• Title/Summary/Keyword: 3D Stereoscopic Images

Search Result 222, Processing Time 0.028 seconds

Manufacture Lenticular Map of Golf Courses Using Digital Orthophoto (수치정사영상을 이용한 렌티큘러 코스맵 제작)

  • Kim, Kam-Lae;Cheong, Hae-Jin;Cho, Won-Woo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.25 no.5
    • /
    • pp.475-482
    • /
    • 2007
  • Most golfers believe that knowing yardages will improve their score. Certainly it helps with club selection. But, simple "Graphic" yardage guides being notorious for error and inaccuracies, which a serious golfer will pick immediately, only serve to erode the players enjoyment and ultimately, golf course satisfaction. Someone believes with low-level aerial photographic images, golfer will be impressed with the accuracy of the depiction, helping them play a more confident game. But, there are no mapping products in true 3-D available in the world that allows a golfer to determine shot distances in yards or meters. So, we suggest an lenticular technology for real 3-D display as a viable alternative to conventional image map solution. This technology is an image display method for the generation of multi-image effects like 3D visualization or animation. This methodology is cutting edge stereoscopic image which overcomes the limitation of conventional photo tech by recomposing and producing 3 dimensional images. A significant strength of this methods its versatility concerning display effects. The main use of the hardcopy 3-D lenticular displays is in the fields of science, education, planning, and representation. This paper gives a concise overview of the lenticular foil technology and describes the production of the true 3-D yardage book of golf courses. For this study, 3-D effects are achieved and evaluated with the lenticular display by incorporation multiple synthetic images based on digital topographic terrain model and by using the two images of the actual stereopair.

A Study on the Implementation of a Portable Hologram Recording System for Optical Education

  • Cheolyoung, Go;Juyoung, Hong;Kwangpyo, Hong;Eunyeop, Shin;Leehwan, Hwang;Soonchul, Kwon;Seunghyun, Lee
    • International Journal of Advanced Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.478-486
    • /
    • 2022
  • Holography is a human-friendly technology that can express 3D stereoscopic information without eye fatigue. You can experience the mysterious features of light directly and indirectly, and you can also experience the principles of 3D imaging, which makes it a very good curriculum. As such, although holography is very effective in teaching students optics and 3D imaging technology, it has not yet been systematically established. The reason is the cost burden such as expensive equipment and laboratories, and the lack of easily accessible educational equipment. We implemented a portable holographic recording system to solve this problem. In addition, since silver halides, which use harmful chemicals, are not used in the process of developing the recording medium, and photopolymers are used, it is possible to educate not only the general public but also young students. In order to improve the completeness of the recorded result, the mechanism part, light source, and recording medium part of the production system were newly constructed to complement all the existing problems. The proposed system will make holography easily accessible to many people in a variety of fields, not just education. Through the interesting experience of various features and principles of light and the production of holograms with high satisfaction, we hope to popularize them in various fields such as education.

Implementation of User Gesture Recognition System for manipulating a Floating Hologram Character (플로팅 홀로그램 캐릭터 조작을 위한 사용자 제스처 인식 시스템 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.19 no.2
    • /
    • pp.143-149
    • /
    • 2019
  • Floating holograms are technologies that provide rich 3D stereoscopic images in a wide space such as advertisement, concert. In addition, It is possible to reduce the 3D glasses inconvenience, eye strain, and space distortion, and to enjoy 3D images with excellent realism and existence. Therefore, this paper implements a user gesture recognition system for manipulating a floating hologram characters that can be used in a small space devices. The proposed method detects face region using haar feature-based cascade classifier, and recognizes the user gestures using a user gesture-occurred position information that is acquired from the gesture difference image in real time. And Each classified gesture information is mapped to the character motion in floating hologram for manipulating a character action. In order to evaluate the performance of the proposed user gesture recognition system for manipulating a floating hologram character, we make the floating hologram display devise, and measures the recognition rate of each gesture repeatedly that includes body shaking, walking, hand shaking, and jumping. As a results, the average recognition rate was 88%.

