• Title/Summary/Keyword: 3D 입체영상

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Dose Distribution and Design of Dynamic Wedge Filter for 3D Conformal Radiotherapy (방사선 입체조형치료를 위한 동적쐐기여과판의 고안과 조직내 선량분포 특성)

  • 추성실
    • Progress in Medical Physics
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    • v.9 no.2
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    • pp.77-88
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    • 1998
  • Wedge shaped isodoses are desired in a number of clinical situations. Hard wedge filters have provided nominal angled isodoses with dosimetric consequences of beam hardening, increased peripheral dosing, nonidealized gradients at deep depths along with the practical consequendes of filter handling and placement problems. Dynamic wedging uses a combination of a moving collimator and changing monitor dose to achieve angled isodoses. The segmented treatment tables(STT) that monitor unit setting by every distance of moving collimator, was induced by numerical formular. The characteristics of dynamic wedge by STT compared with real dosimetry. Methods and Materials : The accelerator CLINAC 2100C/D at Yonsei Cancer Center has two photon energies (6MV and 10MV), currently with dynamic wedge angles of 15$^{\circ}$, 30$^{\circ}$, 45$^{\circ}$ and 60$^{\circ}$. The segmented treatment tables(STT) that drive the collimator in concert with a changing monitor unit are unique for field sizes ranging from 4.0cm to 20.0cm in 0.5cm steps. Transmission wedge factors were measured for each STT with an standard ion chamber. Isodose profiles, isodose curves, percentage depth dose for dynamic wedge filters were measured with film dosimetry. Dynamic wedge angle by STT was well coincident with film dosimetry. Percent depth doses were found to be closer to open field but more shallow than hard wedge filter. The wedge transmission factor were decreased by increased the wedge angle and more higher than hard wedge filters. Dynamic wedging probided more consistent gradients across the field compared with hard wedge filters. Dynamic wedging has practical and dosimetric advantages over hard filters for rapid setup and keeping from table collisions. Dynamic wedge filters are positive replacement for hard filters and introduction of dynamic conformal radiotherapy and intensity modulation radiotherapy in a future.

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The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Study of horizontal skeletal pattern and dental arch in skeletal Class III malocclusion patients (골격성 III급 부정교합자의 횡적인 골격과 악궁 형태에 관한 연구)

  • Park, Hee-Chan;Lee, Jin-Woo
    • The korean journal of orthodontics
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    • v.38 no.5
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    • pp.358-370
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    • 2008
  • Objective: The purpose of this study was to investigate the horizontal skeletal pattern and dental arch differences between Class III malocclusion patients and normal occlusion patients. Methods: Twenty skeletal Class III malocclusion patients and ten normal occlusion patients were selected and 3D facial CT were taken to analyze the horizontal skeletal differences between the two groups. Results: In the horizontal comparison of the maxilla, skeletal width and perimeter were significantly smaller in skeletal Class III patients on ANS and A point reference planes. The difference between maxillary width of ANS and A point reference planes showed that there was greater constriction of the first and second premolar in skeletal Class III patients. In the horizontal comparison of the mandible, the widths of the canine and premolar area were significantly larger in skeletal Class III patients on B point reference plane. The differences between width of the upper and lower jaws (comparison of A and B reference planes) were significantly large in the canine and premolar area. Conclusions: From this study, the characteristics of Class III malocclusion patients were shown through horizontal constriction of the maxilla. But to make clear further detailed characteristics of Class III malocclusion patients, additional studies are necessary.

Comparison of SPOT-5 DEM Control with SRTM DEM (SRTM DEM을 이용한 SPOT-5 DEM의 조정 비교)

  • Lee, Hyo-Seong;Han, Dong-Yeob
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.29 no.2
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    • pp.193-199
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    • 2011
  • It is necessary to register precisely Digital Elevation Model (DEM) generated from SPOT -5 stereo images in order to monitor the topographic and environmental changes of important topographic features such as Mt. Baekdu. The SPOT-5 DEM is registered taking SRTM DEM as a reference DEM. If SPOT-5 DEM is transformed with single 3D rigid equation, it has many errors. Therefore, this study extracted uniformly ground control points over study area and estimated locally adapted transformation equation. The accuracy of proposed method was evaluated with comparison to scale-based and GCP-based transformation method.

