• Title/Summary/Keyword: Stereoscopic Images

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f-MRI with Three-Dimensional Visual Stimulation (삼차원 시각 자극을 이용한 f-MRI 연구)

  • Kim C.Y.;Park H.J.;Oh S.J.;Ahn C.B.
    • Investigative Magnetic Resonance Imaging
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    • v.9 no.1
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    • pp.24-29
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    • 2005
  • Purpose : Instead of conventional two-dimensional (2-D) visual stimuli, three-dimensional (3-D) visual stimuli with stereoscopic vision were employed for the study of functional Magnetic Resonance Imaging (f-MRI). In this paper f-MRI with 3-D visual stimuli is investigated in comparison with f-MRI with 2-D visual stimuli. Materials and Methods : The anaglyph which generates stereoscopic vision by viewing color coded images with red-blue glasses is used for 3-D visual stimuli. Two-dimensional visual stimuli are also used for comparison. For healthy volunteers, f-MRI experiments were performed with 2-D and 3-D visual stimuli at 3.0 Tesla MRI system. Results : Occipital lobes were activated by the 3-D visual stimuli similarly as in the f-MRI with the conventional 2-D visual stimuli. The activated regions by the 3-D visual stimuli were, however, larger than those by the 2-D visual stimuli by $18\%$. Conclusion : Stereoscopic vision is the basis of the three-dimensional human perception. In this paper 3-D visual stimuli were applied using the anaglyph. Functional MRI was performed with 2-D and 3-D visual stimuli at 3.0 Tesla whole body MRI system. The occipital lobes activated by the 3-D visual stimuli appeared larger than those by the 2-D visual stimuli by about $18\%$. This is due to the more complex character of the 3-D human vision compared to 2-D vision. The f-MRI with 3-D visual stimuli may be useful in various fields using 3-D human vision such as virtual reality, 3-D display, and 3-D multimedia contents.

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A Study on Expressing 3D Animation by Visual Direction : focused on 〈 How to train your dragon 〉 (시각적 연출에 의한 3D 입체 애니메이션 표현 연구: 〈드래곤 길들이기〉를 중심으로)

  • Kim, Jung-Hyun
    • Cartoon and Animation Studies
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    • s.26
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    • pp.1-30
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    • 2012
  • The purpose of animation is to give interesting stories to an audience through motion. To achieve the purpose, over the past century since its inception, animation has adopted many kinds of technologies, and thus developed diverse narrative methods and visual expression techniques. In addition, with the advancement of expression techniques, all elements making up animation have gradually been systemized, and at the same time, have helped express the worlds beyond the reality. As a result, people have faced the era when an audience can watch everything imaginated by an animation director on a big screen. These days, more efforts have been made in order for the audience to feel much more than enjoy pictures moving in a frame. In other words, the purpose of the animation is changing from the passive viewing of animation to feeling and sensing stuffs through the animation. In the center of the changing process is 3D technology which gives new interesting to an audience. Sometime ago, a 3D animation movie was produced in Korea. But it did not bring out box-office profits, for it failed to give satisfaction to an audience who expected high perfection and beauty being able to be rivalled to those of international 3D animation movies. The failure is attributable to the fact that the domestic 3D animation production industry is merely in the early stage, and has not sufficient human resources, technology, and experiences in producing 3D animation films. Moreover, the problem is that most studies on 3D focus on the technologies related to reenactment, but that few studies on the images, which an audience directly faces, have been conducted. Under the domestic circumstance, the study on stereoscopic image screen of , a 3D stereoscopic animation film which was released in 2010 and has been seen as the best successful 3D stereoscopic animation, is worthwhile. Thus this thesis conducted theoretical consideration and case analysis focusing on the visual direction that creates the pictures to deliver abundant three dimensional effect so that it can be used as a basic data when producing high quality-domestic 3D animation and training professional labor forces. In the result, it was found that the 3D animation was not a new area, but the area which has been expanded and changed by applying the characteristics of 3D image based on the principles of the existing media aesthetics. This study might be helpful to establish the foundation of the theoretical studies necessary for producing 3D animation contents for realizing the sense of reality.

