• Title/Summary/Keyword: MAPS 3D

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Building of the Web-Based 3D Road Guide System of Yonsei Univ. (웹 기반의 3차원 교내 길 안내 시스템)

  • 손홍규;김호성;백종하
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2004.04a
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    • pp.401-406
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    • 2004
  • Recently various types of digital maps are widely available through the internet. Such e-maps have an advantage that user can easily get the information of destination by using only the search function. But these e-naps are based on 2D coordinate system so that they have limits that the virtual shapes of ground are very different from the real ones. Therefore, for more actual services of location information, we made a 3D model of Yonsei University with JAVA 3D and VRML technology and built the 3D e-map of Yonsei University, which is applied through the interaction between the web server and clients.

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Point-level deep learning approach for 3D acoustic source localization

  • Lee, Soo Young;Chang, Jiho;Lee, Seungchul
    • Smart Structures and Systems
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    • v.29 no.6
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    • pp.777-783
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    • 2022
  • Even though several deep learning-based methods have been applied in the field of acoustic source localization, the previous works have only been conducted using the two-dimensional representation of the beamforming maps, particularly with the planar array system. While the acoustic sources are more required to be localized in a spherical microphone array system considering that we live and hear in the 3D world, the conventional 2D equirectangular map of the spherical beamforming map is highly vulnerable to the distortion that occurs when the 3D map is projected to the 2D space. In this study, a 3D deep learning approach is proposed to fulfill accurate source localization via distortion-free 3D representation. A target function is first proposed to obtain 3D source distribution maps that can represent multiple sources' positional and strength information. While the proposed target map expands the source localization task into a point-wise prediction task, a PointNet-based deep neural network is developed to precisely estimate the multiple sources' positions and strength information. While the proposed model's localization performance is evaluated, it is shown that the proposed method can achieve improved localization results from both quantitative and qualitative perspectives.

SPHERES IN THE SHILOV BOUNDARIES OF BOUNDED SYMMETRIC DOMAINS

  • Kim, Sung-Yeon
    • The Pure and Applied Mathematics
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    • v.22 no.1
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    • pp.35-56
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    • 2015
  • In this paper, we classify all nonconstant smooth CR maps from a sphere $S_{n,1}{\subset}\mathbb{C}^n$ with n > 3 to the Shilov boundary $S_{p,q}{\subset}\mathbb{C}^{p{\times}q}$ of a bounded symmetric domain of Cartan type I under the condition that p - q < 3n - 4. We show that they are either linear maps up to automorphisms of $S_{n,1}$ and $S_{p,q}$ or D'Angelo maps. This is the first classification of CR maps into the Shilov boundary of bounded symmetric domains other than sphere that includes nonlinear maps.

Boundary Artifacts Reduction in View Synthesis of 3D Video System (3차원 비디오의 합성영상 경계 잡음 제거)

  • Lee, Dohoon;Yang, Yoonmo;Oh, Byung Tae
    • Journal of Broadcast Engineering
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    • v.21 no.6
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    • pp.878-888
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    • 2016
  • This paper proposes an efficient method to remove the boundary artifacts of rendered views caused by damaged depth maps in the 3D video system. First, characteristics of boundary artifacts with the compression noise in depth maps are carefully studied. Then, the artifacts suppression method is proposed by the iterative projection onto convex sets (POCS) algorithm with setting the convex set in pixel and frequency domain. The proposed method is applied to both texture and depth maps separately during view rendering. The simulation results show the boundary artifacts are greatly reduced with improving the quality of synthesized views.

Stereoscopic Perception Improvement Using Color and Depth Transformation (컬러 및 깊이 데이터 변환을 이용하는 입체감 향상)

  • Gil, Jong-In;Jang, Seung-Eun;Seo, Joo-Ha;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.16 no.4
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    • pp.584-595
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    • 2011
  • Recently, RGB images and depth maps have been supplied to academic fields. The depth maps are utilized to the generation of stereoscopic images in the diverse formats according to the users' preference. A variety of methods that use depth maps have been introduced so far. One of applications is a medical field. In this area, the improvement of the perceptual quality of 2D medical images has gained much interest. In this paper, we propose a novel scheme that expands the conventional method to 3D stereoscopic image, thereby achieving the perceptual depth quality improvement as well as 3D stereoscopic perception enhancement at the same time. For this, contrast transformation as well as depth darkening are proposed and their performance is validated through the subjective test. Subjective experiments peformed for stereoscopic enhancement as well as visual fatigue validate that the proposed method achieves better 3D perception than the usage of the original stereoscopic image and suggests the limitation in terms of the visual fatigue.

