• Title/Summary/Keyword: Projection Mapping

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Implementation of Dynamic Projection Mapping Framework based on Gesture Recognition for Stage Performance (무대 공연을 위한 제스처 인식 기반 동적 프로젝션 맵핑 프레임워크 구현)

  • Koh, You-Jin;Kim, Tae-Won;Choi, Yoo-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.633-634
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    • 2020
  • 본 논문에서는 미디어영상을 기반한 무대 공연의 다양한 미디어 효과를 분석하고, 무대 공연을 위한 제스처 기반 동적 프로젝션 맵핑 프레임워크를 설계 구현한다. 이를 위하여, 동적 프로젝션 맵핑 기반 기존 공연에서 공연자의 제스처와 이에 따른 미디어 효과를 분석하고, 동적 프로젝션 맵핑기술을 효율적으로 구현하기 위하여 모션 히스토리 이미지를 이용한 CNN(Convolutional Neural Network) 기반의 제스처 인식 기술을 구현한다. 또한, 구현된 제스처인식 기술을 기반으로 공연자의 서로 다른 제스처와 미디어 효과를 매칭시킬 수 있는 프레임 워크 구현 내용을 소개한다.

Rock Mass Stability of the Buddha Statue on a Rock Cliff using Fracture Characteristics and Geological Face-Mapping (마애불 암반의 단열특성과 지질맵핑을 이용한 안정성 해석)

  • Ihm, Myeong Hyeok
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.539-544
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    • 2023
  • The subject of this study is the Maae Buddha statue in granodiorite of the Mesozoic Cretaceous period, which is concerned about stability as a standing stone cultural property located in ◯◯-dong, Gyeongsangbuk-do. For stability analysis, three-dimensional face mapping, geological properties of joints, three-dimensional scanning, ultrasonic velocity, polarization microscopy, electron microscopy analysis and XRD analysis were performed. In addition, the safety factor of the Maaebul was calculated by analyzing the damage status investigation, stereographic projection analysis, rock classification, and limit equilibrium analysis. The types and scales of damage and possible collapse by section depend on the degree of weathering of the rock and the orientation and characteristics of the joints, but wedge-failure and toppling-failure are expected to be small-scale. The safety factor of Maaebul in dry and wet conditions is less than 1.2, so stability is concerned. The types of damage were mainly observed, such as exfoliation, cracking, granular decomposition, and vegetation growth. The Maaebul rock is granodiorite, and the surface discoloration materials are K, Fe, and Mg. The 4 sets of joints are developed, J1 is tensile joint and the others are shear joint. The uniaxial compressive strength estimated by ultrasonic exploration is 514kgf/cm2, which corresponds to most soft rocks and some weathered rocks. Rock classification(RMR) is estimated to be grade 5, very poor rock mass. These technique along with the existing methods of safety diagnosis of cultural properties are expected to be a reasonable tool for objective interpretation and stability review of stone cultural properties.

High-resolution 3D Object Reconstruction using Multiple Cameras (다수의 카메라를 활용한 고해상도 3차원 객체 복원 시스템)

  • Hwang, Sung Soo;Yoo, Jisung;Kim, Hee-Dong;Kim, Sujung;Paeng, Kyunghyun;Kim, Seong Dae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.10
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    • pp.150-161
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    • 2013
  • This paper presents a new system which produces high resolution 3D contents by capturing multiview images of an object using multiple cameras, and estimating geometric and texture information of the object from the captured images. Even though a variety of multiview image-based 3D reconstruction systems have been proposed, it was difficult to generate high resolution 3D contents because multiview image-based 3D reconstruction requires a large amount of memory and computation. In order to reduce computational complexity and memory size for 3D reconstruction, the proposed system predetermines the regions in input images where an object can exist to extract object boundaries fast. And for fast computation of a visual hull, the system represents silhouettes and 3D-2D projection/back-projection relations by chain codes and 1D homographies, respectively. The geometric data of the reconstructed object is compactly represented by a 3D segment-based data format which is called DoCube, and the 3D object is finally reconstructed after 3D mesh generation and texture mapping are performed. Experimental results show that the proposed system produces 3D object contents of $800{\times}800{\times}800$ resolution with a rate of 2.2 seconds per frame.

