000
  • 단일 카메라로 회전하는 물체의 영상을 획득한 후, 그 영상을 분석하여 3차원으로 복구하는 새로운 알고리즘을 제안한다. 제안하는 알고리즘은 물체의 회전과 단 하나의 카메라를 이용하는 방법이기에 기존의 스테레오 영상을 이용하는 방법에 비해 차이를 둘 수 있다. 회전하는 물체에는 회전축과 동일한 방향의 스캔라인을 형성시키고, 이 스캔라인을 적절한 측면에서 하나의 카메라를 이용해 영상으로 획득하여 스캔라인의 굴곡과 이 스캔라인에 인접한 화소의 컬러 정보를 이용하여 3차원의 물체를 재건한다. 이 방법은 3차원의 정보를 얻음에 있어 물체의 회전에 의존하기에 한 방향에서 얻어진 두 스테레오 영상의 정합과 각 방향에서 얻어진 영상을 정합 시킬 때 발생될 수 있는 스테레오 비전의 오류를 피할 수 있다.

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A study of user performed Virtual Space Storybook (사용자 참여 가상공간 스토리북 구현)

  • Park, Su Jin;Jung, Moon Ryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.115-122
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    • 2019
  • We In this study, We tested for artificial intelligence-based virtual space story books were planned. The proposed virtual space concept, a story book with the characteristics of Augmented Virtuality, was implemented Several steps are needed to proceed with the virtual space storybook's story. First, a user brings a real object in to virtual space and recognizes the real object with an artificial intelligence-based object-recognition software. Second, when object recognition progresses, the virtual 3D model is augmented in the virtual space, which is then inserted into the virtual space and rendered. Finally, software projected a virtual space storybook on the desk in which users can touch and select real-objects. This virtual space storybook was implemented using the new story-making technology by applying the virtual space concept. the Augmented Virtuality concept is to augment real objects based on virtual space. To confirm this we tested a user test using the virtual space storybook. the user seemed as if can the distinction between real objects and virtual images. Also very well and that understood the process of putting the real objects in virtual space.

3D Mesh Creation using 2D Delaunay Triangulation of 3D Point Clouds (2차원 딜로니 삼각화를 이용한 3차원 메시 생성)

  • Choi, Ji-Hoon;Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.21-27
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    • 2007
  • The 3D Delaunay triangulation is the most widely used method for the mesh creation via the triangulation of a 3D point cloud. However, the method involves a heavy computational cost and, hence, in many interactive applications, it is not appropriate for surface triangulation. In this paper, we propose an efficient triangulation method to create a surface mesh from a 3D point cloud. We divide a set of object points into multiple subsets and apply the 2D Delaunay triangulation to each subset. A given 3D point cloud is cut into slices with respect to the OBB(Oriented Bounding Box) of the point set. The 2D Delaunay triangulation is applied to each subset producing a partial triangulation. The sum of the partial triangulations constitutes the global mesh. As a postprocessing process, we eliminate false edges introduced in the split steps of the triangulation and improve the results. The proposed method can be effectively applied to various image-based modeling applications.

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Similarity Comparison of 3D Object Drawings using Gradient Histogram (그래디언트 히스토그램을 이용한 3차원 물체 도면의 유사도 비교)

  • Kim, Man-Jeong;Kim, Hyun Seung;Park, In Kyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.10-12
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    • 2016
  • 본 논문에서는 선 드로링 도면 간의 유사도 정도를 비교하여 도면으로 표현된 3차원 물체의 유사도 측정 알고리즘을 제안한다. 앞면, 뒷면, 좌측면, 우측면, 윗면, 아래면의 선 드로잉 영상으로 표현된 총 여섯 개의 영상을 한 물체의 대표 영상으로 이용한다. 데이터베이스의 3차원 물체 영상들은 전처리를 거친 후 각 영상의 여덟 방향의 그래디언트(gradient) 히스토그램을 측정하고 각 영상을 히스토그램의 기술자 벡터로서 표현하여 저장한다. 입력 영상 역시 같은 방식으로 기술자 벡터를 구하고 이를 비교될 영상의 기술자와 비교하여 유사도를 측정한다. 이와 같은 방식으로 가장 유사한 영상 집합을 가지는 N개의 물체를 탐색하여 시각적으로 제시한다.

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3-D Underwater Object Recognition Independent of Translation Using Porous PZT Ultrasonic Sensor (다공질 압전 초음파 센서를 이용한 물체변위에 무관한 3차원 수중 물체인식)

  • Cho, Hyun-Chul;Lee, Kee-Seong;Lee, Su-Ho;Park, Jung-Hak;SaGong, Geon
    • Proceedings of the KIEE Conference
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    • 1997.07d
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    • pp.1370-1372
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    • 1997
  • In this study, 3-D underwater object recognition using ultrasonic sensor fabricated with porous piezoelectric ceramics and SCL(Simple Competitive Learning) neural networks are presented. The recognition rates for the training data and the testing dara were 96 and 93%, respectively.

