• Title/Summary/Keyword: Image-Based Rendering

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Efficient Film Post Production Process using Metadata on the eXtensible Markup Language (eXtensible MarkUp Language (XML) 기반 메타데이터를 활용한 효율적인 영화 후반 제작과정)

  • Lim, Young-Hoon;Kim, Chul-Hyun;Paik, Joon-Ki
    • Journal of Broadcast Engineering
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    • v.16 no.3
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    • pp.439-447
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    • 2011
  • In this paper, we present a novel method to use metadata based on the eXtensible Markup Language (XML) for efficient data transfer between visual effects (VFX) and film editing. For transferring data to the VFX process, image sequences such as Cineon DPX or TGA are currently used in Korean post productions. The use of image sequences tends to increase rendering time and the amount of data for repetitive file format conversions, and as a result causes inefficiency in the entire production process. On the other hand, the use of metadata on the XML can reduce time and data because the repetitive rendering processes are not needed. This method can also be used at a variety of editing and VFX programs, and provides content information for combining online contents. The development of XML-base methods on the web enables flexible combination with other types of media.

Volume Change of Spiral Computed Tomography due to the Changed in the Parameters (파라미터의 변경에 따라 나선형 전산화 단층 촬영의 체적 변화)

  • Lee, JunHaeng
    • Journal of the Korean Society of Radiology
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    • v.7 no.4
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    • pp.307-311
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    • 2013
  • This study examined the change of artifact volume by analyzing the level of image change associated with the setting of threshold through 3D imaging in scan parameter(slice thickness and helical pitch) and 3D image reconstruction to explore whether the presence of pathology was fully distinguished when CT was taken by lower dose than the existent dose to reduce exposure. Furthermore, this study attempted to investigate Scan Parameter acceptable in CT to reduce exposure dose. For materials and methods, silicon was used to produce samples. Five spherical samples were produced at 10-millimeter intervals(50, 40, 30, 20, and 10 mm) in diameter and were fixed at 120 Kvp of tube voltage and 50 mA of tube current. Varied slab thickness((1.0, 2.0, 3.0, 5.0, and 7.0mm) and Helical Pitch(1.5, 2.0, 3.0) were scanned. The image at an interval of 1.0, 2.0, 3.0, 5.0, and 7.0mm was transmitted to the workstation. Threshold(-200, -50, 50 ~ 1,000) was changed using the volume rendering technique, 3D image was reconstructed, and artifact volume was measured. In conclusion, 1.5 of Helical Pitch showed the least change of volume and 3.0 of helical pitch showed the greatest reduction of volume change. The experiment suggested that as slice thickness was increased, artifact volume was decreased more than actual measurement. Furthermore, in the 3D image reconstruction, when the range of threshold was set as -200 ~1,000, artifact volume was changed the least. Based on the results, it is expected to have an effect of reducing exposure dose.

Color Image Rendering using A Modified Image Formation Model (변형된 영상 생성 모델을 이용한 칼라 영상 보정)

  • Choi, Ho-Hyoung;Yun, Byoung-Ju
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.1
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    • pp.71-79
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    • 2011
  • The objective of the imaging pipeline is to transform the original scene into a display image that appear similar, Generally, gamma adjustment or histogram-based method is modified to improve the contrast and detail. However, this is insufficient as the intensity and the chromaticity of illumination vary with geometric position. Thus, MSR (Multi-Scale Retinex) has been proposed. the MSR is based on a channel-independent logarithm, and it is dependent on the scale of the Gaussian filter, which varies according to input image. Therefore, after correcting the color, image quality degradations, such as halo, graying-out, and dominated color, may occur. Accordingly, this paper presents a novel color correction method using a modified image formation model in which the image is divided into three components such as global illumination, local illumination, and reflectance. The global illumination is obtained through Gaussian filtering of the original image, and the local illumination is estimated by using JND-based adaptive filter. Thereafter, the reflectance is estimated by dividing the original image by the estimated global and the local illumination to remove the influence of the illumination effects. The output image is obtained based on sRGB color representation. The experiment results show that the proposed method yields better performance of color correction over the conventional methods.

Region-based Face Makeup using two example face images (두 가지 예제 이미지를 이용한 얼굴 영역 별 메이크업)

  • Lee, Jae-Yoon;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1019-1026
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    • 2015
  • In this paper, we propose a new method of eye, face, and lip makeup techniques on the target face image from several makeup examples without losing detail features such as eyelids, eyebrows, hair. After detection of the feature layer for the skin, we applied our makeup techniques to the target face by using a blending technique. We used a cartoon rendering using bilateral filter. In order to smoothly makeup the target face, we created two Gaussian Weight maps for natural skin makeup effects. Our method did not need to perform complex operations, so the makeup results are so natural. Our experimental results show good performances in various makeups.

Frame Rate Up Conversion for Multi-View Video (다시점 영상의 프레임율 변환 기법)

  • Yang, YoonMo;Lee, Dohoon;Oh, Byung Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.06a
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    • pp.228-230
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    • 2016
  • In this paper, we introduce new FRUC method for Multi-View Video based on DIBR (Depth Image based Rendering, DIBR). In the proposed method, we divide each block to sub-regions using depth map. Then, we reconstruct occlusion region information at each sub-regions by using other views. With reconstructed occlusion region information, we estimate and compensate each sub-regions' motion. The proposed method estimates more accurate motion compared to the conventional methods in occlusion region.