The Coordinate Transformation of Digital Geological Map in accordance with the World Geodetic System (A Case Study of Chungju and Hwanggang-ri Sheets using ArcToolbox) (수치지질도의 세계측지계 좌표변환 (ArcToolbox를 이용한 충주 및 황강리 도폭의 사례))

  • Oh, Hyun-Joo
    • Economic and Environmental Geology
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    • v.48 no.6
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    • pp.537-543
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    • 2015
  • In Korea, the use of world geodetic system(WGS) has been mandated in year 2010. Accordingly, the national geographic information institute(NGIS) provides the digital maps according to the WGS. Nevertheless, most of the digital geological maps are still based on the Tokyo Datum(TD). Therefore, users should conduct 2D/3D geological spatial analysis after converting the coordinates of digital geological maps to WGS. The conversion process is often tedious and troublesome for certain users. Therefore, in this study, the method to transform coordinate from TD to WGS using ArcToolbox is introduced for users not familiar with the process. For a better appreciation, the Chungju and Hwanggang-ri digital sheets of 1:50,000 scale was chosen as an example. Here, Chungju and Hwanggang-ri sheets were defined based on the TD-central origin and TD-east origin, respectively. The two sheets were merged after the transformation of TD-east origin of Hwanggang-ri to the TD-central origin, and eventually transformed to WGS-central origin. The merged map was found to match exactly with the digital map(Daeso 367041). The problem of coordinate determination in previous digital geological maps was solved effectively. The proposed method is believed to be helpful to 2D/3D geological spatial analysis of various geological thematic maps.

Virtual View Rendering for 2D/3D Freeview Video Generation (2차원/3차원 자유시점 비디오 재생을 위한 가상시점 합성시스템)

  • Min, Dong-Bo;Sohn, Kwang-Hoon
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.4
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    • pp.22-31
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    • 2008
  • In this paper, we propose a new approach for efficient multiview stereo matching and virtual view generation, which are key technologies for 3DTV. We propose semi N-view & N-depth framework to estimate disparity maps efficiently and correctly. This framework reduces the redundancy on disparity estimation by using the information of neighboring views. The proposed method provides a user 2D/3D freeview video, and the user can select 2D/3D modes of freeview video. Experimental results show that the proposed method yields the accurate disparity maps and the synthesized novel view is satisfactory enough to provide user seamless freeview videos.

Human Action Recognition via Depth Maps Body Parts of Action

  • Farooq, Adnan;Farooq, Faisal;Le, Anh Vu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2327-2347
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    • 2018
  • Human actions can be recognized from depth sequences. In the proposed algorithm, we initially construct depth, motion maps (DMM) by projecting each depth frame onto three orthogonal Cartesian planes and add the motion energy for each view. The body part of the action (BPoA) is calculated by using bounding box with an optimal window size based on maximum spatial and temporal changes for each DMM. Furthermore, feature vector is constructed by using BPoA for each human action view. In this paper, we employed an ensemble based learning approach called Rotation Forest to recognize different actions Experimental results show that proposed method has significantly outperforms the state-of-the-art methods on Microsoft Research (MSR) Action 3D and MSR DailyActivity3D dataset.

Real-Time Generation of City Map for Games in Unity with View-dependent Refinement and Pattern Synthesis Algorithm

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.51-56
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    • 2019
  • In this paper, we propose an algorithm that can quickly generate and synthesize city maps in racing games. Racing games are characterized by moving a wide map rather than a fixed map, but designing and developing a wide map requires a lot of production time. This problem can be mitigated by creating a large map in the preprocessing step, but a fixed map makes the game tedious. It is also inefficient to process all the various maps in the preprocessing step. In order to solve this problem, we propose a technique to create a terrain pattern in the preprocessing process, to generate a map in real time, and to synthesize various maps randomly. In addition, we reduced unnecessary rendering computations by integrating view-dependent techniques into the proposed framework. This study was developed in Unity3D and can be used for various contents as well as racing game.

Effect of internal structures on the accuracy of 3D printed full-arch dentition preparation models in different printing systems

  • Teng Ma;Tiwu Peng;Yang Lin;Mindi Zhang;Guanghui Ren
    • The Journal of Advanced Prosthodontics
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    • v.15 no.3
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    • pp.145-154
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    • 2023
  • PURPOSE. The objective of this study was to investigate how internal structures influence the overall and marginal accuracy of full arch preparations fabricated through additive manufacturing in different printing systems. MATERIALS AND METHODS. A full-arch preparation digital model was set up with three internal designs, including solid, hollow, and grid. These were printed using three different resin printers with nine models in each group. After scanning, each data was imported into the 3D data processing software together with the master cast, aligned and trimmed, and then put into the 3D data analysis software again to compare the overall and marginal deviation whose results are expressed using root mean square values and color maps. To evaluate the trueness of the resin model, the test data and reference data were compared, and the precision was evaluated by comparing the test data sets. Color maps were observed for qualitative analysis. Data were statistically analyzed by one-way analysis of variance and Bonferroni method was used for post hoc comparison (α = .05). RESULTS. The influence of different internal structures on the accuracy of 3D printed resin models varied significantly (P < .05). Solid and grid models showed better accuracy, while the hollow model exhibited poor accuracy. The color maps show that the resin models have a tendency to shrink inwards. CONCLUSION. The internal structure design influences the accuracy of the 3D printing model, and the effect varies in different printing systems. Irrespective of the kind of printing system, the printing accuracy of hollow model was observed to be worse than those of solid and grid models.