• Title/Summary/Keyword: 3d depth map

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Fast View Synthesis Using GPGPU (GPGPU를 이용한 고속 영상 합성 기법)

  • Shin, Hong-Chang;Park, Han-Hoon;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.13 no.6
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    • pp.859-874
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    • 2008
  • In this paper, we develop a fast view synthesis method that generates multiple intermediate views in real-time for the 3D display system when the camera geometry and depth map of reference views are given in advance. The proposed method achieves faster view synthesis than previous approaches in GPU by processing in parallel the entire computations required for the view synthesis. Specifically, we use $CUDA^{TM}$ (by NVIDIA) to control GPU device. For increasing the processing speed, we adapted all the processes for the view synthesis to single instruction multiple data (SIMD) structure that is a main feature of CUDA, maximized the use of the high-speed memories on GPU device, and optimized the implementation. As a result, we could synthesize 9 intermediate view images with the size of 720 by 480 pixels within 0.128 second.

3D Inversion of Aeromagnetic Data In an Area of Geumsan (금산지구 항공 자력탐사 자료의 3차원 역산)

  • Ko, Kwang-Beom;You, Young-Jun
    • Geophysics and Geophysical Exploration
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    • v.17 no.2
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    • pp.49-57
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    • 2014
  • 3D magnetic inversion, based on the assemblage of 2D forward modeling and inversion as a practical technique to reflect the a priori information, was conducted to investigate the spatial distribution features of black-shale related and pyrometamorphic uranium deposit and several lithological units of Ogcheon Super Group in an area of Geumsan. By using the 3D visualization technique with suitable susceptibility interval and horizontal slice map, the spatial distribution of magnetic susceptibility corresponded to the black shale related uranium bearing lithological units, Black Slate member was well coincided with a information of uranium deposit. Also, even though it is indirect indicator for the detetction of uranium deposits interbedded in Gray Hornfels member, spatial susceptibility distribution which shows the south-east magnetic linearment corresponding to the Majeon-ri formation and Dark Gray Slate were matched well. From this investigation, we inferred that maximum depth extension which Black Slate member can be separately recognized with respect to adjacent Dark Gray Slate with strong magnetic susceptibility anomaly is about 150m with reference elevation level of 306m. In addition, Majeon-ri formation located south of Black Slate member revels relatively high magnetic susceptibility range but shows high spatial susceptibility fluctation. And, as an intrusive rocks, Jurassic Biotite Granite shows relatively low magnetic susceptibility characteristics. On the contrary, Cretaceous granite distributed in soutthern part of the study area shows the relatively high susceptibility distribution.

Partial Parallax Adjustment of Stereo Image by Manipulating Depth Map (깊이영상 조작에 의한 스테레오 영상의 부분 시차 조정)

  • Lee, Jaewon;Bae, Yun-Jin;Kim, Kang-San;Lee, Cheol-Hee;Jin, Kyung-A;Seo, Hyun-Kyo;Lee, Ho-Keun;Kim, Hyung-Suk;Choi, Hyun-Jun;Seo, Young-Ho;Yoo, Ji-Sang;Kim, Dong-Wook
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.311-314
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    • 2010
  • 최근 3D 영상에 대한 대중화가 급속히 진행되고 있음에도 불구하고 한 번 만들어진 영상/비디오를 재사용하거나 조작하여 다양한 형태의 콘텐츠를 만들지 못하고 있다. 본 논문에서는 깊이영상과 양안(스테레오) 영상 또는 깊이영상과 단안 영상이 주어졌다고 가정하고 깊이영상을 조작하여 양안 시차(parallax)를 변화시키는 방법을 제안한다. 시차변화의 대상은 부분영상이며, 특정 개체를 추출하여 깊이정보를 수정하고, 이를 바탕으로 스테레오 영상을 재구성한다. 본 논문에서는 정지영상만을 대상으로 하며, 동일한 방법을 동영상에 적용하면 동영상 또한 시차를 변화시킨 결과를 얻을 수 있다. 실험은 Middlebury의 테스트 영상들을 대상으로 제안한 방법을 적용하여 자연스러운 스테레오 영상을 얻을 수 있음을 보인다.