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3D Pose Estimation of a Circular Feature With a Coplanar Point (공면 점을 포함한 원형 특징의 3차원 자세 및 위치 추정)

  • Kim, Heon-Hui;Park, Kwang-Hyun;Ha, Yun-Su
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.5
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    • pp.13-24
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    • 2011
  • This paper deals with a 3D-pose (orientation and position) estimation problem of a circular object in 3D-space. Circular features can be found with many objects in real world, and provide crucial cues in vision-based object recognition and location. In general, as a circular feature in 3D space is perspectively projected when imaged by a camera, it is difficult to recover fully three-dimensional orientation and position parameters from the projected curve information. This paper therefore proposes a 3D pose estimation method of a circular feature using a coplanar point. We first interpret a circular feature with a coplanar point in both the projective space and 3D space. A procedure for estimating 3D orientation/position parameters is then described. The proposed method is verified by a numerical example, and evaluated by a series of experiments for analyzing accuracy and sensitivity.

Identification of Surfaces of a 3-Dimensional Object from Range Data (Range 데이터를 이용한 3-D 물체의 면 인식 방법에 관한 연구)

  • Park, Doo-Yeong
    • The Journal of Engineering Research
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    • v.2 no.1
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    • pp.63-71
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    • 1997
  • In this paper, we describe an approach that determines the identity of surfaces of an object with planar and curved surfaces from range data of the object in the scene. The proposed matching scheme presents that surface correspondence of an object is achieved by simple comparison of values for representing surfaces of the object with model in order to avoid unnecessary matching procedures. We use uniquely assigned Surface Representing Value(SRV) for representing surfaces of the object, which are sums of all weighted view-point independent features. And, the proposed method is simple, quite effective and insensitive to occlusion and noise in sensor data.

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Analysis between elemental image size and object locations in the pickup using periodically-distributed lenslets and enhancement of computational integral imaging (주기적으로 배치된 렌즈 배열 픽업에서의 요소 영상 크기와 3차원 물체 위치와의 해석과 컴퓨터 집적 영상 복원 화질 개선 방법)

  • Yoo, Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.5
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    • pp.1171-1176
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    • 2011
  • This paper describes an analysis on the relationship between elemental image size and object locations in the computational integral imaging reconstruction and in the pickup using a periodically-distributed lenslet array. A sparse sampling effect arises from a periodically-distributed lenslet array in the pickup of 3D objects. The relationship between elemental image size and object location is also reported. Based on the analysis, a method to eliminate the sparse sampling is proposed. To show the effectiveness of the proposed method, experimental results are carried out. It turns out that the theory works.

Haptic Rendering Technology for Touchable Video (만질 수 있는 비디오를 위한 햅틱 렌더링 기술)

  • Lee, Hwan-Mun;Kim, Ki-Kwon;Sung, Mee-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.691-701
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    • 2010
  • We propose a haptic rendering technology for touchable video. Our touchable video technique allows users for feeling the sense of touch while probing directly on 2D objects in video scenes or manipulating 3D objects brought out from video scenes using haptic devices. In our technique, a server sends video and haptic data as well as the information of 3D model objects. The clients receive video and haptic data from the server and render 3D models. A video scene is divided into small grids, and each cell has its tactile information which corresponds to a specific combination of four attributes: stiffness, damping, static friction, and dynamic friction. Users can feel the sense of touch when they touch directly cells of a scene using a haptic device. Users can also examine objects by touching or manipulating them after bringing out the corresponding 3D objects from the screen. Our touchable video technique proposed in this paper can lead us to feel maximum satisfaction the haptic-audio-vidual effects directly on the video scenes of movies or home-shopping video contents.

Real-time 3D Calibration for Pose Computation in Extended Environments (확장 환경에서의 위치 및 방향 정보 계산을 위한 실시간 3차원 위치 계산)

  • Park, Jun;Jang, Jun-Ho;Kwon, Jang-Woo
    • Journal of Korea Multimedia Society
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    • v.6 no.3
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    • pp.455-461
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    • 2003
  • In Computer Vision-based pose computation systems, markers are often used as reference points: artificially-designed (to maximize the efficiency in detection) markers are installed in the environment and their positions are measured using probing devices such as mechanical digitizers and laser range finders. The camera (or the user) pose is computed based on three or more markers 3D positions and the 2D positions in the image. However, in extended environments, it is impractical to install enough number of markers to be detected by the camera. Instead, natural features, if detected and tracked efficiently, can be used as reference points. These natural features 3D positions need to be measured before they can be used as reference points. In this paper, technologies of utilizing natural features are introduced for pose computation or refinement in extended environments.

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