• Title/Summary/Keyword: 3D video system

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FPGA/GPU-based Autostereoscopic 3D Video Generation System (FPGA/GPU 기반 다시점 영상 생성 시스템)

  • Shin, Hong-Chang;Um, Gi-Mun;Kim, Chan;Cheong, Won-Sik;Hur, Namho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.11a
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    • pp.220-223
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    • 2012
  • 본 논문에서는 스테레오 영상으로부터 무안경 3D 디스플레이를 위한 다시점 영상을 생성하는 시스템을 제안한다. 제안한 시스템에서는 먼저 비디오 캡쳐 카드를 통해 입력되는 스테레오 영상으로부터 FPGA 상에서 구현된 Trellis 동적 프로그래밍 기법에 의해 좌우 변이 영상을 실시간으로 추출한다. 이 변이 영상을 기반으로 좌우 영상 사이에서 중간 시점 영상을 생성한다. 이렇게 추출된 좌우 변이 영상과 좌우 스테레오 영상은 각각 USB 3.0 과 PCI-express 인터페이스를 통해 GPU 로 전송되고, GPU 에서는 이들 데이터를 사용하여 변이 기반 영상 합성 방법을 통해 다시점 영상을 생성한다. 생성된 다시점 영상은 다시점 3 차원 디스플레이 규격에 맞게 재배치되어 재생된다.

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SURF based Hair Matching and VR Hair Cutting

  • Sung, Changjo;Park, Kyoungsoo;Chin, Seongah
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.49-55
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    • 2022
  • Hair styling has a significant influence on human social perception. An increasing number of people are learning hair styling and obtaining hair designer licenses. However, it takes a considerable amount of money and time to learn professional hairstyle and beauty techniques for hair styling. Since COVID-19, there has been a growing need for offline and video lectures due to the decline in onsite training opportunities. This study provides a field practice environment in which real hair beauty is performed in a virtual space. Further, the hairstyle that is most similar to the user's hair taken with a webcam or mobile phone is determined through an image matching system using the speeded up robust features (SURF) method. The matching hairstyle was created into a three-dimensional (3D) hair model. The created 3D hair model uses a head-mounted display (HMD) and a controller that enables finger tracking through mapping to reproduce the haircutting scissors' motion while providing a feeling of real hair beauty.

A Development of 3D video simulation system using GPS (GPS와 9-axis sensor를 이용한 3D 영상 구현 시뮬레이션 시스템)

  • Joo, Sang-Woong;Shim, Kyou-Chul;Kim, Kyeong-Hwan;Zhu, Jiang;Liu, Hao;Liu, Jie;Jeong, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.1021-1023
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    • 2013
  • Currently, aircraft and automobile simulator for training provides a variety of training by making hypothetical situation on a simulator Installed on the ground Currently. And the instructor maximizes the effectiveness of the training by Monitoring training and instructing the required training. When trainees are boarding the aircraft or automobile. The Instructor in the ground is not able to monitoring aircraft, automobile. The assessment of the training is not easy after the end of the training Therefore, it is difficult to provide high quality of education to the students. In this paper, Simulation software is to develop the following. Collecting GPS and real-time information for aircraft, automobile ${\grave{a}}implementing$ 3D simulation. Implementing Current image of the aircraft or automobile in the screen by 3D Real-time monitoring of training situation at the control center utilizing for training saving 3D video files Analysis, evaluation on training After the end of the training.

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AN ANALYSIS OF MMPP/D1, D2/1/B QUEUE FOR TRAFFIC SHAPING OF VOICE IN ATM NETWORK

  • CHOI, DOO IL
    • Journal of the Korean Society for Industrial and Applied Mathematics
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    • v.3 no.2
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    • pp.69-80
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    • 1999
  • Recently in telecommunication, BISDN ( Broadband Integrated Service Digital Network ) has received considerable attention for its capability of providing a common interface for future communication needs including voice, data and video. Since all information in BISDN are statistically multiplexed and are transported in high speed by means of discrete units of 53-octet ATM ( asynchronous Transfer Mode ) cells, appropriate traffic control needs. For traffic shaping of voice, the output cell discarding scheme has been proposed. We analyze the scheme with a MMPP/$D_1$, $D_2$/1/B queueing system to obtain performance measures such as loss probability and waiting time distribution.