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Extracting Graphics Information for Better Video Compression

  • Hong, Kang Woon;Ryu, Won;Choi, Jun Kyun;Lim, Choong-Gyoo
    • ETRI Journal
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    • v.37 no.4
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    • pp.743-751
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    • 2015
  • Cloud gaming services are heavily dependent on the efficiency of real-time video streaming technology owing to the limited bandwidths of wire or wireless networks through which consecutive frame images are delivered to gamers. Video compression algorithms typically take advantage of similarities among video frame images or in a single video frame image. This paper presents a method for computing and extracting both graphics information and an object's boundary from consecutive frame images of a game application. The method will allow video compression algorithms to determine the positions and sizes of similar image blocks, which in turn, will help achieve better video compression ratios. The proposed method can be easily implemented using function call interception, a programmable graphics pipeline, and off-screen rendering. It is implemented using the most widely used Direct3D API and applied to a well-known sample application to verify its feasibility and analyze its performance. The proposed method computes various kinds of graphics information with minimal overhead.

Study on Application of Diffusion Wave Inundation Analysis Model Linked with GIS (GIS와 연계한 확산파 침수해석 모형의 적용에 대한 연구)

  • Cho, Wan-Hee;Han, Kun-Yeon;Choi, Seung-Yong
    • Journal of the Korean Association of Geographic Information Studies
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    • v.12 no.3
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    • pp.88-100
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    • 2009
  • An inundation analysis was performed on Hwapocheon, one of the tributaries of Nakdong River, which was inundated by heavy rain in August, 2002 with overtopping and levee break. The results of the developed model, 2D diffusion wave inundation analysis model, was compared with inundation trace map as well as inundation depth in terms of time and maximum inundated area calculated from FLUMEN model for the assessment of model applicability. The results from the developed model showed high fitness of 88.61% in comparison with observed data. Also maximum inundated area and spatial distribution of inundation zone were also found to be consistent with the results of FLUMEN model. Therefore, inundation zone and maximum inundation area calculated over a period of time by adopting 2D diffusion wave inundation analysis model can be used as a database for identifying high risk areas of inundation and establishing flood damage reduction measures.

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Integrated Geospatial Information Construction of Ocean and Terrain Using Multibeam Echo Sounder Data and Airborne Lidar Data (항공 Lidar와 멀티빔 음향측심 자료를 이용한 해상과 육상의 통합 지형공간정보 구축)

  • Lee, Jae-One;Choi, Hye-Won;Yun, Bu-Yeol;Park, Chi-Young
    • Journal of the Korean Association of Geographic Information Studies
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    • v.17 no.4
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    • pp.28-39
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    • 2014
  • Several studies have been performed globally on the construction of integrated systems that are available for the integrated use of 3D geographic information on terrain and oceans. Research on 3D geographic modeling is also facilitated by the application of Lidar surveying, which enables the highly accurate realization of 3D geographic information for a wide area of land. In addition, a few marine research organizations have been conducting investigations and surveying diverse ocean information for building and applying MGIS(Marine Geographic Information System). However, the construction of integrated geographic information systems for both terrain and oceans has certain limitations resulting from the inconsistency in reference systems and datum levels between two data. Therefore, in this investigation, integrated geospatial information has been realized by using a combined topographical map, after matching the reference systems and datum levels by integration of airborne Lidar data and multi-beam echo sounder data. To verify the accuracy of the integrated geospatial information data, ten randomly selected samples from study areas were selected and analyzed. The results show that the 10 analyzed data samples have an RMSE of 0.46m, which meets the IHO standard(0.5m) for depth accuracy of hydrographic surveys.

