• 제목/요약/키워드: 3D video system

검색결과 405건 처리시간 0.029초

Space-Time Quantization and Motion-Aligned Reconstruction for Block-Based Compressive Video Sensing

  • Li, Ran;Liu, Hongbing;He, Wei;Ma, Xingpo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권1호
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    • pp.321-340
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    • 2016
  • The Compressive Video Sensing (CVS) is a useful technology for wireless systems requiring simple encoders but handling more complex decoders, and its rate-distortion performance is highly affected by the quantization of measurements and reconstruction of video frame, which motivates us to presents the Space-Time Quantization (ST-Q) and Motion-Aligned Reconstruction (MA-R) in this paper to both improve the performance of CVS system. The ST-Q removes the space-time redundancy in the measurement vector to reduce the amount of bits required to encode the video frame, and it also guarantees a low quantization error due to the fact that the high frequency of small values close to zero in the predictive residuals limits the intensity of quantizing noise. The MA-R constructs the Multi-Hypothesis (MH) matrix by selecting the temporal neighbors along the motion trajectory of current to-be-reconstructed block to improve the accuracy of prediction, and besides it reduces the computational complexity of motion estimation by the extraction of static area and 3-D Recursive Search (3DRS). Extensive experiments validate that the significant improvements is achieved by ST-Q in the rate-distortion as compared with the existing quantization methods, and the MA-R improves both the objective and the subjective quality of the reconstructed video frame. Combined with ST-Q and MA-R, the CVS system obtains a significant rate-distortion performance gain when compared with the existing CS-based video codecs.

Direct3D API의 원격 실시간 실행 시스템 개발 (Development of a Remote Rendering System using Direct3D API)

  • 임충규
    • 한국게임학회 논문지
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    • 제14권5호
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    • pp.117-126
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    • 2014
  • 레가시 3D API를 이용한 원격 렌더링 시스템을 개발한다면 다양한 응용 분야가 있다. 실시간 비디오 스트리밍 기반 클라우드 게이밍 서비스의 구현에 활용하거나, 다수의 3D 어플리케이션에 대한 렌더링을 지원하는 GPU 가상화의 구현 등에 활용할 수 있다. OpenGL API은 독립적인 전역함수로 구성되어 있고, Direct3D API는 마이크로소프트의 COM 기술 기반의 인터페이스와 그 멤버함수로 구성되어 있다. 본 논문은 상대적으로 구현이 복잡한 Direct3D에 대한 원격 렌더링 시스템을 성공적으로 설계하고 구현함으로써 일반적인 레가시 3D API에 대한 적용 가능성을 확인하고자 한다. 본 연구에서 구현한 원격 렌더링 시스템을 샘플 Direct3D 어플리케이션에 적용하고, 몇가지 실험을 실시하여 기술적 가능성을 확인한다.

디지털 TV기반 3차원 방송 시스템 설계 및 구현 (Design and implementation of a three-dimensional broadcasting system based on DTV)

  • 윤국진;조숙희;허남호;김진웅;이수인;안치득
    • 방송공학회논문지
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    • 제11권4호
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    • pp.483-494
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    • 2006
  • 본 논문에서는 기존 디지털방송 시스템과의 호환성을 유지하면서 3차원 방송 서비스를 하기 위한 MPEG-2 시스템의 PSI(Program Specific Information) 구조를 제안하고, 이를 기반으로 3차원 방송 시스템을 설계 및 구현한다. 제안한 PSI 구조는 2차원 또는 3차원 콘텐츠를 구별하기 위한 디스크립터를 포함하고 있어 서비스 사업자에게 2차원 또는 3차원 콘텐츠를 임의로 구성할 수 있는 기능을 제공하며 기존 디지털 방송 수신기에서는 이를 무시하도록 설계하였다. 또한, 제안하는 시스템을 통해 전송되는 3차원 방송은 시청자의 인터랙션을 통하여 2차원 또는 3차원 모드로 선택하여 시청할 수 있는 기능이 가능하여 시청자의 시청 선호도 폭을 향상시킬 수 있다.

핸드제스처를 이용한 원격미팅 자료 인터페이스 (Hand Gesture based Manipulation of Meeting Data in Teleconference)

  • 송제훈;최기호;김종원;이용구
    • 한국CDE학회논문집
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    • 제12권2호
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    • pp.126-136
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    • 2007
  • Teleconferences have been used in business sectors to reduce traveling costs. Traditionally, specialized telephones that enabled multiparty conversations were used. With the introduction of high speed networks, we now have high definition videos that add more realism in the presence of counterparts who could be thousands of miles away. This paper presents a new technology that adds even more realism by telecommunicating with hand gestures. This technology is part of a teleconference system named SMS (Smart Meeting Space). In SMS, a person can use hand gestures to manipulate meeting data that could be in the form of text, audio, video or 3D shapes. Fer detecting hand gestures, a machine learning algorithm called SVM (Support Vector Machine) has been used. For the prototype system, a 3D interaction environment has been implemented with $OpenGL^{TM}$, where a 3D human skull model can be grasped and moved in 6-DOF during a remote conversation between distant persons.

