• Title/Summary/Keyword: Scene Graph

Search Result 71, Processing Time 0.024 seconds

Efficient 3D Geometric Structure Inference and Modeling for Tensor Voting based Region Segmentation (효과적인 3차원 기하학적 구조 추정 및 모델링을 위한 텐서 보팅 기반 영역 분할)

  • Kim, Sang-Kyoon;Park, Soon-Young;Park, Jong-Hyun
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.49 no.3
    • /
    • pp.10-17
    • /
    • 2012
  • In general, image-based 3D scenes can now be found in many popular vision systems, computer games and virtual reality tours. In this paper, we propose a method for creating 3D virtual scenes based on 2D image that is completely automatic and requires only a single scene as input data. The proposed method is similar to the creation of a pop-up illustration in a children's book. In particular, to estimate geometric structure information for 3D scene from a single outdoor image, we apply the tensor voting to an image segmentation. The tensor voting is used based on the fact that homogeneous region in an image is usually close together on a smooth region and therefore the tokens corresponding to centers of these regions have high saliency values. And then, our algorithm labels regions of the input image into coarse categories: "ground", "sky", and "vertical". These labels are then used to "cut and fold" the image into a pop-up model using a set of simple assumptions. The experimental results show that our method successfully segments coarse regions in many complex natural scene images and can create a 3D pop-up model to infer the structure information based on the segmented region information.

Multidisciplinary CAE Management System Using a Lightweight CAE Format (경량 CAE 포맷을 이용한 다분야 CAE 관리 시스템 개발)

  • Park, Byoung-Keon;Kim, Jay-Jung
    • Korean Journal of Computational Design and Engineering
    • /
    • v.15 no.2
    • /
    • pp.157-165
    • /
    • 2010
  • In the manufacturing industries, CAE analysis results are frequently required during the product development process for design verification. CAE data which include all related information of an analysis is, however, not efficiently shared among engineers because CAE data size is in general very large to deal with. At first, we represent a proposed lightweight format which is capable to include all the types of CAE analysis results and to support hierarchical data structure. Since each CAE system has different data structures of its own, a translator which translates to the proposed format is also represented. Unlike the design environment with CAD system, many CAE systems are used in a manufacturing company because many sorts of analysis are performed usually for a product design. Thus, lots of CAE results are generated and occupy huge size within storage, and they make it harder to manage or share many CAE results efficiently. A multi-CAE management system which is able to share many types of CAE data simultaneously using lightweight format is proposed in this paper. Finally, an implementation of the system for this will be introduced.

Design on the Structure of VRML Authoring Tool for Multi-user (다중 사용자용 VRML Authoring Tool 구조 설계)

  • Choi, Sung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.2 no.1
    • /
    • pp.59-66
    • /
    • 2001
  • Networked Virtual Reality systems provide a consistent virtual world to the users, possibly ditributed across long distance, and have been widely applied in the military war game, network game. edutainment, architectural areas, and shopping mall etc. Large processing requirements. however. made these systems be mainly researched on the platforms of high-performence system graphics workstations. This study paper Presents several problems when networked virtual reality systems are implemented on commodity Internet : two problems related with 3D graphical Processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

  • PDF

Content Production for Royal Rituals Attire through Uigwe Banchado in the Joseon Dynasty (조선시대 의궤 반차도를 통한 왕실의례복식 콘텐츠 제작)

  • Cha, Seoyeon
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.43 no.4
    • /
    • pp.521-531
    • /
    • 2019
  • Uigwe Banchado are paintings of court events and royal ceremonies of the Joseon dynasty. The paintings record national events and ceremonial rituals performed by the Joseon royal family, such as marriages, celebrations, enthronements, processions to royal tombs, and archery ceremonies. This record provides a combination of information about the event's appearance, including preparation, procedure, people involved, reproductions worn by the participants, and the items used at that time. Through the realistic depictions painted in the Uigwe Banchado, in particular, one can grasp the scene of events at the time and reproduce the diverse attire worn by participants in the event. Based on 31 representative Uigwe Banchado, 550 knowledge nodes were written. These include 31 royal protocols, 41 attires, 136 clothes, 8 storage facilities, 120 objects, 55 people, 33 places and 83 concepts. The meaningful relationships between each node can be explored via a network graph. Digital illustrations of the 41 attires were created to aid in the understanding of Joseon dynasty royal ceremonial ritual attire.

Effects and Limitations of Separating Overlapped Fingerprints Using Fast Fourier Transform (고속 푸리에 변환(fast Fourier transform, FFT)을 이용한 겹친지문 분리의 효과와 한계)

  • Kim, Chaewon;Kim, Chaelin;Lee, Hanna;Yu, Jeseol;Jang, Yunsik
    • Korean Security Journal
    • /
    • no.61
    • /
    • pp.377-400
    • /
    • 2019
  • Photography is the most commonly used method of documenting the crime and incident scene as it helps maintaining chain of custody (COC) and prove integrity of the physical evidence. It can also capture phenomena as they are. However, digital images can be manipulated and lose their authenticity as admissible evidence. Thus only limited techniques can be used to enhance images, and one of them is Fourier transform. Fourier transform refers to transformation of images into frequency signals. Fast Fourier transform (FFT) is used in this study. In this experiment, we overlapped fingerprints with graph paper or other fingerprints and separated the fingerprints. Then we evaluated and compared quality of the separated fingerprints to the original fingerprints, and examined whether the two fingerprints can be identified as same fingerprints. In the case of the fingerprints on graph paper and general pattern-overlapping fingerprints, fingerprint ridges are enhanced. On the other hand, in case of separating complicated fingerprints such as core-to-core overlapping and delta-to-delta overlapping fingerprints, quality of fingerprints can be deteriorated. Quality of fingerprints is known to possibly bring negative effects on the credibility of examiners. The result of this study may be applicable to other areas using digital imaging enhancement technology.