Implementation of Interactive Media Content Production Framework based on Gesture Recognition (제스처 인식 기반의 인터랙티브 미디어 콘텐츠 제작 프레임워크 구현)

  • Koh, You-jin;Kim, Tae-Won;Kim, Yong-Goo;Choi, Yoo-Joo
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.545-559
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    • 2020
  • In this paper, we propose a content creation framework that enables users without programming experience to easily create interactive media content that responds to user gestures. In the proposed framework, users define the gestures they use and the media effects that respond to them by numbers, and link them in a text-based configuration file. In the proposed framework, the interactive media content that responds to the user's gesture is linked with the dynamic projection mapping module to track the user's location and project the media effects onto the user. To reduce the processing speed and memory burden of the gesture recognition, the user's movement is expressed as a gray scale motion history image. We designed a convolutional neural network model for gesture recognition using motion history images as input data. The number of network layers and hyperparameters of the convolutional neural network model were determined through experiments that recognize five gestures, and applied to the proposed framework. In the gesture recognition experiment, we obtained a recognition accuracy of 97.96% and a processing speed of 12.04 FPS. In the experiment connected with the three media effects, we confirmed that the intended media effect was appropriately displayed in real-time according to the user's gesture.

VR Visualization of Casting Flow Simulation (주물 유동해석의 VR 가시화)

  • Park, Ji-Young;Suh, Ji-Hyun;Kim, Sung-Hee;Kim, Myoung-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.813-816
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    • 2008
  • In this research we present a method to reconstruct the casting flow simulation result as a 3D model and visualize it on a VR display. First, numerical analysis of heat flow is performed using an existing commercial CAE simulation software. In this process the shape of the original design model is approximated to a regular rectangular grid. The filling ratio and temperature of each voxel are recorded iteratively by predefined number of steps starting from pouring the melted metal into a mold until it is entirely filled. Next we reconstruct the casting by voxels using the simulation result as an input. The color of voxel is determined by mapping the colors to temperature and filling ratio at each step as the flow proceeds. The reconstructed model is visualized on the Projection Table which is one of horizontal-type VR display. It provides active stereoscopic images.

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Hyperspectral Target Detection by Iterative Error Analysis based Spectral Unmixing (Iterative Error Analysis 기반 분광혼합분석에 의한 초분광 영상의 표적물질 탐지 기법)

  • Kim, Kwang-Eun
    • Korean Journal of Remote Sensing
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    • v.33 no.5_1
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    • pp.547-557
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    • 2017
  • In this paper, a new spectral unmixing based target detection algorithm is proposed which adopted Iterative Error Analysis as a tool for extraction of background endmembers by using the target spectrum to be detected as initial endmember. In the presented method, the number of background endmembers is automatically decided during the IEA by stopping the iteration when the maximum change in abundance of the target is less than a given threshold value. The proposed algorithm does not have the dependence on the selection of image endmembers in the model-based approaches such as Orthogonal Subspace Projection and the target influence on the background statistics in the stochastic approaches such as Matched Filter. The experimental result with hyperspectral image data where various real and simulated targets are implanted shows that the proposed method is very effective for the detection of both rare and non-rare targets. It is expected that the proposed method can be effectively used for mineral detection and mapping as well as target object detection.

Real-time Soft-shadow using Shadow Atlas (그림자 아틀라스를 이용한 부드러운 그림자 생성 방법)

  • Park, Sun-Yong;Yang, Jin-Suk;Oh, Kyoung-Su
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.11-16
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    • 2011
  • In computer graphics, shadows play a very important role as a hint of inter-object distance as well as themselves in terms of realism. To represent shadows, some traditional methods such as shadow mapping and shadow volume have been frequently used for the purpose. However, the rendering results are not natural since they assume the point light. On the contrary, an area light can render soft-shadows, but its computation is too burdensome due to integral over the whole light source surface. Many alternatives have been introduced, back-projection of occluder onto the light source to get visibility of light or filtering of shadow boundary by calculating size of penumbra. But they also have problems of light bleeding or ringing effects because of low order approximation, or low performance. In this paper, we describe a method to improve those problems using shadow atlas.

