• Title/Summary/Keyword: Color interpolation

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A Method of Reproducing the CCT of Natural Light using the Minimum Spectral Power Distribution for each Light Source of LED Lighting (LED 조명의 광원별 최소 분광분포를 사용하여 자연광 색온도를 재현하는 방법)

  • Yang-Soo Kim;Seung-Taek Oh;Jae-Hyun Lim
    • Journal of Internet Computing and Services
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    • v.24 no.2
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    • pp.19-26
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    • 2023
  • Humans have adapted and evolved to natural light. However, as humans stay in indoor longer in modern times, the problem of biorhythm disturbance has been induced. To solve this problem, research is being conducted on lighting that reproduces the correlated color temperature(CCT) of natural light that varies from sunrise to sunset. In order to reproduce the CCT of natural light, multiple LED light sources with different CCTs are used to produce lighting, and then a control index DB is constructed by measuring and collecting the light characteristics of the combination of input currents for each light source in hundreds to thousands of steps, and then using it to control the lighting through the light characteristic matching method. The problem with this control method is that the more detailed the steps of the combination of input currents, the more time and economic costs are incurred. In this paper, an LED lighting control method that applies interpolation and combination calculation based on the minimum spectral power distribution information for each light source is proposed to reproduce the CCT of natural light. First, five minimum SPD information for each channel was measured and collected for the LED lighting, which consisted of light source channels with different CCTs and implemented input current control function of a 256-steps for each channel. Interpolation calculation was performed to generate SPD of 256 steps for each channel for the minimum SPD information, and SPD for all control combinations of LED lighting was generated through combination calculation of SPD for each channel. Illuminance and CCT were calculated through the generated SPD, a control index DB was constructed, and the CCT of natural light was reproduced through a matching technique. In the performance evaluation, the CCT for natural light was provided within the range of an average error rate of 0.18% while meeting the recommended indoor illumination standard.

Design of Real-Time PreProcessor for Image Enhancement of CMOS Image Sensor (CMOS 이미지 센서의 영상 개선을 위한 실시간 전처리 프로세서의 설계)

  • Jung, Yun-Ho;Lee, Joon-Hwan;Kim, Jae-Seok;Lim, Won-Bae;Hur, Bong-Soo;Kang, Moon-Gi
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.38 no.8
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    • pp.62-71
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    • 2001
  • This paper presents a design of the real-time digital image enhancement preprocessor for CMOS image sensor. CMOS image sensor offers various advantages while it provides lower-quality images than CCD does. In order to compensate for the physical limitation of CMOS sensor, the spatially adaptive contrast enhancement algorithm was incorporated into the preprocessor with color interpolation, gamma correction, and automatic exposure control. The efficient hardware architecture for the preprocessor is proposed and was simulated in VHDL. It is composed of about 19K logic gates, which is suitable for low-cost one-chip PC camera. The test system was implemented on Altera Flex EPF10KGC503-3 FPGA chip in real-time mode, and performed successfully.

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An Efficient Dead Pixel Detection Algorithm Implementation for CMOS Image Sensor (CMOS 이미지 센서에서의 효율적인 불량화소 검출을 위한 알고리듬 및 하드웨어 설계)

  • An, Jee-Hoon;Shin, Seung-Gi;Lee, Won-Jae;Kim, Jae-Seok
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.4
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    • pp.55-62
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    • 2007
  • This paper proposes a defective pixel detection algorithm and its hardware structure for CCD/CMOS image sensor. In previous algorithms, the characteristics of image have not been considered. Also, some algorithms need quite a time to detect defective pixels. In order to make up for those disadvantages, the proposed defective pixel detection method detects defective pixels efficiently by considering the edges in the image and verifies them using several frames while checking scene-changes. Whenever scene-change is occurred, potentially defective pixels are checked and confirmed whether it is defective or not. Test results showed that the correct detection rate in a frame was increased 6% and the defective pixel verification time was decreased 60%. The proposed algorithm was implemented with verilog HDL. The edge indicator in color interpolation block was reused. Total logic gate count was 5.4k using 0.25um CMOS standard cell library.

