• 제목/요약/키워드: Realistic Image

검색결과 601건 처리시간 0.024초

HDR영상에서 가색상 시각화 알고리즘 분석 (Analysis of False Color Visualization for HDR Image)

  • 이용환;김영섭
    • 반도체디스플레이기술학회지
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    • 제16권3호
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    • pp.82-86
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    • 2017
  • High dynamic range (HDR) imaging offers a radically approach of representing colors in digital images. Instead of using the range of colors produced by given devices, HDR imaging method manipulates and stores all colors and brightness levels visible to the human eye. To faithfully represent, store and then reproduce all these effects, the original scene must be stored and treated using high fidelity HDR techniques. Then, tone mapping is required to accommodate HDR image to low dynamic range (LDR) devices, and tone mapping operation of HDR image for realistic display is commonly researched. However, color visualization for analyzing scene luminance in HDR imaging has less attention from researches. This paper presents and implements a method for reproduction and visualization of the false color in HDR images. We produce a color visualization framework with several mapping functions, and evaluate their effectiveness by using RMAE and SNR with commonly used HDR image data. Experiment reveals that the sigmodal mapping function shows better performance in the false color visualization, compared to other methods.

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MSSSIM 및 쿨백-라이블러 발산 기반 의사 율-왜곡 평가 함수와 복수개의 영상처리 필터를 이용한 동영상 전처리 방법 (Image Processing of Pseudo-rate-distortion Function Based on MSSSIM and KL-Divergence, Using Multiple Video Processing Filters for Video Compression)

  • 석진욱;조승현;김휘용;최진수
    • 방송공학회논문지
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    • 제23권6호
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    • pp.768-779
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    • 2018
  • 본 논문에서는 동영상 화질을 최대한 유지하면서 압축 비트량 절감을 효율적으로 이루기 위해 복수개의 영상처리 필터를 영상의 블록에 따라 선택적으로 적용하고, 영상처리 필터의 선택을 위한 MSSSIM(Multi-Scale Structural SIMilarity) 및 쿨백-라이블러 발산(Kullback-Leibler divergence: KL-Divergence) 기반의 영상 처리 평가 함수를 제안한다. 영상압축의 경우, 영상 내 특징에 따라 화질과 비트량 절감의 특성이 다르며, 이에 따라 단일 목적을 가진 영상처리 필터로서는 화질을 유지하면서, 비트량 절감이라는 목적을 동시에 만족 시키기 어렵다. 이에 따라, 주관적 화질을 최대한 유지하면서, 비트량을 절감시키기 위해 주관적 화질 측도로서 MSSSIM를 사용하고 비트 량 측도를 위하여 쿨백-라이블러 발산을 사용함과 동시에 두 가지 척도를 하나의 척도로 결합시키기 위한 방법을 제안한다. 아울러 제안한 측도를 사용하여 서로 다른 특성을 가진 영상처리 필터를 전처리 필터로 사용할 경우, 주관적 화질을 최대한 유지하면서 비트량 절감을 유지할 수 있도록 동영상 압축이 가능함을 확인할 수 있었다.

패치 영상의 효율적 압축을 위한 전처리 방법 (Preprocessing Method for Efficient Compression of Patch-based Image)

  • 이신욱;이선영;장은영;허남호;장의선
    • 방송공학회논문지
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    • 제13권1호
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    • pp.109-118
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    • 2008
  • 텍스처 영상 압축은 JPEG과 같은 영상 압축 표준을 사용한다. 일반 텍스처 영상에는 JPEG으로도 좋은 압축 성능을 내지만 패치 텍스처 영상은 이러한 영상 압축 기술로 압축했을 때 좋은 압축 성능을 보이지 못하였다. 이를 보완하고 압축 성능을 높이기 위해 기존의 패치 텍스처 영상에 주변 화소간에 색차를 줄이기 위한 전처리 기술을 소개하고, 제안된 기술과 JPEG 압축을 순서대로 적용하였을 때 압축 성능이 23%에서 45%까지 향상됨을 보이고자 한다.

아트디렉션으로서 3D애니메이션의 NPR 스타일 연구 (NPR Style of 3D Animation as an Art Direction)

  • 이선주
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2004년도 추계 종합학술대회 논문집
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    • pp.84-90
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    • 2004
  • NPR 스타일은 3D 애니메이션의 사실적이고 차가운 이미지를 벗어나 창조적인 아트디렉션 도구로서 활용되게 하는 것을 가능하게 한다. 그리고 이러한 표현기법은 기술적으로 도 접근이 되고 있고 다양한 2D적인 재질 이미지 외에도 조명을 활용하여 좀더 폭넓은 연출로 새로운 애니메이션 스타일을 창조하고 있다.

