• Title/Summary/Keyword: 3D view

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Landscape View point on the technique of GIS visibility analysis for Scenic Resources Excavation - Focused on haenam dalmasan mihwangsa (scenic sites No.59)- (명승 문화재의 경관자원 발굴을 위한 조망지점 분석 -해남 달마산 미황사 일원(명승 제59호)을 중심으로-)

  • Lee, Won-Ho;Kim, Jae-Ung
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.429-439
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    • 2013
  • This study, as a purpose of viewshed anaiysis is selected for the landscape view point, View of the target Haenam Dalmasan Mihwangsa(Scenic site No.59) located in the terrain ridge. Criteria of landscape view point was built through both 3D visibility analysis by GIS and public preference. In results could be summarized as follows : Criteria of landscape view point by GIS was confirmed to be appropriate since a result of average score for 36 data calculated by 3D visibility analysis was higher than intermediate score. Futhermore, the landscape view point with higher score could be associate with higher public preference was determined. 3D visibility analysis in this study should be implemented additionally with not GIS, public preference but distance and extent of visibility research to discover, maintain and preserve objective and empirical landscape view point to public as resources of scenic sites.

Novel Technology for View Angle Performance Measurement

  • Rykowski, Ronald;Lee, Jong-Seo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.1358-1361
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    • 2008
  • Several different techniques currently exist for measuring display view angle performance. These include conoscopes, goniometric systems, and, most recently introduced to the market, instruments based on Imaging Sphere technology. This paper will compare measurement accuracy and speed of these various methodologies with different FPD types and even 3-D displays.

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Construction Design 3D Modeling in Smart Phone (스마트폰에서 건축설계 3D 모델링)

  • Han, Jung-Soo
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.333-338
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    • 2013
  • This paper was aimed to represent 3D design process to enable the construction design in a smart phone. The construction design was done in pattern units, by composing construction materials in components first, followed by assembling the components in pattern. Four types of views were constructed and each function was described to enable construction design in mobile environment. In addition, the skills needed for each view were described in detail through the libraries used. The process and calculation results were shown in mobiles how each view performed its function and behave worked together with a complementary way based on this implementation technique.

Learning-Based Multiple Pooling Fusion in Multi-View Convolutional Neural Network for 3D Model Classification and Retrieval

  • Zeng, Hui;Wang, Qi;Li, Chen;Song, Wei
    • Journal of Information Processing Systems
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    • v.15 no.5
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    • pp.1179-1191
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    • 2019
  • We design an ingenious view-pooling method named learning-based multiple pooling fusion (LMPF), and apply it to multi-view convolutional neural network (MVCNN) for 3D model classification or retrieval. By this means, multi-view feature maps projected from a 3D model can be compiled as a simple and effective feature descriptor. The LMPF method fuses the max pooling method and the mean pooling method by learning a set of optimal weights. Compared with the hand-crafted approaches such as max pooling and mean pooling, the LMPF method can decrease the information loss effectively because of its "learning" ability. Experiments on ModelNet40 dataset and McGill dataset are presented and the results verify that LMPF can outperform those previous methods to a great extent.

Auto-Stereoscopic 60 View 3D using Slanted Lenticular Lens Arrays

  • Im, Hee-Jin;Lee, Byung-Joo;Hong, Hyung-Ki;Shin, Hyun-Ho
    • Journal of Information Display
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    • v.8 no.4
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    • pp.23-26
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    • 2007
  • A natural 3D image is considered by many people to be next-step in evolution of displays. This paper introduces autostereoscopic 3D of 60-view number, which is made using slanted lenticular lens array and LCD of 15.1 inch diagonal size and 3200 by 2400 pixel numbers and presents the results of our prototype. Due to its large view number, smooth motion parallax is observed and the visual fatigue is reduced.

A Stady for Design and drawing Method of Interior 3D-View -A study for design method of Interior 3D-View in the program of Adobe Photoshop- (실내디자인 3D-View 구현방법에 관한 연구-포토?을 이용한 실내디자인 3D-View의 실사합성 및 교정 구현을 중심으로-)

  • Paik, Hern
    • Korean Institute of Interior Design Journal
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    • no.14
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    • pp.19-26
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    • 1998
  • The purpose of this research is to examine the scope and effectiveness of the utilization of computer programs in universities and educational institutions teaching and training subjects related to interior construction such as interior and exterior design display coloring furniture design perspective drawing expression technique space planning lighting design and portfolio production. The list of currently available non-CAD computer programs for these purpose and the effectiveness of utilizing adobe photoshop in interior design will be examined.

