• 제목/요약/키워드: 3D Image

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3D 게임영상 작성법에 관한 연구 (Research about a game image 3D versification)

  • 이동열
    • 게임&엔터테인먼트 논문지
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    • 제1권1호
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    • pp.31-38
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    • 2005
  • 게임개발에 사용되어지는 여러 가지 공정 중 게임제작의 정확한 흐름. 그리고 제작에 대한 이해가 보다 정확한 게임을 제작하리라 여긴다. 게임의 원인제공이 되는 영상제작에 있어 정확한 공정이해와 3D게임영상제작이해에 중심을 둔다. 실제 게임제품에 있어서는 게임을 기동했을 때에 표시되는 오프닝 무비, 이벤트 때에 삽입되는 Cut Scene등의 영상이 이 방법으로 생성되고 있다. 게임과는 다르지만 극장 영화에 있어서 특수효과 영상에서 3D게임영상이 이용되는 것이 게임 제작 시 고려되어야 할 그래픽이다. 게임플레이어가 보다 정확한 원인제공으로 그 게임에 몰입 할 수 있는 원인을 제공하리라 여겨진다.

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깊이 영상을 이용한 3D 프린팅 기반 환자 맞춤형 안와 임플란트의 설계 및 제작 (3D Printing Based Patient-specific Orbital Implant Design and Production by Using A Depth Image)

  • 서우덕;김구진
    • 한국멀티미디어학회논문지
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    • 제23권8호
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    • pp.903-914
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    • 2020
  • In this paper, we present a novel algorithm to generate a 3D model of patient-specific orbital implant, which is finally produced by the 3D printer. Given CT (computed tomography) scan data of the defective orbital wall or floor, we compose the depth image of the defect site by using the depth buffering, which is a computer graphics technology. From the depth image, we compute the 3D surface which fills the broken part by interpolating the points around the broken part. By thickening the 3D surface, we get the 3D volume mesh of the orbital implant. Our algorithm generates the patient-specific orbital implant whose shape is accurately coincident to the broken part of the orbit. It provides the significant time efficiency for manufacturing the implant with supporting high user convenience.

Development of Mobile 3D Terrain Viewer with Texture Mapping of Satellite Images

  • Kim, Seung-Yub;Lee, Ki-Won
    • 대한원격탐사학회지
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    • 제22권5호
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    • pp.351-356
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    • 2006
  • Based on current practical needs for geo-spatial information on mobile platform, the main theme of this study is a design and implementation of dynamic 3D terrain rendering system using spaceborne imagery, as a kind of texture image for photo-realistic 3D scene generation on mobile environment. Image processing and 3D graphic techniques and algorithms, such as TIN-based vertex generation with regular spacing elevation data for generating 3D terrain surface, image tiling and image-vertex texturing in order to resolve limited resource of mobile devices, were applied and implemented by using graphic pipeline of OpenGL|ES (Embedded System) API. Through this implementation and its tested results with actual data sets of DEM and satellite imagery, we demonstrated the realizable possibility and adaptation of complex typed and large sized 3D geo-spatial information in mobile devices. This prototype system can be used to mobile 3D applications with DEM and satellite imagery in near future.

3D 동영상 변환을 위한 MHI 기반 모션 깊이맵 생성 (Motion Depth Generation Using MHI for 3D Video Conversion)

  • 김원회;길종인;최창열;김만배
    • 방송공학회논문지
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    • 제22권4호
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    • pp.429-437
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    • 2017
  • 2D영상의 3D변환 기술은 3D 디스플레이 및 3DTV에 기본적으로 장착된 기술로 꾸준히 연구 및 상업화가 진행된 기술이다. 3D변환은 정지영상으로부터 다양한 깊이단서를 이용하여 깊이맵을 추출한 후에, DIBR(Depth Image Based Rendering)로 입체영상을 생성한다. 또한 비디오에서 추출할 수 있는 모션정보를 활용하여 모션 깊이맵을 얻기도 한다. 본 논문에서는 기존의 블록기반 모션예측, 광유 등의 모션 추출 방식이 아닌 운동 히스토리 영상(Motion History Image)를 활용하여 모션 깊이맵을 얻는 새로운 방법을 제안하고 실제 활용 가능성을 조사한다. 실험에서는 제안한 방법을 다양한 운동 유형을 가지는 8개의 2D 비디오 콘텐츠에 적용하였고, 생성된 모션 깊이맵의 정성적 평가 및 수행 속도의 비교를 통하여 MHI 기반 깊이맵의 실제 적용이 적합함을 증명하였다.

New Image Mapping Algorithm for 3D Integral Imaging Display System used in Virtual Reality

  • Suk, Myung-Hoon;Min, Sung-Wook
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2005년도 International Meeting on Information Displayvol.I
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    • pp.41-45
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    • 2005
  • A new algorithm of the image mapping which is a technique of the elemental image generation is proposed. The proposed method is based on the characteristics of the lens array such as the number, the size and the focal length of the elemental lens. The 3D image generated by 3D graphic API such as OpenGL can be directly adopted without the complex adaptation. Since the image mapping using the proposed method can enhance the speed of the elemental image generation, the computer- generated integral imaging system can be applied to virtual reality system.