Consider the directional hole filling method for virtual view point synthesis (가상 시점 영상 합성을 위한 방향성 고려 홀 채움 방법)

  • Mun, Ji Hun;Ho, Yo Sung
    • Smart Media Journal
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    • v.3 no.4
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    • pp.28-34
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    • 2014
  • Recently the depth-image-based rendering (DIBR) method is usually used in 3D image application filed. Virtual view image is created by using a known view with associated depth map to make a virtual view point which did not taken by the camera. But, disocclusion area occur because the virtual view point is created using a depth image based image 3D warping. To remove those kind of disocclusion region, many hole filling methods are proposed until now. Constant color region searching, horizontal interpolation, horizontal extrapolation, and variational inpainting techniques are proposed as a hole filling methods. But when using those hole filling method some problem occurred. The different types of annoying artifacts are appear in texture region hole filling procedure. In this paper to solve those problem, the multi-directional extrapolation method is newly proposed for efficiency of expanded hole filling performance. The proposed method is efficient when performing hole filling which complex texture background region. Consideration of directionality for hole filling method use the hole neighbor texture pixel value when estimate the hole pixel value. We can check the proposed hole filling method can more efficiently fill the hole region which generated by virtual view synthesis result.

GPU-based dynamic point light particles rendering using 3D textures for real-time rendering (실시간 렌더링 환경에서의 3D 텍스처를 활용한 GPU 기반 동적 포인트 라이트 파티클 구현)

  • Kim, Byeong Jin;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.123-131
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    • 2020
  • This study proposes a real-time rendering algorithm for lighting when each of more than 100,000 moving particles exists as a light source. Two 3D textures are used to dynamically determine the range of influence of each light, and the first 3D texture has light color and the second 3D texture has light direction information. Each frame goes through two steps. The first step is to update the particle information required for 3D texture initialization and rendering based on the Compute shader. Convert the particle position to the sampling coordinates of the 3D texture, and based on this coordinate, update the colour sum of the particle lights affecting the corresponding voxels for the first 3D texture and the sum of the directional vectors from the corresponding voxels to the particle lights for the second 3D texture. The second stage operates on a general rendering pipeline. Based on the polygon world position to be rendered first, the exact sampling coordinates of the 3D texture updated in the first step are calculated. Since the sample coordinates correspond 1:1 to the size of the 3D texture and the size of the game world, use the world coordinates of the pixel as the sampling coordinates. Lighting process is carried out based on the color of the sampled pixel and the direction vector of the light. The 3D texture corresponds 1:1 to the actual game world and assumes a minimum unit of 1m, but in areas smaller than 1m, problems such as stairs caused by resolution restrictions occur. Interpolation and super sampling are performed during texture sampling to improve these problems. Measurements of the time taken to render a frame showed that 146 ms was spent on the forward lighting pipeline, 46 ms on the defered lighting pipeline when the number of particles was 262144, and 214 ms on the forward lighting pipeline and 104 ms on the deferred lighting pipeline when the number of particle lights was 1,024766.

Development of Preliminary Quality Assurance Software for $GafChromic^{(R)}$ EBT2 Film Dosimetry ($GafChromic^{(R)}$ EBT2 Film Dosimetry를 위한 품질 관리용 초기 프로그램 개발)