Ortho-rectification of Satellite-based Linear Pushbroom-type CCD Camera Images (선형 CCD카메라 영상의 정사투영 알고리즘 개발)

  • 곽성희;이영란;신동석
    • Korean Journal of Remote Sensing
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    • v.15 no.1
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    • pp.31-38
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    • 1999
  • In this paper, we introduce an algorithm for the ortho-rectification of high resolution pushbroom-type satellite images. The generation of ortho-images in the ultimate level of the satellite image preprocessing which also includes systematic geocoding and precision geocoding. It is also essential for the mapping of satellite images because topotraphic maps are based on the orthographic projection. The newly developed ortho-image generation algorithm introduced in this paper is on the line of the algorithms previously developed (Shin and Lee, 1997; Shin e 1998). Various experimental results are shown in this paper. The results show that the algorithm completely eliminates the disparities in the perspectively viewed images which were caused by the terrain height. The absolute accuracy of the developed algorithm depends on the accuracy of the camera model and the digital elevation model used.

Water Balance Projection Using Climate Change Scenarios in the Korean Peninsula (기후변화 시나리오를 활용한 미래 한반도 물수급 전망)

  • Kim, Cho-Rong;Kim, Young-Oh;Seo, Seung Beom;Choi, Su-Woong
    • Journal of Korea Water Resources Association
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    • v.46 no.8
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    • pp.807-819
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    • 2013
  • This study proposes a new methodology for future water balance projection considering climate change by assigning a weight to each scenario instead of inputting future streamflows based on GCMs into a water balance model directly. K-nearest neighbor algorithm was employed to assign weights and streamflows in non-flood period (October to the following June) was selected as the criterion for assigning weights. GCM-driven precipitation was input to TANK model to simulate future streamflow scenarios and Quantile Mapping was applied to correct bias between GCM hindcast and historical data. Based on these bias-corrected streamflows, different weights were assigned to each streamflow scenarios to calculate water shortage for the projection periods; 2020s (2010~2039), 2050s (2040~2069), and 2080s (2070~2099). As a result by applying the proposed methodology to project water shortage over the Korean Peninsula, average water shortage for 2020s is projected to increase to 10~32% comparing to the basis (1967~2003). In addition, according to getting decreased in streamflows in non-flood period gradually by 2080s, average water shortage for 2080s is projected to increase up to 97% (516.5 million $m^3/yr$) as maximum comparing to the basis. While the existing research on climate change gives radical increase in future water shortage, the results projected by the weighting method shows conservative change. This study has significance in the applicability of water balance projection regarding climate change, keeping the existing framework of national water resources planning and this lessens the confusion for decision-makers in water sectors.

Realistic individual 3D face modeling (사실적인 3D 얼굴 모델링 시스템)

  • Kim, Sang-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.8
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    • pp.1187-1193
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    • 2013
  • In this paper, we present realistic 3D head modeling and facial expression systems. For 3D head modeling, we perform generic model fitting to make individual head shape and texture mapping. To calculate the deformation function in the generic model fitting, we determine correspondence between individual heads and the generic model. Then, we reconstruct the feature points to 3D with simultaneously captured images from calibrated stereo camera. For texture mapping, we project the fitted generic model to image and map the texture in the predefined triangle mesh to generic model. To prevent extracting the wrong texture, we propose a simple method using a modified interpolation function. For generating 3D facial expression, we use the vector muscle based algorithm. For more realistic facial expression, we add the deformation of the skin according to the jaw rotation to basic vector muscle model and apply mass spring model. Finally, several 3D facial expression results are shown at the end of the paper.