Classification of Obstacle Shape for Generating Walking Path of Humanoid Robot (인간형 로봇의 이동경로 생성을 위한 장애물 모양의 구분 방법)

  • Park, Chan-Soo;Kim, Doik
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.37 no.2
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    • pp.169-176
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    • 2013
  • To generate the walking path of a humanoid robot in an unknown environment, the shapes of obstacles around the robot should be detected accurately. However, doing so incurs a very large computational cost. Therefore this study proposes a method to classify the obstacle shape into three types: a shape small enough for the robot to go over, a shape planar enough for the robot foot to make contact with, and an uncertain shape that must be avoided by the robot. To classify the obstacle shape, first, the range and the number of the obstacles is detected. If an obstacle can make contact with the robot foot, the shape of an obstacle is accurately derived. If an obstacle has uncertain shape or small size, the shape of an obstacle is not detected to minimize the computational load. Experimental results show that the proposed algorithm efficiently classifies the shapes of obstacles around the robot in real time with low computational load.

On the Planning of Drainage Structures in Irrigation Channels. -Special Emphasis on the Drainage Inverted Siphon- (용수로상의 배수구조물계획에 대하여 -배수잠관을 중심으로-)

  • 김철기
    • Magazine of the Korean Society of Agricultural Engineers
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    • v.12 no.4
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    • pp.2078-2083
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    • 1970
  • The purpose of this study is to give the data neccesary for improving the planning of drainage structures, specially inverted siphons, in irrigation channels. With the samples of 15 drainage inlets, one drainage flume, 16 drainage inverted siphons and 6 drainage culverts in the 3 lines of irrigation channel under Chong-Won Irrigation Association, author abtained the following results. 1. It is presumed that design drainage discharge should be determined with some additional reserves, on the basis of the maximum rainfall intensity in local area and the size of drainage area on the topographical map, avoiding the way of eye measure. 2. Location of drainage inlet should be kept away from the place where topography can make lots of wash load, but when unavoidably allowing the inflow into irrigation channel, wash load outlet with even the purpose of drainage, or drainage flume in stead of drainage inlet should be taken account of. 3. It is presumed that drainage flume may be the structure which can perform its function from a structural point of view as far as topography permits. 4. Drainage inverted siphon should be avoided at any place as much as possible; a) In case that location of the siphon would be permitted only at paddy field, drainage area hauing the amount of discharge which requires more than 90cm in diameter could only be allowed. b) In this case, crest elevation of the tank of both inlet and outlet, at least, should not be lower than the surface level of paddy field. c) As far as topography and stratum permit, ratio of depth of outlet tank to head drop should be decreased as much as possible so that discharging efficiency of wash load could increase. d) In case of avoiding the setting of the siphon, irrigation aqueduct, irrigation inverted siphon, or drainage flume should be recommended in accordance with topography. 5. Discharging capability of wash load by drainage culvert appeared to depend hardly upon the diameter of the culvert, but greatly upon the location, specially near village, for there stones and dirts dumped may considerably be piled up. So, a counter plan for that is required.

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The Individual Discrimination Location Tracking Technology for Multimodal Interaction at the Exhibition (전시 공간에서 다중 인터랙션을 위한 개인식별 위치 측위 기술 연구)