Multi-view Video Coding based on Grid-type Pyramid GOP Structure (격자 피라미드 GOP 구조 기반의 다시점 비디오 부호화 방법)

  • Oh, Kwan-Jung;Oh, Han;Ho, Yo-Sung;Choi, Byeong-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2005.11a
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    • pp.25-28
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    • 2005
  • 디지틸 멀티미디어 시대를 맞이하여 영상통신 기술이 급속히 발전함에 따라 보다 사실감과 몰입감을 줄 수 있는 3차원 입체 영상처리에 대한 관심이 커지고 있다. 최근 국내외 연구기관에서 다차원 멀티미디어 서비스 개발을 위한 연구가 활발히 진행되고 있으며, MPEG 표준화 그룹에서도 H.264/AVC 압축 방법을 이용한 다시점 비디오 부호화(multi-view video coding, MVC) 방법들이 제안되었다. 본 논문에서는 격자 피라미드 GOP 구조 기반의 다시점 비디오 부호화 방법에 대해 기술하였다. 이 방법은 현재 MPEG 표준화 그룹에서 권고된 ‘Anchor’ 방법에서 고려치 못한 인접 시점간의 공간적인 상관도를 효과적으로 활용하기 위해 격자 GOP구조를 제안했고, 각 시점에 대한 효율적인 부호화를 위해 계층적 피라미드 GOP 구조를 이용하였다. 또한, 공간적인 예측의 경우에 시점간의 전체 변이 (global disparity)를 고려하여 가변적인 탐색 범위를 이용하였다. 본 논문에서 제안한 방법은 현재 MPEG에서 성능 평가의 기준이 되는 ‘Anchor’ 방법에 비해 동일 비트율에서 0.5${\sim}$0.8 dB 정도의 성능 향상을 보였다.

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Stereoscopic Video Conversion Based on Image Motion Classification and Key-Motion Detection from a Two-Dimensional Image Sequence (영상 운동 분류와 키 운동 검출에 기반한 2차원 동영상의 입체 변환)

  • Lee, Kwan-Wook;Kim, Je-Dong;Kim, Man-Bae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.10B
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    • pp.1086-1092
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    • 2009
  • Stereoscopic conversion has been an important and challenging issue for many 3-D video applications. Usually, there are two different stereoscopic conversion approaches, i.e., image motion-based conversion that uses motion information and object-based conversion that partitions an image into moving or static foreground object(s) and background and then converts the foreground in a stereoscopic object. As well, since the input sequence is MPEG-1/2 compressed video, motion data stored in compressed bitstream are often unreliable and thus the image motion-based conversion might fail. To solve this problem, we present the utilization of key-motion that has the better accuracy of estimated or extracted motion information. To deal with diverse motion types, a transform space produced from motion vectors and color differences is introduced. A key-motion is determined from the transform space and its associated stereoscopic image is generated. Experimental results validate effectiveness and robustness of the proposed method.

A Study on the Production Techniques of Indoor and Outdoor 3D Advertising Content

  • Byong-Kwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.137-144
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    • 2024
  • Digital advertising, both indoors and outdoors, is evolving from traditional 2D formats to more immersive 3D forms. 3D advertising involves creating 3D content and displaying it through large LED installations on two sides of a building's corner, or using 3D hologram projectors indoors. This study examines the production process of 3D hologram projectors used indoors and LED-based 3D content used outdoors, analyzing potential issues and considerations when creating 3D digital advertising content. The findings reveal that while indoor hologram projector content provides 3D effects, the low resolution of the devices makes it challenging to implement complex content. However, they are cost-effective and easy to operate. On the other hand, LED-based 3D advertising content, produced in high resolution, requires more time for content creation and incurs higher hardware installation costs. Despite this, it effectively represents complex content and maximizes visibility due to its enhanced 3D effects. In conclusion, it is crucial to create tailored content that matches the resolution of the display device to maximize 3D effects in advertising. Specifically, when producing 3D billboard-style outdoor advertising content, the structure of the building on which it will be installed must be carefully considered.

