• Title/Summary/Keyword: 3D video

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Stereoscopic Conversion of Mobile Camera Video (모바일 카메라 영상의 입체 변환)

  • Gil, Jong-In;Jang, Seungeun;Kim, Manbae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.337-338
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    • 2011
  • 본 논문에서는 안드로이드 운영체제 기반 스마트폰에서 Camera Preview를 이용하여 실시간으로 3D 입체영상을 생성하는 기법을 제안한다. 3D 입체영상은 2D 영상에 깊이감을 부여하여 시청시에 입체감을 느낄 수 있도록 변환한 영상이다. 그러나 모바일 단말기에서는 이러한 3D 입체영상을 생성하더라도 하드웨어의 제약으로 인해 사용자가 만족할만한 성능을 구현하는데 어려움이 있다. 먼저 안드로이드 운영체제에서 카메라를 사용하기 위한 구성 및 방법에 대해서 설명하고, 그에 따른 3D 입체변환 알고리즘을 제안한다. 제안 방법에서는 단말기의 성능에 맞는 우수한 결과를 생성하기 위한 에지 추출, 깊이맵 생성 방법을 분석하고, 획득한 깊이맵을 기반으로 하여 좌영상과 우영상을 생성한다. 최종적으로 획득한 두 영상을 병합하여 화면에 Display한다.

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A Study of AR Image Registration Algorithm For Augmentation Video System (증강 비디오 시스템을 위한 AR 영상 Registration 알고리즘 연구)

  • 김혜경;오해석
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.454-456
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    • 2001
  • 본 논문에서는 비디오 영상열 내에 컴퓨터가 생성한 가상의 3D 영상을 이음새 없이 추가하기 위한 문제에 초점을 맞추고 있다. 2단계의 견고한 통계적인 메소드는 추적된 커브들의 모델-영상 대응점으로부터 보다 정확한 자세를 평가하기 위하여 자세 계산을 위해 사용되었다. 또한, 관점의 정확성 향상을 위하여 두 개의 연속하는 영상들간에 매치될 수 있는 핵심점을 카메라 움직임에 대한 상관관계 함수로 사용하여 매칭 에러와 reprojection 에러를 포함한 비용함수를 최소화함에 의해 관점을 향상시킨다. 비디오 영상내 객체 영상과 가상의 3D 영상간에 발생하는 폐색 공간문제를 해결하기 위하여 반 자동 알고리즘을 제안하였다.

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Mixed Reality using Image Analysis Technique in Natural Scene Video (자연 환경 비디오에서 영상 분석 기법을 이용한 혼합 현실)

  • 김형진;박종승;이만재
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.778-780
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    • 2004
  • CG 기술의 발전으로 실사 이미지 위에 3d 애니메이션을 적용하는 실감나는 영화를 많이 볼 수 있다 그러나 아직까지도 실사 이미지와 3d 애니메이션 합성은 그래픽 아티스트의 수작업이 많이 필요하다. 본 논문에서는 자연 환경을 포함하는 실사 비디오에서 영상 분석 기법을 적용한 혼합 현실 시스템을 제안한다. 비디오 프레임에서 하늘, 바다 등 일정한 칼라 패턴을 가지는 영역을 분류하고 이 영역에 대해서 그래픽 객체를 삽입한다. 시스템의 각 단계에서 사용자 인터페이스를 제공하여 필요한 입력값을 제공받는다. 본 연구에서의 기법은 간단한 그래픽 입력 과정 이외에는 대부분의 과정이 자동으로 처리되므로 혼합 현실이 방송, 영화 특수 효과 등의 작업에 편리하게 이용될 수 있다.

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Multi-Multicast Server for Video Conferencing on Information Super Highway (초고속 통신망에서 비디오 컨퍼런싱을 위한 다중 멀티캐스트 서버)

  • An, Sang-Jun;Lee, Seung-Ro;Han, Seon-Yeong
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.7
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    • pp.1858-1867
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    • 1996
  • This paper describes a platform for video conferencing on Information Super Highway. In this paper we de-sign a Multi-Multicast Server(MCS) and the platform. The platform uses Multi-MultiCast Server for multitasking IP Multicast data on IP over ATM. Based on Multicast Address Resolution Server (AMRS) which was proposed in this paper the platform maps from D class IP addresses to ATM addresses. MARS handles a recovery in case of MCS down. This paper also presents a solving mechanism for handling botteneck by using the MCS.

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Real-time Implementation of Character Movement by Floating Hologram based on Depth Video

  • Oh, Kyoo-jin;Kwon, Soon-kak
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.289-294
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    • 2017
  • In this paper, we implement to make the character content with the floating hologram. The floating hologram is the one of hologram techniques for projecting the 2D image to represent the 3D image in the air using the glass panel. The floating hologram technique is easy to apply and is used in exhibitions, corporate events, and advertising events. This paper uses both the depth information and the unreal engine for the floating hologram. Simulation results show that this method can make the character content to follow the movement of the user in the real time by capturing the depth video.