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순차 이미지를 이용한 3차원 물체의 사실적인 복원방법 (Realistic 3D Reconstruction Method from an Image Sequence)

  • 김승권;김강현;전희성
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2003년도 추계학술발표대회(상)
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    • pp.326-329
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    • 2003
  • 영상이나 이미지로부터 3차원 정보를 복원해내기 위한 기술은 컴퓨터 비젼과 그래픽스 분야에서 많은 연구의 대상이 되어 왔다. 본 연구에서는 연속적으로 획득된 여러 장의 이미지로부터 특징점을 추출한 후 그 점들로부터 프로젝티브 복원을 하고 카메라 파라메터를 계산하여 유클리디언 공간으로 변환시켜 3차원 데이터를 계산하는 방법을 구현하였다. 계산된 3차원 데이터와 가장 적합한 폴리곤을 선택하고 텍스쳐 매핑을 하는 방법을 결합하여 사실적인 3차원 모델을 생성할 수 있었다.

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OLED Aging Characteristics for Digital Still Camera Applications

  • Cok, Ronald S.;Leon, Felipe;Silbermann, Joshua
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2006년도 6th International Meeting on Information Display
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    • pp.583-587
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    • 2006
  • A series of images were displayed on an OLED display placed within a digital still camera body to characterize the aging of the OLED display in a realistic environment and with an image set that matches actual consumer usage as closely as possible. The aging characteristics of the OLED display were measured and shown to meet the requirements of a digital still camera application by a wide margin.

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현대회화에서의 형태와 물질 -Digital Transfiguration에 관한 연구- (Digital painting: Image transfonnation, simulation, heterologie and transfonnation)

  • 정숙영
    • 조형예술학연구
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    • 제10권
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    • pp.161-181
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    • 2006
  • The words which appeared in my theoretical study and work are image transformation to digital painting, simulation, heterologie and transfiguration, etc. Firstly, let's look into 'digital era' or 'new media era'. Nowadays, the image world including painting within the rapid social and cultural change, which is called as digital era, is having the dramatic change. Together with the development of scientific technology, large number of events which was deemed to be impossible is happening as real in image world Moreover, these changes in image world is greatly influencing to our life. The word which compresses this change of image world and shows is 'digital'. Digit, which means fingers in Latin, indicates separately changing signal, and to be more narrow, it indicates the continual signal of '0' and ' 1' in computer. The opposite word is 'analogue'. As analogue is the word meaning 'infer' or 'similarity', it indicates the signal or form which continuously changes along the series of time when it is compared to digital. Instead of analogue, digital is embossed as a major ruler along the whole area of our current culture. In whole culture and art area, and in whole generalscience, digital is appearing as it has the modernism and importance. The prefix, 'digital', e.g. digital media, digital culture, digital design, digital philosophy, etc, is treated as the synonym of modernism and something new. This advent of digital results the innovative change to the image world, creates the new beauty experience which we could not experience before, and forecasts the formation of advanced art and expansion of creative area. Various intellectual activities using computer is developing the whole world with making the infrastructure. Computer in painting work immediately accomplishes the idea of painters, takes part in simulation work, contingency such as abrupt reversal, extraction, twisting, shaking, obscureness, overlapping, etc, and timing to stimulate the creativity of painters, and provides digital formative language which enables new visual experience to the audience. When the change of digital era, the image appeared in my work is shown in 'transfiguration' like drawing. The word, 'transfiguration' does not indicate the completed and fixed real substance but indicate endlessly moving and floating shape. Thus, this concept is opposite to the substantial consideration, so that various concepts which is able to replace this in accordance with the similar cases are also exist such as change, deterioration, mutation, deformity of appearance and morphing which is frequently used in computer as a technical word. These concepts are not clearly classified, and variably and complicatedly related. Transfiguration basically means the denial of "objectivity' and '(continual) stagnation' or deviation from those. This phenomenon is appeared through the all art schools of art ever since the realism is denied in the 19th century. It is called as 'deformation' in case of expressionism, futurism, cubism, etc, in the beginning of the century, which its former indication is mostly preserved within the process of structural deviation and which has the realistic limit which should be preserved. On the contrary, dramatic transfiguration which has been showing in the modern era through surrealism is different in the point that dramatic transfiguration tends to show the deterioration and deviation rather than the preservation of indicated object. From this point, transfiguration coming out from morphing using computer deteriorates and hides the reality and furthermore, it replaces the 'reality'. Moreover, transfiguration is closely approached to the world of fake or 'imaginary' simulation world of Baudrillard. According to Baudrillard, the image hides and deteriorates the reality, and furthermore, expresses 'not existing' to 'imaginary' under the name of transfiguration. Certain reality, that is, image which is absent from the reality is created and overflowed, so that it finally replaces the reality. This is simulation as it is said by Baudrillard. In turn, Georges Bataille discusses about the image which is produced by digital technology in terms of heterologie. Image of heterologie is the visual signal which is established with the media. Image of media is to have the continuous characteristics of produce, extinction, and transformation, and its clear boundary between images becomes meaningless. The meaning of composition, excess, violation, etc of digital image is explained to heterological study or heteologie suggested as important meaning of Georges Bataille who is a heretic philosopher. As the form and image of mutation shows the shape in accordance with mechanical production, heterologie is introduced as very low materialism (or bas materialisme), in this theory. Heterologie as low materialism which is gradually changing is developing as a different concept and analysis because of the change of time in the late 20s century beside high or low meaning. Including my image, all images non-standardizes and transforms the code. However, reappearance and non-standardization of this code does not seem to be simple. The problem of transformation caused by transfiguration which appears in my digital drawing painting, simulation, heterologie, etc, are the continual problems. Moreover, the subject such as existence of human being, distance from the real life, politics and social problems are being extended to actual research and various expressing work. Especially, individual image world is established by digital painting transfiguration technique, and its change and review start to have the durability. The consciousness of observers who look at the image is changing the subject. Together with theoretical research, researchers are to establish the first step to approach to various image change of digital era painting through transfiguration technique using our realistic and historical image.

