• 제목/요약/키워드: Frames per second

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콘솔 게임기에서 고 프레임 구현 필요성에 관한 고찰 (A Study for necessity that console game machines materialize high frames per second)

  • 조형익
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2014년도 춘계학술대회
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    • pp.533-535
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    • 2014
  • 기술이 발전함에 따라 콘솔 게임기에서도 구현이 가능한 프레임 수가 자연스럽게 증가하게 되었고, 이로 인해 게임 내에서 더욱더 박진감 넘치고 자연스런 움직임 구현이 가능하게 되었다. 보통의 영상물에서는 초당 30 프레임이면 충분하고 남는데 비해, 게임에서는 그 이상인 60 프레임 구현 필요성이 제기되고 있으며 이에 대해 필요하다 아니다 라는 논란이 있다. 본 논문에서는 과연 콘솔 게임기에서 초당 30 프레임 이상의 고 프레임이 필요한지, 높은 프레임 재현이 게임에서 효율적인지 대해 비교 분석해보도록 하겠다.

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System and member reliability of steel frames

  • Zhou, W.;Hong, H.P.
    • Steel and Composite Structures
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    • 제4권6호
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    • pp.419-435
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    • 2004
  • The safety level of a structural system designed per code specifications can not be inferred directly from the reliability of members due to the load redistribution and nonlinear inelastic structural behavior. Comparison of the system and member reliability, which is scarce in the literature, is likely to indicate any possible inconsistency of design codes in providing safe and economical designs. Such a comparative study is presented in this study for moment resisting two-dimensional steel frames designed per AISC LRFD Specifications. The member reliability is evaluated using the resistance of the beam-column element and the elastic load effects that indirectly accounts for the second-order effects. The system reliability analysis is evaluated based on the collapse load factor obtained from a second-order inelastic analysis. Comparison of the system and member reliability is presented for several steel frames. Results suggest that the failure probability of the system is about one order of magnitude lower than that of the most critically loaded structural member, and that the difference between the system and member reliability depends on the structural configuration, degree of redundancy, and dead to live load ratio. Results also suggest that the system reliability is less sensitive to initial imperfections of the structure than the member reliability. Therefore, the system aspect should be incorporated in future design codes in order to achieve more reliability consistent designs.

수화 애니메이션을 위한 중간 프레임 생성 방법 (A Method for Generating Inbetween Frames in Sign Language Animation)

  • 오정근;김상철
    • 한국정보처리학회논문지
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    • 제7권5호
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    • pp.1317-1329
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    • 2000
  • The advanced techniques for video processing and computer graphics enables a sign language education system to appear. the system is capable of showing a sign language motion for an arbitrary sentence using the captured video clips of sign language words. In this paper, a method is suggested which generates the frames between the last frame of a word and the first frame of its following word in order to animate hand motion. In our method, we find hand locations and angles which are required for in between frame generation, capture and store the hand images at those locations and angles. The inbetween frames generation is simply a task of finding a sequence of hand angles and locations. Our method is computationally simple and requires a relatively small amount of disk space. However, our experiments show that inbetween frames for the presentation at about 15fps (frame per second) are achieved so tat the smooth animation of hand motion is possible. Our method improves on previous works in which computation cost is relativey high or unnecessary images are generated.

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마커 자동 인식 향상 방법에 관한 연구 (The study for improve a method of Marker auto- identification)

  • 이현섭
    • 한국운동역학회지
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    • 제13권1호
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    • pp.23-38
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    • 2003
  • The purpose of this study is to develop an improved marker auto-identification algorithm for reduce of data processing time through improve the efficiency of noise elimination and marker separation. The maker auto-identification algorithm was programming named KUMAS used Delphi language. For the study, various experiments were conducted for the verification of KUMAS. and compared two systems of established with the KUMAS. Four different motions - cycling, gait, rotation, and pendulum -, were selected and tested. Motions were filmed 30Hz frames rate per second. ${\chi}^2$ used for statistical analysis. Significant level were ${\alpha}=.05$. The test results were as follow. 1. Increased the success ratio of marker auto-identification. 2. The efficiency of marker auto-identification was remarkably improved through marker separation, noise elimination. 3. The marker auto-identification ability was improved in 2D-image plane include the 3D motion. 4. Significant different were found between KUMAS and B-SYS(established system) with non-input the artificial noise frames, input the artificial noise frames and total frames.

Full-HD급 축구 동영상의 배경 분리에서 영상 다운 샘플링이 배경 분리 성능에 미치는 영향에 관한 연구 (Impact of Image Downsampling on the Performance of Background Subtraction in Full-HD Soccer Videos)

  • 정찬호
    • 한국통신학회논문지
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    • 제42권1호
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    • pp.46-49
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    • 2017
  • 본 논문에서는 "Full-HD급($1920{\times}1080$) 축구 동영상" 분석을 위해 필수적인 "배경 분리"에서 "영상 다운 샘플링"이 배경 분리 성능에 미치는 영향에 대해 정량적으로 분석 및 고찰한다. 이를 위해 본 논문에서는 배경 분리 정확도 뿐만 아니라 배경 분리 속도 관점에서 영상 다운 샘플링이 미치는 영향을 평가하였다. 또한 실험의 신뢰성을 높이기 위하여 두 가지 서로 다른 배경 분리 알고리즘을 이용하였다. 정량적인 비교 평가를 위해 F-measure 및 FPS(frames per second)를 이용하였다. 본 논문에서 제시된 정량적인 분석 결과는 실시간 지능형 축구 동영상 분석 시스템 개발을 위해 고속 배경 분리 기술을 연구하고자 하는 연구자 및 개발자들에게 유용한 벤치마크가 될 것으로 예상된다.