  • Jung, Hyun-Chul;Kim, Nam-Jin;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.19-28
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    • 2012
  • After the internet era, we are moving to the ubiquitous society. Nowadays the people are interested in the multimodal interaction technology, which enables audience to naturally interact with the computing environment at the exhibitions such as gallery, museum, and park. Also, there are other attempts to provide additional service based on the location information of the audience, or to improve and deploy interaction between subjects and audience by analyzing the using pattern of the people. In order to provide multimodal interaction service to the audience at the exhibition, it is important to distinguish the individuals and trace their location and route. For the location tracking on the outside, GPS is widely used nowadays. GPS is able to get the real time location of the subjects moving fast, so this is one of the important technologies in the field requiring location tracking service. However, as GPS uses the location tracking method using satellites, the service cannot be used on the inside, because it cannot catch the satellite signal. For this reason, the studies about inside location tracking are going on using very short range communication service such as ZigBee, UWB, RFID, as well as using mobile communication network and wireless lan service. However these technologies have shortcomings in that the audience needs to use additional sensor device and it becomes difficult and expensive as the density of the target area gets higher. In addition, the usual exhibition environment has many obstacles for the network, which makes the performance of the system to fall. Above all these things, the biggest problem is that the interaction method using the devices based on the old technologies cannot provide natural service to the users. Plus the system uses sensor recognition method, so multiple users should equip the devices. Therefore, there is the limitation in the number of the users that can use the system simultaneously. In order to make up for these shortcomings, in this study we suggest a technology that gets the exact location information of the users through the location mapping technology using Wi-Fi and 3d camera of the smartphones. We applied the signal amplitude of access point using wireless lan, to develop inside location tracking system with lower price. AP is cheaper than other devices used in other tracking techniques, and by installing the software to the user's mobile device it can be directly used as the tracking system device. We used the Microsoft Kinect sensor for the 3D Camera. Kinect is equippedwith the function discriminating the depth and human information inside the shooting area. Therefore it is appropriate to extract user's body, vector, and acceleration information with low price. We confirm the location of the audience using the cell ID obtained from the Wi-Fi signal. By using smartphones as the basic device for the location service, we solve the problems of additional tagging device and provide environment that multiple users can get the interaction service simultaneously. 3d cameras located at each cell areas get the exact location and status information of the users. The 3d cameras are connected to the Camera Client, calculate the mapping information aligned to each cells, get the exact information of the users, and get the status and pattern information of the audience. The location mapping technique of Camera Client decreases the error rate that occurs on the inside location service, increases accuracy of individual discrimination in the area through the individual discrimination based on body information, and establishes the foundation of the multimodal interaction technology at the exhibition. Calculated data and information enables the users to get the appropriate interaction service through the main server.

Digital Application and Suggestions of Cultural Prototypes in Traditional Costumes (전통복식 문화원형 콘텐츠의 디지털 활용 현황과 제언)

  • Cho, Hyo-Sook;Lim, Hyun-Joo
    • Journal of the Korean Society of Costume
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    • v.60 no.6
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    • pp.89-100
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    • 2010
  • This study is intended to analyze current status of costume in the cultural industry and explore feasibility of integrating costume as important cultural contents in the digital era. Among the websites for contents as the cultural archetypes, some have strong foundations while others don't. First, as for various archetypal characters restored based on the Korean history, most of their clothes focus on shapes and colors but lack details. They should be produced in 3D to provide back views or textile patterns to users. To ease understanding of the history of costume, user-friendly services such as launch of a pop-up window when users click on specific contents in question should be available for detailed information. At least there should be a link to other related sites where users can conveniently find more details. Second, some sites have too much data under one subject, increasing complexity and undermining orderliness. As a result, it takes long time to identify the site map. In this case, it is required to rearrange the contents with Quick View by subject and related links for in-depth study. Third, each subject is important to develop the archetypes for a variety of purposes. Creation of design derived from them or their commercialization can be an example but these activities should not restrict imagination of users or degrade the value of the archetypes. Last, it is needed to adopt validation system to detect the needs for a regular update (renewal) and to fix errors. We found many servers whose operation is not stable in general. When these technical issues are addressed for stable operation, users will rely on the sites to utilize them for their purpose of developing the cultural archetypes. In conclusion, advancement of www.culturecontent.com is essential. Based on efficient management and operation of the system, the quality of contents would be increased and multi-faceted advertising campaigns focusing on needs should be launched, to promote application of the contents. This is the recommendation for the future of the cultural archetype industry in Korea.