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Development of ATSC3.0 based UHDTV Broadcasting System providing Ultra-high-quality Service that supports HDR/WCG Video and 3D Audio, and a Fixed UHD/Mobile HD Service (HDR/WCG 비디오와 3D 오디오를 지원하는 초고품질 방송서비스와 고정 UHD/이동 HD 방송 서비스를 제공하는 ATSC 3.0 기반 UHDTV 방송 시스템 개발)

  • Ki, Myungseok;Seok, Jinwuk;Beack, Seungkwon;Jang, Daeyoung;Lee, Taejin;Kim, Hui Yong;Oh, Hyeju;Lim, Bo-mi;Bae, Byungjun;Kim, Heung Mook;Choi, Jin Soo
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.829-849
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    • 2017
  • Due to the large-scale TV display, the convergence of broadcasting and broadband, and the advancement of signal compression and transmission technology, terrestrial digital broadcasting has evolved into UHD broadcasting capable of providing simultaneous broadcasting of fixed UHD and mobile HD. The Korean standard for terrestrial UHDTV broadcasting is based on ATSC 3.0, the broadcasting standard of North America. The terrestrial UHDTV broadcasting standard chose that as a new AV codec standard, HEVC video codec which can compress with higher efficiency compared to AVC, and MPEG-H 3D audio codec for realistic audio. Also, DASH and MMT are adopted as transmission format instead of MPEG-2 TS to support broadband as well as broadcasting network, and in order to provide 4K UHD/mobile HD service simultaneously ROUTE multiplexing technology is applied. In this paper, we propose an audio/video encoder, which is required to provide HDR/WCG supported high quality video service, 10.2 channel/4 object supporting stereo sound service, fixed UHD and mobile HD simultaneous broadcasting service based on ATSC3.0, also we implemented the ATSC 3.0 LDM system for ROUTE/DASH packager, multiplexing system and physical layer transmission/reception, and verified the service ability by applying it to real time broadcast environment.

A Mixed Reality Based Interface for Planing Layouts (공간 배치를 위한 혼합현실 기반의 인터페이스)

  • Kang, Hyun;Lee, Gun A.;Son, Wook-Ho
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.45-51
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    • 2007
  • Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier methods to accommodate physical objects into virtual space planning task, we suggest applying mixed reality (MR) interface. We describe our hardware and software of our MR system designed according to requirements of the application domain. In brief, our system hardware consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.

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Human Activity Recognition Using Spatiotemporal 3-D Body Joint Features with Hidden Markov Models

  • Uddin, Md. Zia;Kim, Jaehyoun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.6
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    • pp.2767-2780
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    • 2016
  • Video-based human-activity recognition has become increasingly popular due to the prominent corresponding applications in a variety of fields such as computer vision, image processing, smart-home healthcare, and human-computer interactions. The essential goals of a video-based activity-recognition system include the provision of behavior-based information to enable functionality that proactively assists a person with his/her tasks. The target of this work is the development of a novel approach for human-activity recognition, whereby human-body-joint features that are extracted from depth videos are used. From silhouette images taken at every depth, the direction and magnitude features are first obtained from each connected body-joint pair so that they can be augmented later with motion direction, as well as with the magnitude features of each joint in the next frame. A generalized discriminant analysis (GDA) is applied to make the spatiotemporal features more robust, followed by the feeding of the time-sequence features into a Hidden Markov Model (HMM) for the training of each activity. Lastly, all of the trained-activity HMMs are used for depth-video activity recognition.

Height and Position Estimation of Moving Objects using a Single Camera

  • Lee, Seok-Han;Lee, Jae-Young;Kim, Bu-Gyeom;Choi, Jong-Soo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.158-163
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    • 2009
  • In recent years, there has been increased interest in characterizing and extracting 3D information from 2D images for human tracking and identification. In this paper, we propose a single view-based framework for robust estimation of height and position. In the proposed method, 2D features of target object is back-projected into the 3D scene space where its coordinate system is given by a rectangular marker. Then the position and the height are estimated in the 3D space. In addition, geometric error caused by inaccurate projective mapping is corrected by using geometric constraints provided by the marker. The accuracy and the robustness of our technique are verified on the experimental results of several real video sequences from outdoor environments.

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A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.13-22
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    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.

Implementation of Disparity Information-based 3D Object Tracking

  • Ko, Jung-Hwan;Jung, Yong-Woo;Kim, Eun-Soo
    • Journal of Information Display
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    • v.6 no.4
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    • pp.16-25
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    • 2005
  • In this paper, a new 3D object tracking system using the disparity motion vector (DMV) is presented. In the proposed method, the time-sequential disparity maps are extracted from the sequence of the stereo input image pairs and these disparity maps are used to sequentially estimate the DMV defined as a disparity difference between two consecutive disparity maps Similarly to motion vectors in the conventional video signals, the DMV provides us with motion information of a moving target by showing a relatively large change in the disparity values in the target areas. Accordingly, this DMV helps detect the target area and its location coordinates. Based on these location data of a moving target, the pan/tilt embedded in the stereo camera system can be controlled and consequently achieve real-time stereo tracking of a moving target. From the results of experiments with 9 frames of the stereo image pairs having 256x256 pixels, it is shown that the proposed DMV-based stereo object tracking system can track the moving target with a relatively low error ratio of about 3.05 % on average.