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Development of Network Based Tank Combat Training Model (네트워크 기반의 전차 교전 훈련 모델 개발)

  • Roh, Keun Lae;Kim, Eui Whan
    • Journal of the Korean Society of Systems Engineering
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    • v.4 no.2
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    • pp.27-33
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    • 2008
  • As a part of development of Korean K2 main battle tank, embedded training computer to be operated in the main equipment, which makes it possible to train without a special-purposed training simulator, was adopted for tank combat training. The category of embedded training of Korean K2 main battle tank includes driving training, gunnery training, single tank combat training, platoon level combat training, and command and platoon leaders combat training. For realization unit level tank embedded training system, the virtual reality was utilized for real time image rendering, and network based real time communication system of K2 tank was utilized for sharing status information between tanks. As a result, it is possible to train themselves on their own tank for enhancing the operational skills and harmonized task with members.

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Key-Frame Based Real-Time Fluid Simulations (키-프레임 기반 실시간 유체 시뮬레이션)

  • Ryu, Ji-Hyun;Park, Sang-Hun
    • Journal of Korea Multimedia Society
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    • v.9 no.11
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    • pp.1515-1528
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    • 2006
  • Systems for physically based fluid animation have developed rapidly in the visual special effects industry and can make very high quality images. However, in the real-time application fields such as computer game, the simulation speed is more critical issue than image quality. This paper presents a real-time method for animating fluid using programmable graphics pipeline. We show that once two key-frames are given, the technique can interactively generate a sequence of images changing from the source key-frame to the target.

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A Study on the Synthesis of Facial Poses based on Warping (워핑 기법에 의한 얼굴의 포즈 합성에 관한 연구)

  • 오승택;서준원;전병환
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04b
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    • pp.499-501
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    • 2001
  • 본 논문에서는 사실적인 아바타(avata) 구현의 핵심이라 할 수 있는 입체적인 얼굴 표현을 위해, (※원문참조) 기하학적인 정보를 사용하지 않고 중첩 메쉬를 허용하는 개선된 메쉬 워프 알고리즘(mesh warp algor※원문참조)을 이용하여 IBR(Image Based Rendering)을 구현하는 방법을 제안한다. 3차원 모델을 대신하기 위해 (※원문참조) 인물의 정면, 좌우 반측면, 좌우 측면의 얼굴 영상들에 대해 작성된 메쉬를 사용한다. 합성하고자 하는 (※원문참조) 정면 얼굴 영상에 대해서는 정면 메쉬만을 작성하고, 반측면이나 측면 메쉬는 표준 메쉬를 근거로 자(※원문참조)된다. 얼굴 포즈 합성의 성능을 펴가하기 위해, 얼굴을 수평으로 회전하는 실제 포즈 영상과 합성된 포(※원문참조)에 대해 주요 특징점 들을 정규화 한 위치 오차를 측정한 결과, 평균적으로 양 눈의 중심에서 입의 (※원문참조)리에 대해 약 5%의 위치 오차만이 발생한 것으로 나타났다.

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An Experiment on Volume Data Compression and Visualization using Wavelet Transform (웨이블릿 변환을 이용한 볼륨데이타의 압축 및 가시화 실험)

  • 최임석;권오봉;송주환
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.6
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    • pp.646-661
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    • 2003
  • It is not easy that we visualize the large volume data stored in the every client computers of the web environment. One solution is as follows. First we compress volume data, second store that in the database server, third transfer that to client computer, fourth visualize that with direct-volume-rendering in the client computer. In this case, we usually use wavelet transform for compressing large data. This paper reports the experiments for acquiring the wavelet bases and the compression ratios fit for the above processing paradigm. In this experiments, we compress the volume data Engine, CThead, Bentum into 50%, 10%, 5%, 1%, 0.1%, 0.03% of the total data respectively using Harr, Daubechies4, Daubechies12 and Daubechies20 wavelets, then visualize that with direct-volume-rendering, afterwards evaluate the images with eyes and image comparison metrics. When compression ratio being low the performance of Harr wavelet is better than the performance of the other wavelets, when compression ratio being high the performance of Daubechies4 and Daubechies12 is better than the performance of the other wavelets. When measuring with eyes the good compression ratio is about 1% of all the data, when measuring with image comparison metrics, the good compression ratio is about 5-10% of all the data.

Rendering Method of Light Environment Based on Modeling of Physical Characteristic (물리적 특성 모델링에 기반한 라이팅 환경의 랜더링 기법)

  • Lee, Myong-Young;Lee, Cheol-Hee;Ha, Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.6 s.312
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    • pp.46-56
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    • 2006
  • In this paper, we propose an improved reproduction algorithm for a realistic image of the real scene based on the optical characteristics of the light sources and the materials at the lighting environment. This paper is continuation of the previous study to improve the modeling method of the light sources and the materials and apply this to the real rear lamp of automobile. The backward ray tracing method is first used to trace the light ray from a light source, and also considers the physical characteristics of object surfaces and geometric properties of light radiation to estimate accurately the light energy incoming toward to human eyes. For experiments and verification of the proposed method, the simulation results are compared with the measured light stimuli. Accordingly, the simulation results show that the proposed algorithm can estimate light energy well and reproduce the visually similar image with a scene incident on a sight of viewer.