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망막 두께 측정을 위한 32채널 영상획득장치 개발 (Development of 32-Channel Image Acquisition System for Thickness Measurement of Retina)

  • 양근호;유병국
    • 융합신호처리학회 학술대회논문집
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    • 한국신호처리시스템학회 2003년도 하계학술대회 논문집
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    • pp.110-113
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    • 2003
  • In this paper, the multi-channel high speed data acquisition system is implemented. This high speed signal processing system for 3-D image display is applicable to the manipulation of a medical image processing, multimedia data and various fields of digital image processing. In order to convert the analog signal into digital one, A/D conversion circuit is designed. PCI interface method is designed and implemented, which is capable of transmission a large amount of data to computer. In order to, especially, channel extendibility of images acquisition, bus communication method is selected. By using this bus method, we can interface each module effectively. In this paper, 32-channel A/D conversion and PCI interface system for 3-dimensional and real-time display of the retina image is developed. The 32-channel image acquisition system and high speed data transmission system developed in this paper is applicable to not only medical image processing as 3-D representation of retina image but also various fields of industrial image processing in which the multi-point realtime image acquisition system is needed.

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레이저 슬릿빔과 CCD 카메라를 이용한 3차원 영상인식 (3D image processing using laser slit beam and CCD camera)

  • 김동기;윤광의;강이석
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1997년도 한국자동제어학술회의논문집; 한국전력공사 서울연수원; 17-18 Oct. 1997
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    • pp.40-43
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    • 1997
  • This paper presents a 3D object recognition method for generation of 3D environmental map or obstacle recognition of mobile robots. An active light source projects a stripe pattern of light onto the object surface, while the camera observes the projected pattern from its offset point. The system consists of a laser unit and a camera on a pan/tilt device. The line segment in 2D camera image implies an object surface plane. The scaling, filtering, edge extraction, object extraction and line thinning are used for the enhancement of the light stripe image. We can get faithful depth informations of the object surface from the line segment interpretation. The performance of the proposed method has demonstrated in detail through the experiments for varies type objects. Experimental results show that the method has a good position accuracy, effectively eliminates optical noises in the image, greatly reduces memory requirement, and also greatly cut down the image processing time for the 3D object recognition compared to the conventional object recognition.

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3D FACE RECONSTRUCTION FROM ROTATIONAL MOTION

  • Sugaya, Yoshiko;Ando, Shingo;Suzuki, Akira;Koike, Hideki
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.714-718
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    • 2009
  • 3D reconstruction of a human face from an image sequence remains an important problem in computer vision. We propose a method, based on a factorization algorithm, that reconstructs a 3D face model from short image sequences exhibiting rotational motion. Factorization algorithms can recover structure and motion simultaneously from one image sequence, but they usually require that all feature points be well tracked. Under rotational motion, however, feature tracking often fails due to occlusion and frame out of features. Additionally, the paucity of images may make feature tracking more difficult or decrease reconstruction accuracy. The proposed 3D reconstruction approach can handle short image sequences exhibiting rotational motion wherein feature points are likely to be missing. We implement the proposal as a reconstruction method; it employs image sequence division and a feature tracking method that uses Active Appearance Models to avoid the failure of feature tracking. Experiments conducted on an image sequence of a human face demonstrate the effectiveness of the proposed method.

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영상 처리 기법과 B-spline 근사화를 이용한 단면영상의 3차원 재구성 (3D Shape Reconstruction of Cross-sectional Images using Image Processing Technology and B-spline Approximation)

  • 임오강;이진식;김종구
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 2001년도 가을 학술발표회 논문집
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    • pp.93-100
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    • 2001
  • The three dimensional(3D) reconstruction from two dimensional(2D) image data is using in many fields such as RPD(Rapid Product Development) and reverse engineering. In this paper, the main step of 3D reconstruction is comprised of two steps : image processing step and B-spline surface approximation step. In the image processing step, feature points of each cross-section are obtained by means of several image processing technologies. In the B-spline surface approximation step, using the data of feature points obtained in the image processing step, the control points of B-spline surface are obtained, which are used for IGES file of 3D CAD model.

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입체 TV 영상(3D) 주시시의 유발전위 (Change of electroencephalograph during 3-dimensional image load)

  • 조암
    • 대한인간공학회지
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    • 제9권2호
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    • pp.29-35
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    • 1990
  • To investigate and analyze of the human brain-wave changes during 3-dimenslonal image load were expected to take not only an important basic information of 3-dimensional TV usage but also 3-dimensional image design. In this experiment, to analyze the difference of visual analyze handing system for which we present the 2- dimensional image having no parallex and 3-dimensional image by visual evoked potentials(VEP). 2-dimensional image and 3-dimensional image displayed on the screen through video. In the test, the time interval was one sec for presentation of stimulus considering united time of visual information of right eye and left eye during watching the 3-dimensional image also display time interval was 200 mesc for each stimulus image. Results are as follow, (1) N190 appears faster 16msec-20msec in the point of Fz, Cz, Pz, Oz when loaded 3D4 angle than 2D3 angle. (2) About of the P300, 3D4 angle(Otherwise, Oz point was reverse) and in the case of no equipment of liquid crystal shutter, there appeared PEAK near the P250. (3) There were 5% significant difference when the liquid crystal shutter was equiped and didn't, Therefore, this phenomenon show the possibility that Liquid crystal shutter influences on Visual Evoked Potentials.

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