• Title/Summary/Keyword: Rendering quality

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A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

Robust Dynamic Projection Mapping onto Deforming Flexible Moving Surface-like Objects (유연한 동적 변형물체에 대한 견고한 다이내믹 프로젝션맵핑)

  • Kim, Hyo-Jung;Park, Jinho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.897-906
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    • 2017
  • Projection Mapping, also known as Spatial Augmented Reality(SAR) has attracted much attention recently and used for many division, which can augment physical objects with projected various virtual replications. However, conventional approaches towards projection mapping have faced some limitations. Target objects' geometric transformation property does not considered, and movements of flexible objects-like paper are hard to handle, such as folding and bending as natural interaction. Also, precise registration and tracking has been a cumbersome process in the past. While there have been many researches on Projection Mapping on static objects, dynamic projection mapping that can keep tracking of a moving flexible target and aligning the projection at interactive level is still a challenge. Therefore, this paper propose a new method using Unity3D and ARToolkit for high-speed robust tracking and dynamic projection mapping onto non-rigid deforming objects rapidly and interactively. The method consists of four stages, forming cubic bezier surface, process of rendering transformation values, multiple marker recognition and tracking, and webcam real time-lapse imaging. Users can fold, curve, bend and twist to make interaction. This method can achieve three high-quality results. First, the system can detect the strong deformation of objects. Second, it reduces the occlusion error which reduces the misalignment between the target object and the projected video. Lastly, the accuracy and the robustness of this method can make result values to be projected exactly onto the target object in real-time with high-speed and precise transformation tracking.

The Construction Method for Virtual Drone System (가상 드론 시뮬레이터 구축을 위한 시스템 구성)

  • Lee, Taek Hee
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.6
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    • pp.124-131
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    • 2017
  • Recently, drone is extending its range of usability. For example, the delivery, agriculture, industry, and entertainment area take advantage of drone mobilities. To control real drones, it needs huge amount of drone control training steps. However, it is risky; falling down, missing, destroying. The virtual drone system can avoid such risks. We reason that what kinds of technologies are required for building the virtual drone system. First, it needs that the virtual drone authoring tool that can assemble drones with the physical restriction in the virtual environment. We suggest that the drone assembly method that can fulfill physical restrictions in the virtual environment. Next, we introduce the virtual drone simulator that can simulate the assembled drone moves physically right in the virtual environment. The simulator produces a high quality rendering results more than 60 frames per second. In addition, we develop the physics engine based on SILS(Software in the loop simulation) framework to perform more realistic drone movement. Last, we suggest the virtual drone controller that can interact with real drone controllers which are commonly used to control real drones. Our virtual drone system earns 7.64/10.0 user satisfaction points on human test: the test is done by one hundred persons.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.11-21
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    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.

Studies on the Packaging and Preservation of Kimchi (우리나라 김치의 포장과 저장방법에 관한 연구)

  • Lee, Yang-Hee;Yang, Ick-Whan
    • Applied Biological Chemistry
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    • v.13 no.3
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    • pp.207-218
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    • 1970
  • Studies were carried out to develope the most economical and practical methods of packaging and preservation of kimchi, so commercialization of kimchi manufacture could proceed rapidly. The results obtained may be summarized as following. (1) It is generally established that the acceptable range of lactic acid content of kimchi is between 0.4% and 0.75%. Based on sensory evaluation, kimchi having lactic acid content below 0.4% and above 0.75% was not edible, and the time of optimum taste corresponded to the vicinity of 0.5% of lactic acid content. For the refrigeration storage with or without preservatives, the packaging kimchi in plastic film must be done at the lactic acid content of 0.45%, for lactic acid fermentation will continue slowly after the packaging. However, for the heat sterilized kimchi the packaging should be done at the 0.5% of lactic acid content for the best because lactic acid fermentation is completely stopped after the packaging. (2) Polyethylene, polypropylene, and polycello were chosen as suitable packaging materials. Polyethylene is cheapest among them but kimchi packaged in this film was damaged frequently in handling process and gave off kimchi flavor. On the other hand polypropylene also gave off kimchi flavor, but its higher mechanical strength gave better protection to kimchi and it had superior display effect due to the transparancy. Therefore polypropylene made much better packaging material. Polycello proved to be the best packaging material from the standpoint of physical characteristics but its price is higher than that of other plastic films. To be effective, the thickness of plastic films for packaging kimchi must exceed 0.08mm. (3) Keeping property of kimchi appeared to be excellent by means of freezing. However, by the time the frozen kimchi was thawed out at room temperature, moisture loss due to drip was extensive, rendering the kimchi too stringy. (4) Preservation of kimchi at refrigerated temperatures proved to be the best method and under the refrigerated condition the kimchi remained fresh as long as 3 months. The best results were obtained when kimchi was held at $0^{\circ}C$. (5) In general, preservatives alone were not too elective in preserving kimchi. Among them potassium sorbate appeared to be most effective with the four fold extension of self-life at $20^{\circ}C$ and two fold extension at $30^{\circ}C$. (6) In heat sterilization the thickness of packaged kimchi product had a geat effect upon the rate of heat penetration. When the thickness ranged from 1.5 to 1.8cm, the kimchi in such package could be sterilized at $65^{\circ}C$ for 20 minutes. Kimchi so heat treated could be kept at room temperature as long as one month without apparent changes in quality. (7) Among combination methods, preservation at refrigerated and heat sterilization could be favorably combined. When kimchi was stored at $4^{\circ}C$ after being sterilized at $65^{\circ}C$ for 20 minutes, it was possible to preserve the kimchi for more than 4 months.