PSD Sensor Module Based Monocular Motion Capture System (PSD센서모듈 기반 단안 모션캡쳐 시스템)

  • Kim, Yu-Geon;Ryu, Young-Kee;Oh, Choon-Suk
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.582-584
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    • 2006
  • This paper describes a monocular PSD-based motion capture sensor to employ with commercial video game systems such as Microsoft's XBOX and Sony's Playstation II. The system compact, low-cost, and only requires a one-time calibration at the factory. The system includes a PSD(Position Sensitive Detector) and active infrared (IR) LED markers that are placed on the object to be tracked. The PSD sensor is placed in the focal plane of a wide-angle lens. The micro-controller calculates the 3D position of the markers using only the measured intensity and 2D position on the PSD. A series of experiments were performed to evaluate the performance of our prototype system. From the experimental results we see that the proposed system's compact size, low-cost, ease of installation, and high frame rates are suitable for high speed motion tracking in games.

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Comparative Transmission of JPEG2000 and MPEG-4 Patient Images using the Error Resilient Tools over CDMA 1xEVDO Network (CDMA 1xEVDO 망에서 무선 에러에 강인한 JPEG2000과 MPEG4의 환자 영상 전송에 관한 비교연구)

  • Cho, Jin-Ho;Lee, Tong-Heon;Yoo, Sun-Kook
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.55 no.6
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    • pp.296-301
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    • 2006
  • Even though the emergency telecommunication make possible that specialist offers medical care over emergency cases in moving vehicle, we still have many problems in transmitting the image or video of patient over several wireless networks. To alleviate the effect of channel errors on compressed video bit-stream, this paper analyzed the error resilient features of JPEG2000 standard and measured the quality of transmission over noisy wireless channel, CDMA2000 1xEV-DO networks, compared to the features of error resilient tool of MPEG-4. We also proposed the optimum solution of transmitting images over real 3G network using JPEG2000 error resilient tool.

Study of Scene Directing with Cinemachine

  • Park, Sung-Suk;Kim, Jae-Ho
    • International Journal of Contents
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    • v.18 no.1
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    • pp.98-104
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    • 2022
  • With Unity creating footage is possible by using 3D motion, 2D motion, particular, and sound. Even post-production video editing is possible by combining the footage. In particular, Cinemachine, a suite of camera tools for Unity, that greatly affects screen layout and the flow of video images, can implement most of the functions of a physical camera. Visual aesthetics can be achieved through it. However, as it is a part of a game engine. Thus, the understanding of the game engine should come first. Also doubts may arise as to how similar it is to a physical camera. Accordingly, the purpose of this study is to examine the advantages and cautions of virtual cameras in Cinemachine, and explore the potential for development by implementing storytelling directly.

Case Study on the Physical Characteristics of Precipitation using 2D-Video Distrometer (2D-Video Distrometer를 이용한 강수의 물리적 특성에 관한 사례연구)

  • Park, Jong-Kil;Cheon, Eun-Ji;Jung, Woo-Sik
    • Journal of Environmental Science International
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    • v.25 no.3
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    • pp.345-359
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    • 2016
  • This study analyze the synoptic meteorological cause of rainfall, rainfall intensity, drop size distribution(DSD), fall velocity and oblateness measured by the 2D-Video distrometer(2DVD) by comparing two cases which are heavy rainfall event case and a case that is not classified as heavy rainfall but having more than $30mm\;h^{-1}$ rainrate in July, 2014 at Gimhae region. As a results; Over the high pressure edge area where strong upward motion exists, the convective rain type occurred and near the changma front, convective and frontal rainfall combined rain type occurred. Therefore, rainrate varies based on the synoptic meteorological condition. The most rain drop distribution appeared in the raindrops with diameters between 0.4 mm and 0.6 mm and large particles appeared for the convective rain type since strong upward motion provide favorable conditions for the drops to grow by colliding and merging so the drop size distribution varies based on the location or rainfall types. The rainfall phases is mainly rain and as the diameter of the raindrop increase the fall velocity increase and oblateness decrease. The equation proposed based on the 2DVD tends to underestimated both fall velocity and oblateness compared with observation. Since these varies based on the rainfall characteristics of the observation location, standard equation for fall velocity and oblateness fit for Gimhae area can be developed by continuous observation and data collection hereafter.

Design and Implementation of H.323 Gatekeeper based on Direct Model for Multimedia Conference Service (멀티미디어 회의 서비스의 직접모델 방식에 의한 H.323 게이트키퍼의 설계 및 구현)

  • Kim, Gi-Yong;Seong, Dong-Su;Lee, Geon-Bae
    • The KIPS Transactions:PartD
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    • v.9D no.3
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    • pp.501-510
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    • 2002
  • A various multimedia application services should be developed with techniques of high speed networks and computer. Among these, video-conference system over Internet is useful and important, and the standardization for it should be showed in ITU-T H.323. H.323 standardization consists of four components such as Terminal, MCU(Multipoint Control Unit), Gatekeeper, and Gateway. Among these, the functions of Gatekeeper are as follows, firstly the address translation service to translate the alias address into the IP address, secondary conference admission control service to control of conference start and termination, thirdly bandwidth management service for H.323 terminals. In this paper, we implemented the Gatekeeper for an efficient management of video-conference components in Internet environment, and will introduce our system. As the experimental results with CUSeeMe and Netmeeting which are well-known H.323 terminal, it is known that our gatekeeper should be satisfied with H.323 standardization.