Test Bed for Vehicle Longitudinal Control Using Chassis Dynamometer and Virtual Reality: An Application to Adaptive Cruise Control

  • Mooncheol Won;Kim, Sung-Soo;Kang, Byeong-Bae;Jung, Hyuck-Jin
    • Journal of Mechanical Science and Technology
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    • 제15권9호
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    • pp.1248-1256
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    • 2001
  • In this study, a test bed for vehicle longitudinal control is developed using a chassis dynamometer and real time 3-D graphics. The proposed test bed system consists of a chassis dynamometer on which test vehicle can run longitudinally, a video system that shows virtual driver view, and computers that control the test vehicle and realize the real time 3-D graphics. The purpose of the proposed system is to test vehicle longitudinal control and warning algorithms such as Adaptive Cruise Control(ACC), stop and go systems, and collision warning systems. For acceleration and deceleration situations which only need throttle movements, a vehicle longitudinal spacing control algorithm has been tested on the test bed. The spacing control algorithm has been designed based on sliding mode control and road grade estimation scheme which utilizes the vehicle engine torque map and gear shift information.

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국내외 우수 여자선수 100m 허들동작의 운동학적 비교 분석 (The Kinematic Analysis and Comparison of Foreign and Domestic 100m Elite Woman's Hurdling Techniques)

  • 류재균;여홍철;장재관
    • 한국운동역학회지
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    • 제17권4호
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    • pp.157-167
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    • 2007
  • The purpose of this study was to analyze kinematic techniques in the woman's 100m hurdle. In order to find the kinematic parameters, a 3-D video system for kinematic analysis-kwon3d 3.1(Kwon3D Motion Analysis Program Version 3.1)-was used. Eight JVC video cameras(GR-HD1KR) were used to film the performance of Lee Yeon-Kyoung at a frame rate of 60fields/s. The kinematic characteristics from the first hurdle to last hurdle were analyzed at the clearing hurdle spots such as distance, velocities, heights and angles. The real-life three-dimensional coordinates of 20 body landmarks during each phases were collected using a Direct Linear Transformation procedure. After analyzing the kinematic variables in the 100m hurdle run, the following conclusion were obtained; Lee Yeon-Kyoung had to maintain constant stride lengths between hurdles and increase takeoff distance before clearance and shorter landing distance after clearance. She also had to hit the correct takeoff point in front of the hurdle and extend the lead leg at the moment of landing in order to minimize the loss of velocity. She had to sprint between hurdles as fast as possible over 8m/s and run powerful first stride and shortened third stride preparing for the following hurdle clearances.

Detecting Complex 3D Human Motions with Body Model Low-Rank Representation for Real-Time Smart Activity Monitoring System

  • Jalal, Ahmad;Kamal, Shaharyar;Kim, Dong-Seong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권3호
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    • pp.1189-1204
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    • 2018
  • Detecting and capturing 3D human structures from the intensity-based image sequences is an inherently arguable problem, which attracted attention of several researchers especially in real-time activity recognition (Real-AR). These Real-AR systems have been significantly enhanced by using depth intensity sensors that gives maximum information, in spite of the fact that conventional Real-AR systems are using RGB video sensors. This study proposed a depth-based routine-logging Real-AR system to identify the daily human activity routines and to make these surroundings an intelligent living space. Our real-time routine-logging Real-AR system is categorized into two categories. The data collection with the use of a depth camera, feature extraction based on joint information and training/recognition of each activity. In-addition, the recognition mechanism locates, and pinpoints the learned activities and induces routine-logs. The evaluation applied on the depth datasets (self-annotated and MSRAction3D datasets) demonstrated that proposed system can achieve better recognition rates and robust as compare to state-of-the-art methods. Our Real-AR should be feasibly accessible and permanently used in behavior monitoring applications, humanoid-robot systems and e-medical therapy systems.

영상 특성을 이용한 3D-DCT 기반의 적응적인 비디오 워터마킹 (Adaptive Video Watermarking based on 3D-DCT Using Image Characteristics)

  • 이성현;박현;문영식
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2005년도 추계종합학술대회
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    • pp.1173-1176
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    • 2005
  • Depending on the characteristics of each 3D-DCT block, images can be classified into three types: images with motion and textures, images with high textures and little motion, images with little textures and little motion. In this paper, we propose an adaptive watermarking method using these characteristics of each 3D-DCT block. and the human visual system. The proposed method classifies patterns of 3D-DCT blocks based on the motion and texture information, and classifies the image type according to the ratio of these patterns. The watermark is inserted proportional to the 3D-DCT coefficients by using pattern adaptive JND, which. makes the proposed watermarking robust by inserting watermarks in as many blocks as possible. Experimental results show that the proposed method achieves better performance in terms of invisibility and robustness than the previous method.

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

  • 김혜경;오해석
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2001년도 가을 학술발표논문집 Vol.28 No.2 (2)
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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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다목적시각언어를 이용한 가상현실 사용자 인터페이스 (VR User Interface using Multipurpose Visual Language System)

  • 김영종
    • 디지털산업정보학회논문지
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    • 제12권2호
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    • pp.31-39
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    • 2016
  • In this paper planed Virtual Reality user interface that recently hot issue using MVLS(Multipurpose Visual Language System). Proposed system is planed for more with ease approach new type environment system. The point of this system is for more few the number of time of act to get want to result. That is easy build for Virtual Reality environment system that user so far, who did not experience. Also too, application to the environment through Multipurpose Visual Language System based, can be required to increase the case of user of existing applications, not only a simple application infrastructure Virtual Reality. This has the advantage of being able to under Virtual Reality condition the environment for the use of a wide range of applications such as view TV, video and other contents. By using the proposed system, the experience in virtual realities that have not felt during the general public to be able to easily and quickly, virtual reality or 3D Expected to can one step closer to the needs of general and industry.