Development of YOLOv5s and DeepSORT Mixed Neural Network to Improve Fire Detection Performance

  • Jong-Hyun Lee;Sang-Hyun Lee
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.320-324
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    • 2023
  • As urbanization accelerates and facilities that use energy increase, human life and property damage due to fire is increasing. Therefore, a fire monitoring system capable of quickly detecting a fire is required to reduce economic loss and human damage caused by a fire. In this study, we aim to develop an improved artificial intelligence model that can increase the accuracy of low fire alarms by mixing DeepSORT, which has strengths in object tracking, with the YOLOv5s model. In order to develop a fire detection model that is faster and more accurate than the existing artificial intelligence model, DeepSORT, a technology that complements and extends SORT as one of the most widely used frameworks for object tracking and YOLOv5s model, was selected and a mixed model was used and compared with the YOLOv5s model. As the final research result of this paper, the accuracy of YOLOv5s model was 96.3% and the number of frames per second was 30, and the YOLOv5s_DeepSORT mixed model was 0.9% higher in accuracy than YOLOv5s with an accuracy of 97.2% and number of frames per second: 30.

Real-time Fluorescence Lifetime Imaging Microscopy Implementation by Analog Mean-Delay Method through Parallel Data Processing

  • Kim, Jayul;Ryu, Jiheun;Gweon, Daegab
    • Applied Microscopy
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    • 제46권1호
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    • pp.6-13
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    • 2016
  • Fluorescence lifetime imaging microscopy (FLIM) has been considered an effective technique to investigate chemical properties of the specimens, especially of biological samples. Despite of this advantageous trait, researchers in this field have had difficulties applying FLIM to their systems because acquiring an image using FLIM consumes too much time. Although analog mean-delay (AMD) method was introduced to enhance the imaging speed of commonly used FLIM based on time-correlated single photon counting (TCSPC), a real-time image reconstruction using AMD method has not been implemented due to its data processing obstacles. In this paper, we introduce a real-time image restoration of AMD-FLIM through fast parallel data processing by using Threading Building Blocks (TBB; Intel) and octa-core processor (i7-5960x; Intel). Frame rate of 3.8 frames per second was achieved in $1,024{\times}1,024$ resolution with over 4 million lifetime determinations per second and measurement error within 10%. This image acquisition speed is 184 times faster than that of single-channel TCSPC and 9.2 times faster than that of 8-channel TCSPC (state-of-art photon counting rate of 80 million counts per second) with the same lifetime accuracy of 10% and the same pixel resolution.

프레임률을 고려한 항공기 시뮬레이터의 영상 동기화 방안 (Display Synchronization Scheme for Flight Simulator Considering Frame Per Second)

  • 이순영;문대환;이충재;김기일
    • 대한임베디드공학회논문지
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    • 제11권1호
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    • pp.39-46
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    • 2016
  • According to general architecture of flight simulator made up of several independent rendering display systems, display synchronization problem between them naturally happens. In addition, since the flight simulator is usually implemented in the same networks where network delay is not big concern, it is necessary to consider different factors of existing synchronization technique. Among them, in this paper, we propose a new display synchronization scheme for flight simulator where each system has different rendering capacity. In the proposed scheme, each system is synchronized by considering maximum and minimum frames per second (FPS) while considering level of detail and latency. Also, experimental results are given to demonstrate the suitability of the proposed scheme for display synchronization scheme.

도로 상의 자동차 탐지를 위한 카메라와 LIDAR 복합 시스템 (Camera and LIDAR Combined System for On-Road Vehicle Detection)

  • 황재필;박성근;김은태;강형진
    • 제어로봇시스템학회논문지
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    • 제15권4호
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    • pp.390-395
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    • 2009
  • In this paper, we design an on-road vehicle detection system based on the combination of a camera and a LIDAR system. In the proposed system, the candidate area is selected from the LIDAR data using a grouping algorithm. Then, the selected candidate area is scanned by an SVM to find an actual vehicle. The morphological edged images are used as features in a camera. The principal components of the edged images called eigencar are employed to train the SVM. We conducted experiments to show that the on-road vehicle detection system developed in this paper demonstrates about 80% accuracy and runs with 20 scans per second on LIDAR and 10 frames per second on camera.

효율적인 실시간 영상처리용 2-D 컨볼루션 필터 칩 (An Efficient 2-D Conveolver Chip for Real-Time Image Processing)

  • 은세영;선우명
    • 전자공학회논문지C
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    • 제34C권10호
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    • pp.1-7
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    • 1997
  • This paper proposes a new real-time 2-D convolver filter architecture wihtout using any multiplier. To meet the massive amount of computations for real-time image processing, several commercial 2-D convolver chips have many multipliers occupying large VLSI area. Te proposed architecture using only one shift-and-accumulator can reduce the chip size by more than 70% of commercial 2-D convolver filter chips and can meet the real-time image processing srequirement, i.e., the standard of CCIR601. In addition, the proposed chip can be used for not only 2-D image processing but also 1-D signal processing and has bood scalability for higher speed applications. We have simulated the architecture by using VHDL models and have performed logic synthesis. We used the samsung SOG cell library (KG60K) and verified completely function and timing simulations. The implemented filter chip consists of only 3,893 gates, operates at 125 MHz and can meet the real-time image processing requirement, that is, 720*480 pixels per frame and 30 frames per second (10.4 mpixels/second).

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