  • Park, Ji-Yeon;Lee, Jeong-Woo;Choi, Kyoung-Sik;Hong, Semie;Park, Byung-Moon;Bae, Yong-Ki;Jung, Won-Gyun;Suh, Tae-Suk
    • Progress in Medical Physics
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    • v.21 no.1
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    • pp.113-119
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    • 2010
  • Software for GafChromic EBT2 film dosimetry was developed in this study. The software provides film calibration functions based on color channels, which are categorized depending on the colors red, green, blue, and gray. Evaluations of the correction effects for light scattering of a flat-bed scanner and thickness differences of the active layer are available. Dosimetric results from EBT2 films can be compared with those from the treatment planning system ECLIPSE or the two-dimensional ionization chamber array MatriXX. Dose verification using EBT2 films is implemented by carrying out the following procedures: file import, noise filtering, background correction and active layer correction, dose calculation, and evaluation. The relative and absolute background corrections are selectively applied. The calibration results and fitting equation for the sensitometric curve are exported to files. After two different types of dose matrixes are aligned through the interpolation of spatial pixel spacing, interactive translation, and rotation, profiles and isodose curves are compared. In addition, the gamma index and gamma histogram are analyzed according to the determined criteria of distance-to-agreement and dose difference. The performance evaluations were achieved by dose verification in the $60^{\circ}$-enhanced dynamic wedged field and intensity-modulated (IM) beams for prostate cancer. All pass ratios for the two types of tests showed more than 99% in the evaluation, and a gamma histogram with 3 mm and 3% criteria was used. The software was developed for use in routine periodic quality assurance and complex IM beam verification. It can also be used as a dedicated radiochromic film software tool for analyzing dose distribution.

Annotation Method based on Face Area for Efficient Interactive Video Authoring (효과적인 인터랙티브 비디오 저작을 위한 얼굴영역 기반의 어노테이션 방법)

  • Yoon, Ui Nyoung;Ga, Myeong Hyeon;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.21 no.1
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    • pp.83-98
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    • 2015
  • Many TV viewers use mainly portal sites in order to retrieve information related to broadcast while watching TV. However retrieving information that people wanted needs a lot of time to retrieve the information because current internet presents too much information which is not required. Consequentially, this process can't satisfy users who want to consume information immediately. Interactive video is being actively investigated to solve this problem. An interactive video provides clickable objects, areas or hotspots to interact with users. When users click object on the interactive video, they can see additional information, related to video, instantly. The following shows the three basic procedures to make an interactive video using interactive video authoring tool: (1) Create an augmented object; (2) Set an object's area and time to be displayed on the video; (3) Set an interactive action which is related to pages or hyperlink; However users who use existing authoring tools such as Popcorn Maker and Zentrick spend a lot of time in step (2). If users use wireWAX then they can save sufficient time to set object's location and time to be displayed because wireWAX uses vision based annotation method. But they need to wait for time to detect and track object. Therefore, it is required to reduce the process time in step (2) using benefits of manual annotation method and vision-based annotation method effectively. This paper proposes a novel annotation method allows annotator to easily annotate based on face area. For proposing new annotation method, this paper presents two steps: pre-processing step and annotation step. The pre-processing is necessary because system detects shots for users who want to find contents of video easily. Pre-processing step is as follow: 1) Extract shots using color histogram based shot boundary detection method from frames of video; 2) Make shot clusters using similarities of shots and aligns as shot sequences; and 3) Detect and track faces from all shots of shot sequence metadata and save into the shot sequence metadata with each shot. After pre-processing, user can annotates object as follow: 1) Annotator selects a shot sequence, and then selects keyframe of shot in the shot sequence; 2) Annotator annotates objects on the relative position of the actor's face on the selected keyframe. Then same objects will be annotated automatically until the end of shot sequence which has detected face area; and 3) User assigns additional information to the annotated object. In addition, this paper designs the feedback model in order to compensate the defects which are wrong aligned shots, wrong detected faces problem and inaccurate location problem might occur after object annotation. Furthermore, users can use interpolation method to interpolate position of objects which is deleted by feedback. After feedback user can save annotated object data to the interactive object metadata. Finally, this paper shows interactive video authoring system implemented for verifying performance of proposed annotation method which uses presented models. In the experiment presents analysis of object annotation time, and user evaluation. First, result of object annotation average time shows our proposed tool is 2 times faster than existing authoring tools for object annotation. Sometimes, annotation time of proposed tool took longer than existing authoring tools, because wrong shots are detected in the pre-processing. The usefulness and convenience of the system were measured through the user evaluation which was aimed at users who have experienced in interactive video authoring system. Recruited 19 experts evaluates of 11 questions which is out of CSUQ(Computer System Usability Questionnaire). CSUQ is designed by IBM for evaluating system. Through the user evaluation, showed that proposed tool is useful for authoring interactive video than about 10% of the other interactive video authoring systems.