A Comparison Study of Colour Perception considering Peripheral Vision on Display Device (디스플레이상에서 주변시를 고려한 색채 인지 비교 연구)

  • Hong, Ji-Young;Park, Yun-Sun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.43-53
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    • 2016
  • In this study, under the assumption that there may be differences in colour attributes that can be perceived according to the brightness of the background and the size of the colour stimulus, a test was conducted where colour matching was done for stimulus sizes of $10^{\circ}$ and $20^{\circ}$ in terms of peripheral vision by varying the background brightness. The test results showed that depending on the background brightness and the specific combinations of the Munsell colour attributes used as the test stimulus, colours can be perceived differently even if they are the same colours. In addition, in contrast to findings from previous studies on colour perception according to the stimulus size, it was found that even if the size of the colour stimulus is relatively small, colours can be perceived more colourfully or more brightly with changes in the background brightness. Based on the findings of this study, degradation in image quality can be improved, which may occur when the size of the input image is changed at a later time, and also, contributions can be made when it comes to the reproduction of effective sold three-dimensional structures that reflect visual qualities when processing 3D holographic imagery, in addition to 2D imagery.

Effect of Iterative-metal Artifact Reduction (iMAR) at Tomotherapy: a Phantom Study (토모테라피에서 반복적 금속 인공물 감소 알고리즘의 유용성 평가: 팬톰 실험)

  • Daegun, Kim;Jaehong, Jung;Sungchul, Kim
    • Journal of the Korean Society of Radiology
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    • v.16 no.6
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    • pp.709-718
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    • 2022
  • We evaluated the effect of high-density aluminum, titanium, and steel metal inserts on computed tomography (CT) numbers and radiation treatment plans for Tomotherapy. CT images were obtained using a cylindrical TomoPhantom comprising cylindrical rods of various densities and metal inserts. Three CT image sets were evaluated for image quality as the mean CT number and standard deviation. Dose evaluation also performed. The reference values did not significantly differ between the CT image sets with the corrected metal inserts. The higher-density material exhibited the largest difference in the mean CT number and standard deviation. The conformity index at Iterative-Metal Artifact Reduction (iMAR) was approximately 20% better than that of non-iMAR. No significant target or organ at risk dose difference was observed between non-iMAR and iMAR. Therefore, iMAR is helpful for target or organ at risk delineation and for reducing uncertainty for three-dimensional conformal radiation therapy in Tomotherapy.

Three dimensional structural analysis between dental arch and basal bone in normal occlusion (정상교합자의 치열궁과 기저골 형태에 대한 3차원적 연구)

  • Kim, Jee-Tae;Lee, Jin-Woo
    • The korean journal of orthodontics
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    • v.41 no.4
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    • pp.224-236
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    • 2011
  • Objective: The purpose of this study was to analyze the dental and basal arch forms in patients with normal occlusion using the computed tomography (CT) imaging method. Methods: CT images were taken from 27 normal occlusion subjects (male, 15; female, 12) and these images were reconstructed into three-dimensional models. A 3D-coordinate system was formed by setting the middle of the facial axis (FA) point of the maxillary central incisors as the origin. The morphology of the maxilla and mandibular dental and basal arches were analyzed by sectioning parallel to the maxillary occlusal plane. Results: There was no significant difference between A point and B point and between the maxillary 1st molars in both sides of the maxillary and mandibular basal bone. The dental arch was located more labially than the basal arch in the anterior portion. The bucco-lingual crossover of the dental arch and basal arch was formed at the molar region in the maxilla, and at the premolar region in the mandible. Conclusions: This study will help provide three-dimensional diagnostic information about the relationship between basal and dental arches in patients who have severe dental compensation and inappropriate jaw relationships.