3D Stereoscopic Terrain Extraction of Road Cut Failure Slope Using Unmanned Helicopter Photography System (무인 헬리콥터 사진촬영시스템을 이용한 도로 절개지 붕괴사면 3차원 입체 지형 추출)

  • Jang, Ho-Sik
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.28 no.5
    • /
    • pp.485-491
    • /
    • 2010
  • Acquisition of information on failure slope, which may cause apprehension of second hand damage, requires acquisition of fast and accurate topographical data and efficient expression in indirect surveying method without accessing as needed. Therefore, in this study, the images on the intended area were photographed through hovering in the air by approaching collapsed road cut slope with the use of unmanned helicopter photography system. As a result of comparing the points observed by no prism total station and the 10 coordinate points analyzed through image analysis, the averages of absolute values were shown to be 0.056m in X axis direction, 0.082m in Y axis direction and 0.066m Z axis direction. In addition, the RMSE of the error for 10 points of test points were 0.015636m in X axis direction, 0.021319m in Y axis direction and 0.018734m in Z axis direction. Therefore, this method can determine the range of slope and longitudinal and cross sections of each slope in dangerous area that cannot be approached in relational image matching method for the terrains of such collapsed cut slope.

Generation of Epipolar Image from Drone Image Using Direction Cosine (방향코사인을 이용한 드론영상의 에피폴라 영상제작)

  • Kim, Eui Myoung;Choi, Han Seung;Hong, Song Pyo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.36 no.4
    • /
    • pp.271-277
    • /
    • 2018
  • Generating an epipolar image which is removed a y-parallax from an original image is an essential technique for creating a 3D stereoscopic model or producing a map. In epipolar image production, there is a method of generating epipolar images by estimating the relative orientation parameters after matching the extracted distinct points in two images and a method of generating epipolar images by using the baseline and rotation angles of the two images after determining the exterior orientation parameters In this study, it was proposed a methodology to generate epipolar images using direction cosine in the exterior orientation parameters of the input images, and a method to use the transformation matrix for easy calculation when converting from the original image to the epipolar image. The applicability of the proposed methodology was evaluated by using images taken from the fixed wing and rotary wing drones. As a result, it was found that epipolar images were generated regardless of the type of drones.

Intensity Correction of 3D Stereoscopic Images Using Region Segmentation (영역분할을 이용한 3D입체영상의 밝기 보정)

  • Kim, Sang-Hyun;So, Gil-Ja;Kim, Jeong-Yeop
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2010.11a
    • /
    • pp.644-647
    • /
    • 2010
  • 본 논문에서는 영역분할을 이용한 3D입체영상의 밝기 보정방법을 제안한다. 제안된 방법은 입력된 좌우 3D입체영상 중 우 영상을 이진화를 통한 영역분할을 하고 크기가 작은 영역들은 제거한다. 영역단위의 매칭을 할 때 영역경계에서 발생하는 불연속성을 제거하기 위해서 모폴로지 필터로 영역경계지역(contour region)을 일정부분 제거한다. 우 영상의 각 영역들에 대해 대응되는 좌 영상내의 영역을 상관계수(correlation coefficient)를 이용한 정합을 통해 추출한다. 좌우 영상의 영역 간 히스토그램 명세화를 수행함으로써 우 영상의 밝기 보정을 한다. 실험에서 좌 영상으로부터 블록단위 움직임보상으로 우 영상을 생성했을 때 제안한 방법이 블록평균 정합오차가 가장 작은 것을 확인 할 수 있었다.