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Sub-pixel Multiplexing for Autostereoscopic Full Parallax 3D (무안경 완전시차 입체 재현을 위한 서브픽셀 다중화)

  • Eum, Homin;Lee, Gwangsoon
    • Journal of Korea Multimedia Society
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    • v.20 no.12
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    • pp.2009-2015
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    • 2017
  • A two-dimensional lens is required to reproduce both the horizontal and vertical parallax through an autostereoscopic 3D display. Among the two-dimensional lenses, a hexagonal micro lens array (MLA) having good optical efficiency is mainly used. However, the hexagonal MLA has complex geometric features. The first feature is that the lens cells are zigzagged in the vertical direction, which should be reflected in the view number calculation for each sub-pixel. The second feature is that the four sides of a hexagonal lens cell are tilted, requiring a more careful view index assignment to the lens cell. In this paper, we propose a sub-pixel multiplexing scheme suitable for the features of the hexagonal MLA. We also propose a view-overlay algorithm based on a two-dimensional lens and compare subjective image quality with existing view-selection through autostereoscopic 3D display implementation.

New Texture Prediction for Multi-view Video Coding

  • Park, Ji-Ho;Kim, Yong-Hwan;Choi, Byeong-Ho
    • 한국정보디스플레이학회:학술대회논문집
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    • 2007.08b
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    • pp.1508-1511
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    • 2007
  • This paper introduces a new texture prediction for MVC( Multi-view Video Coding) which is currently being developed as an extension of the ITU-T Recommendation H.264 | ISO/IEC International Standard ISO/IEC 14496-10 AVC (Advanced Video Coding) [1]. The MVC's prcimary target is 3D video compression for 3D display system, thus, key technology compared to 2D video compression is reducing inter-view correlation. It is noticed, however, that the current JMVM [2] does not effectively eliminate inter-view correlation so that there is still a room to improve coding efficiency. The proposed method utilizes similarity of interview residual signal and can provide an additional coding gain. It is claimed that up to 0.2dB PSNR gain with 1.4% bit-rate saving is obtained for three multi-view test sequences.

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Three-Dimensional Shape Recognition and Classification Using Local Features of Model Views and Sparse Representation of Shape Descriptors

  • Kanaan, Hussein;Behrad, Alireza
    • Journal of Information Processing Systems
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    • v.16 no.2
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    • pp.343-359
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    • 2020
  • In this paper, a new algorithm is proposed for three-dimensional (3D) shape recognition using local features of model views and its sparse representation. The algorithm starts with the normalization of 3D models and the extraction of 2D views from uniformly distributed viewpoints. Consequently, the 2D views are stacked over each other to from view cubes. The algorithm employs the descriptors of 3D local features in the view cubes after applying Gabor filters in various directions as the initial features for 3D shape recognition. In the training stage, we store some 3D local features to build the prototype dictionary of local features. To extract an intermediate feature vector, we measure the similarity between the local descriptors of a shape model and the local features of the prototype dictionary. We represent the intermediate feature vectors of 3D models in the sparse domain to obtain the final descriptors of the models. Finally, support vector machine classifiers are used to recognize the 3D models. Experimental results using the Princeton Shape Benchmark database showed the average recognition rate of 89.7% using 20 views. We compared the proposed approach with state-of-the-art approaches and the results showed the effectiveness of the proposed algorithm.

A Study on Efficient Positioning of Subtitles in 360 VR (360 VR 영상에서 효율적인 자막 위치 선정에 관한 연구)

  • Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.93-98
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    • 2020
  • In this paper, we proposed a technique in which subtitles are followed according to changes in the user's viewpoint in 360 VR. Create a Sphere object in Unity's Scene and insert a 360-degree image on the surface of the Sphere object. At this time, the ReverseNormals script is used to convert the viewpoint to the inside. The SightOrbitproved script is used to modify the camera view. Use this script to set the environment in which subtitles can move depending on the viewpoint. Next, add the 3D text (subtitle) that the user wants to the lower layer of the main camera and build a 360 VR object. The 3D text subtitles implemented through this study were compared according to the change of the user's viewpoint. As a result, as the viewpoint changes, normal subtitles flow out of line of sight according to the user's point of view, but 3D Text subtitles move according to the user's point of view, and it can be seen that the user can always view the subtitles.