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Quantitative Evaluation of the Accuracy of 3D Imaging with Multi-Detector Computed Tomography Using Human Skull Phantom (두개골 팬텀을 이용한 다검출기 CT 3차원 영상에서의 거리측정을 통한 정량적 영상특성 평가)

  • 김동욱;정해조;김새롬;유영일;김기덕;김희중
    • Progress in Medical Physics
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    • v.14 no.2
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    • pp.131-140
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    • 2003
  • As the importance of accuracy in measurings of 3-D anatomical structures continues to be stressed, an objective and quantitative of assessing image quality and accuracy of 3-D volume-rendered images is required. The purpose of this study was to evaluate the quantitative accuracy of 3-D rendered images obtained with MDCT, scanned at various scanning parameters (scan modes, slice thicknesses and reconstruction slice thickness). Twelve clinically significant points that play an important role for the craniofacial bone in plastic surgery and dentistry were marked on the surface of a dry human skull. The direct distances between the reference points were defined as gold standards to assess the measuring errors of 3-D images. Then, we scanned the specimen with acquisition parameters of 300 mA, In kVp, and 1.0 sec scan time in axial and helical scan modes (pitch 3:1 and 6:1) at 1,25 mm, 2.50 mm, 3.75 mm and 5.00 mm slice thicknesses. We performed 3-D visualizations and distance measurements with volumetric analysis software and statistically evaluated the quantitative accuracy of distance measurements. The accuracy of distance measurements on the 3-D images acquired with 1.25, 2.50, 3,75 and 5.00 mm slice thickness were 48%, 33%, 23%, 14%, respectively, and those of the reconstructed 1.25 mm were 53%, 41%, 43%, 36% respectively. Meanwhile, there were insignificant statistical differences (P-value<0.05) in the accuracy of the distance measurements of 3-D images reconstructed with 1.25 mm thickness. In conclusion, slice thickness, rather than scan mode, influenced the quantitative accuracy of distance measurements in 3-D rendered images with MDCT. The quantitative analysis of distance measurements may be a useful tool for evaluating the accuracy of 3-D rendered images used in diagnosis, surgical planning, and radiotherapeutic treatment.

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Synthetic Data Generation with Unity 3D and Unreal Engine for Construction Hazard Scenarios: A Comparative Analysis

  • Aqsa Sabir;Rahat Hussain;Akeem Pedro;Mehrtash Soltani;Dongmin Lee;Chansik Park;Jae- Ho Pyeon
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.1286-1288
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    • 2024
  • The construction industry, known for its inherent risks and multiple hazards, necessitates effective solutions for hazard identification and mitigation [1]. To address this need, the implementation of machine learning models specializing in object detection has become increasingly important because this technological approach plays a crucial role in augmenting worker safety by proactively recognizing potential dangers on construction sites [2], [3]. However, the challenge in training these models lies in obtaining accurately labeled datasets, as conventional methods require labor-intensive labeling or costly measurements [4]. To circumvent these challenges, synthetic data generation (SDG) has emerged as a key method for creating realistic and diverse training scenarios [5], [6]. The paper reviews the evolution of synthetic data generation tools, highlighting the shift from earlier solutions like Synthpop and Data Synthesizer to advanced game engines[7]. Among the various gaming platforms, Unity 3D and Unreal Engine stand out due to their advanced capabilities in replicating realistic construction hazard environments [8], [9]. Comparing Unity 3D and Unreal Engine is crucial for evaluating their effectiveness in SDG, aiding developers in selecting the appropriate platform for their needs. For this purpose, this paper conducts a comparative analysis of both engines assessing their ability to create high-fidelity interactive environments. To thoroughly evaluate the suitability of these engines for generating synthetic data in construction site simulations, the focus relies on graphical realism, developer-friendliness, and user interaction capabilities. This evaluation considers these key aspects as they are essential for replicating realistic construction sites, ensuring both high visual fidelity and ease of use for developers. Firstly, graphical realism is crucial for training ML models to recognize the nuanced nature of construction environments. In this aspect, Unreal Engine stands out with its superior graphics quality compared to Unity 3D which typically considered to have less graphical prowess [10]. Secondly, developer-friendliness is vital for those generating synthetic data. Research indicates that Unity 3D is praised for its user-friendly interface and the use of C# scripting, which is widely used in educational settings, making it a popular choice for those new to game development or synthetic data generation. Whereas Unreal Engine, while offering powerful capabilities in terms of realistic graphics, is often viewed as more complex due to its use of C++ scripting and the blueprint system. While the blueprint system is a visual scripting tool that does not require traditional coding, it can be intricate and may present a steeper learning curve, especially for those without prior experience in game development [11]. Lastly, regarding user interaction capabilities, Unity 3D is known for its intuitive interface and versatility, particularly in VR/AR development for various skill levels. In contrast, Unreal Engine, with its advanced graphics and blueprint scripting, is better suited for creating high-end, immersive experiences [12]. Based on current insights, this comparative analysis underscores the user-friendly interface and adaptability of Unity 3D, featuring a built-in perception package that facilitates automatic labeling for SDG [13]. This functionality enhances accessibility and simplifies the SDG process for users. Conversely, Unreal Engine is distinguished by its advanced graphics and realistic rendering capabilities. It offers plugins like EasySynth (which does not provide automatic labeling) and NDDS for SDG [14], [15]. The development complexity associated with Unreal Engine presents challenges for novice users, whereas the more approachable platform of Unity 3D is advantageous for beginners. This research provides an in-depth review of the latest advancements in SDG, shedding light on potential future research and development directions. The study concludes that the integration of such game engines in ML model training markedly enhances hazard recognition and decision-making skills among construction professionals, thereby significantly advancing data acquisition for machine learning in construction safety monitoring.