Performance of 3D HDTV Transmission with Block LDPC Codes (블록 LDPC 부호를 사용한 3D HDTV 전송 성능개선 방안 연구)

  • Kim, Min-Ki;Kim, Dong Ho
    • Journal of Satellite, Information and Communications
    • /
    • v.8 no.4
    • /
    • pp.21-25
    • /
    • 2013
  • The dual-stream based stereoscopic 3D HDTV broadcasting service was launched recently. Although the dual-stream based HDTV service has been successfully provided, the 3D HDTV broadcasting system requires more bandwidth efficient transmission schemes because it should convey both left and right HD resolution images simultaneously in the finite 6MHz bandwidth. In this paper, we consider more advanced ATSC transmission schemes that use higher modulation such as 16-QAM and concatenated RS code and block LDPC codes. Compared with conventional ATSC system and the modified ATSC system in [2], the proposed system has about 2.97dB and 1.12dB SNR gain at the payload data rate of 19.44Mbps compared with the existing ATSC system and the modified ATSC system [2]. Also, the proposed scheme requires only 1.05dB power increase for the 3D HDTV service, which is reasonable SNR increase value and applicable to the advanced 3D high definition broadcasting realization in limited 6MHz bandwidth.

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.633-649
    • /
    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Intermediate Image Generation based on Disparity Path Search in Block of Disparity Space Image (시차공간영상에서의 구간별 시차 경로 탐색을 이용한 중간 영상 생성)

  • Kwak, Ji-Hyun;Kim, Kyung-Tae
    • The KIPS Transactions:PartB
    • /
    • v.15B no.1
    • /
    • pp.9-16
    • /
    • 2008
  • In this paper, we present an algorithm for synthesizing intermediate view image from a stereoscopic pair of images. An image of multiview is need for people in order to easily recognize 3D image. However, if many cameras are use for that, not only does system get more complicated but also transmission rating cause a big trouble. Hence, stereo images are photograph and issue on the sending side and algorithm to generate several intermediate view image is able to be use on the receiving side. The proposed method is based on disparity space image. First of all, disparity space image that is depicted by the gap of pixel followed by disparity of stereo image is generated. Disparity map is made by utilizing disparity space image for searching for optimal disparity path then eventual intermediate view image is generated after occlusion region which does not match is processed. Experimental results illustrate the performance of the proposed technique and we obtained a high quality image of more than 30 dB PSNR.

Visual discomfort in stereoscopic images caused by the horizontal size of binocular visual stimulus (양안식 시각자극의 너비에 의한 시각적 불편함)

  • Lee, Seong-Il;Jung, Yong Ju;Sohn, Hosik;Ro, Yong Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2012.11a
    • /
    • pp.42-43
    • /
    • 2012
  • 최근 양안식 3D 디스플레이의 시청 안정성 문제가 대두됨에 따라, 어떠한 요인들이 시각피로와 시각적 불편함을 야기하는지 밝히는 연구의 필요성이 증가하고 있다. 시각적 불편함은 양안식 3D 영상에서 과도한 양안 시차, 양안 시차의 빠른 변화, 양안 불일치 등에 의해 야기될 수 있다. 그러나 시각적 불편함은 시각시스템의 복잡한 메커니즘에 의한 결과이므로 알려진 양안 시차 등의 요인 외에도 밝혀지지 않은 요인들이 더 존재할 수 있다. 본 논문은 기존 연구로부터 시각적 불편함과 관련 있을 것으로 추정되는 요인으로 시각자극의 너비와 시각적 불편함에 대한 민감도를 선택하였다. 이들의 영향을 밝히기 위한 실험으로서, 편안한 양안 시차 범위 내에서 시각자극의 너비와 시각적 불편함에 대한 민감도에 따라 양안 융합 시간이 어떻게 달라지는지를 관찰하였다. 실험 결과로부터 편안한 양안 시차 범위 내에서도 시각자극의 너비와 시각적 불편함에 대한 민감도에 따라 양안 융합 시간이 크게 달라짐을 확인할 수 있었다. 이러한 결과들은 시각자극의 너비가 주요한 시각적 불편함의 3D 콘텐츠 요인이 될 수 있음을 암시한다.

  • PDF