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A VIDEO GEOGRAPHIC INFORMATION SYSTEM FOR SUPPORTING BI-DIRECTIONAL SEARCH FOR VIDEO DATA AND GEOGRAPHIC INFORMATION

  • Yoo, Jea-Jun;Joo, In-Hak;Park, Jong-Huyn;Lee, Jong-Hun
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2002년도 Proceedings of International Symposium on Remote Sensing
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    • pp.151-156
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    • 2002
  • Recently, as the geographic information system (GIS) which searches, manages geographic information is used more widely, there is more requests for some systems which can search and display more actual and realistic information. As a response to these requests, the video geographic information system which connects video data obtained by using cameras and geographic information as it is by displaying the obtained video data is being more popular. However, because most existing video geographic information systems consider video data as an attribute of geographic information or use simple one-way links from geographic information to video data to connect video data with geographic information, they support only displaying video data through searching geographic information. In this paper, we design and implement a video geographic information system which connects video data with geographic information and supports hi-directional search; searching geographic information through searching video data and searching video data through searching geographic information. To do this, we 1) propose an ER data model to represent connection information related to video data, geographic information, 2) propose a process to extract and to construct connection information from video data and geographic information, 3) show a component based system architecture to organize the video geographic information system.

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신경회로망을 이용한 2D 얼굴근육 파라메터의 자동인식 (Automatic Estimation of 2D Facial Muscle Parameter Using Neural Network)

  • 김동수;남기환;한준희;배철수;권오홍;나상동
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 1999년도 춘계종합학술대회
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    • pp.33-38
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    • 1999
  • 컴퓨터 분야에서 얼굴근육 이미지합성은 살아있는 것 같은 모델을 실현하기 위한 가장 실재적인 접근방법 중의 하나이며, 얼굴근육 모델은 얼굴조직 성분과 근육으로 구성된다. 이 모델에서 얼굴 조직 성분에 영향을 주는 힘(force)은 각 근육의 수축강도로써 계산되어지고, 각 근육 파라메터의 결합은 명확한 얼굴표현으로 결정한다. 또한 각 근육 파라메터는 실험과 샘플 사진과 근육편집기로 생성한 명확한 이미지를 비유하여 에러처리과정을 통해 결정된다. 이 논문에서 신경회로망을 사용한 2D(Two-Dimension) 지시점의 움직임으로부터 얼굴근육의 자동인식 방법을 제안하고자 하며, 얼굴모델을 기반으로 한 물리학적 제한하에 캡처된 이미지에서 정보 흐름과 2D 포인트로부터 3D(Three-Dimension) 움직임 인식을 하고자 한다.

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세무조사자들의 자긍심, 외부이미지, 조직 동일시가 조직몰입에 미치는 영향 (Effects of Tax Investigators' Pride, External Image, and Organization Identification on Organizational Commitment)

  • 홍순복
    • 한국콘텐츠학회논문지
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    • 제8권5호
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    • pp.215-223
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    • 2008
  • 본 연구는 세무공무원들을 대상으로 세무업무의 전문분야의 특성상 전문인으로서의 자긍심과 외부이미지 그리고 조직 동일시가 조직몰입에 어떤 영향을 미치는지를 실증적으로 검증한 연구이다. 검증결과, 자긍심과 외부이미지 그리고 조직 동일시에 대한 만족도가 높을수록 조직몰입도가 높아진다는 것을 알 수 있었다. 높아져가는 국민들의 세금에 대한 관심과 시대적인 요구에 적극적으로 부응하기 위해서는 세무전문인으로서의 자긍심과 세무행정의 외부이미지 제고를 위한 본질적이고 실질적인 노력이 필요하다. 그리고 조직이 효과적으로 기능하기 위해 조직 구성원간에 조직 동일시를 일으킬 수 있도록 하여 조직몰입을 증대시킨다면 조직성과의 향상을 가져올 수 있을 것으로 판단된다.