Prediction Based Dynamic Level of Detail in Flight Simulator (항공시뮬레이터에서 예측 기반의 동적 LOD 적용방안)

  • Kim, DongJin;Lim, Juho;Kim, Ki-Il
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.7
    • /
    • pp.1363-1368
    • /
    • 2016
  • Fast rendering speed is one of key functions to provide realistic scenes in flight simulator. However, since flight simulator mostly operates with high volume terrain data, rendering speed is reduced and changed very rapidly when it handles file containing too much vertexs. So, previous schemes make use of Level of Details (LOD) scheme to prevent this problem. But, since LOD is applied after the large number of vertexs are detected, transition between scenes is not completely smooth. To solve this problem, in this paper, we propose a new dynamic LOD scheme which controls LOD level in advance through prediction of vertex overload. To verify the proposed scheme, we implement the proposed scheme in our flight simulation through OpenSceneGraph(OSG) and identify the reduced number of vertexs and enhanced Frame Per Second (FPS) by comparing real data with predicted one.

A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
    • /
    • v.11 no.4
    • /
    • pp.102-106
    • /
    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.

Design and Implementation of An MPEG-4 Dynamic Service Framework (MPEG-4 동적서비스 프레임워크 설계 및 구현)

  • 이광의
    • Journal of Korea Multimedia Society
    • /
    • v.5 no.5
    • /
    • pp.488-493
    • /
    • 2002
  • MPEG-4 movies are composed of several media objects, organized in a hierarchical fashion. Those media objects are served to the clients as elementary streams. To play the movie, client players compose the elementary streams according to the meta- information called the scene graph. The meta-information streams are delivered as BIFS and OD elementary stream. Using dynamically generated BIFS and OD streams, we can provide a service something differs from traditional file services. For example, we can insert weather or stock information into the bottom of the screen while an existing movie was played in the screen. In this paper, we propose a dynamic service framework and dynamic server. Dynamic service framework is an object-oriented framework dynamically generating BIFS and OD streams based on the external DB information. Dynamic server provides a GUI for the server management and interface for registering dynamic services. In this framework, the dynamic service has the same interface as a file service. So, a dynamic service is considered as a file service by clients and other services.

  • PDF

A depth-based Multi-view Super-Resolution Method Using Image Fusion and Blind Deblurring

  • Fan, Jun;Zeng, Xiangrong;Huangpeng, Qizi;Liu, Yan;Long, Xin;Feng, Jing;Zhou, Jinglun
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.10 no.10
    • /
    • pp.5129-5152
    • /
    • 2016
  • Multi-view super-resolution (MVSR) aims to estimate a high-resolution (HR) image from a set of low-resolution (LR) images that are captured from different viewpoints (typically by different cameras). MVSR is usually applied in camera array imaging. Given that MVSR is an ill-posed problem and is typically computationally costly, we super-resolve multi-view LR images of the original scene via image fusion (IF) and blind deblurring (BD). First, we reformulate the MVSR problem into two easier problems: an IF problem and a BD problem. We further solve the IF problem on the premise of calculating the depth map of the desired image ahead, and then solve the BD problem, in which the optimization problems with respect to the desired image and with respect to the unknown blur are efficiently addressed by the alternating direction method of multipliers (ADMM). Our approach bridges the gap between MVSR and BD, taking advantages of existing BD methods to address MVSR. Thus, this approach is appropriate for camera array imaging because the blur kernel is typically unknown in practice. Corresponding experimental results using real and synthetic images demonstrate the effectiveness of the proposed method.

Study of MTF Measure That Adopts a Fitting Curve for the Variable Angle of a Slant Target in Presampled MTF (Presampled MTF 기법에서 Slant Target의 다양한 각도에 대한 함수 Fitting이 적용된 MTF 측정기법에 관한 연구)

  • Choi, Siyoun;Kim, Junghwan;Kong, Hyunbae;Kim, Donghwan;Baek, Kyounghoon;Park, Ingu;Jeon, Hyowon;Lee, Kinam
    • Korean Journal of Optics and Photonics
    • /
    • v.33 no.6
    • /
    • pp.310-316
    • /
    • 2022
  • In this paper, the difference in modulation transfer function (MTF) results according to the change in the angle of a slant target when measuring a presampled MTF was confirmed, and the difference was reduced by fitting the edge spread function graph obtained to reduce the error by the target's rotation. Due to the feature of the presampled MTF method, the spatial frequency changed due to the sensor's projected intensity being changed by the target's rotation, and it was confirmed that the difference in the MTF value occurred depending on the rotation angle of the target. In this paper, the MTF was calculated after fitting only one column of the acquired image. It was confirmed that the rotation error is smaller compared to the case of the presampled MTF method and this fitting method can be applied to a scene that contains various target angles, such as auto-focusing using the MTF.