Manufacture Lenticular Map of Golf Courses Using Digital Orthophoto (수치정사영상을 이용한 렌티큘러 코스맵 제작)

  • Kim, Kam-Lae;Cheong, Hae-Jin;Cho, Won-Woo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.5
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    • pp.475-482
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    • 2007
  • Most golfers believe that knowing yardages will improve their score. Certainly it helps with club selection. But, simple "Graphic" yardage guides being notorious for error and inaccuracies, which a serious golfer will pick immediately, only serve to erode the players enjoyment and ultimately, golf course satisfaction. Someone believes with low-level aerial photographic images, golfer will be impressed with the accuracy of the depiction, helping them play a more confident game. But, there are no mapping products in true 3-D available in the world that allows a golfer to determine shot distances in yards or meters. So, we suggest an lenticular technology for real 3-D display as a viable alternative to conventional image map solution. This technology is an image display method for the generation of multi-image effects like 3D visualization or animation. This methodology is cutting edge stereoscopic image which overcomes the limitation of conventional photo tech by recomposing and producing 3 dimensional images. A significant strength of this methods its versatility concerning display effects. The main use of the hardcopy 3-D lenticular displays is in the fields of science, education, planning, and representation. This paper gives a concise overview of the lenticular foil technology and describes the production of the true 3-D yardage book of golf courses. For this study, 3-D effects are achieved and evaluated with the lenticular display by incorporation multiple synthetic images based on digital topographic terrain model and by using the two images of the actual stereopair.

Accurate Camera Calibration Method for Multiview Stereoscopic Image Acquisition (다중 입체 영상 획득을 위한 정밀 카메라 캘리브레이션 기법)

  • Kim, Jung Hee;Yun, Yeohun;Kim, Junsu;Yun, Kugjin;Cheong, Won-Sik;Kang, Suk-Ju
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.919-927
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    • 2019
  • In this paper, we propose an accurate camera calibration method for acquiring multiview stereoscopic images. Generally, camera calibration is performed by using checkerboard structured patterns. The checkerboard pattern simplifies feature point extraction process and utilizes previously recognized lattice structure, which results in the accurate estimation of relations between the point on 2-dimensional image and the point on 3-dimensional space. Since estimation accuracy of camera parameters is dependent on feature matching, accurate detection of checkerboard corner is crucial. Therefore, in this paper, we propose the method that performs accurate camera calibration method through accurate detection of checkerboard corners. Proposed method detects checkerboard corner candidates by utilizing 1-dimensional gaussian filters with succeeding corner refinement process to remove outliers from corner candidates and accurately detect checkerboard corners in sub-pixel unit. In order to verify the proposed method, we check reprojection errors and camera location estimation results to confirm camera intrinsic parameters and extrinsic parameters estimation accuracy.

The effect of inter-pupillary distance on stereopsis (동공간 거리가 입체시 지각에 미치는 영향)

  • 감기택;이주환
    • Korean Journal of Cognitive Science
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    • v.14 no.3
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    • pp.37-49
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    • 2003
  • Most 3D display systems heavily depend on binocular disparity to produce 3-dimensional depth of a scene. In principle, the vergence angle of the object on fixation and binocular disparity of non-fixated objects vary with the inter-pupillary distance(IPD) of the observer. However, most stereo systems provide the identical stereo image pairs regardless of the observers' IPD, which may result in variation in the perceived depth. In this study, we manipulated the vergence angle of the fixated object and binocular disparity of the non-fixated object. The range of the individual difference in the perceived depth was found to be increased with the increase of disparity for both the fixated and non-fixated objects, and the individual difference was well fitted by the regression line of the observers' IPD. These results suggest that individual difference in the perceived depth from the identical stereo images should be greatly reduced if the stereo system calibrates the disparity of the object by the observers' IPD in generating the stereo images and the regression line found in this study might be useful in the calibrating the disparity of the images.

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Removing Lighting Reflection under Dark and Rainy Environments based on Stereoscopic Vision (스테레오 영상 기반 야간 및 우천시 조명 반사 제거 기술)

  • Lee, Sang-Woong
    • Journal of KIISE:Software and Applications
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    • v.37 no.2
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    • pp.104-109
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    • 2010
  • The lighting reflection is a common problem in image analysis and causes the many difficulties to extract distinct features in related fields. Furthermore, the problem grows in the rainy night. In this paper, we aim to remove light reflection effects and reconstruct a road surface without lighting reflections in order to extract distinct features. The proposed method utilizes a 3D analysis based on a multiple geometry using captured images, with which we can combine each reflected areas; that is, we can remove lighting reflection effects and reconstruct the surface. At first, the regions of lighting sources and reflected surfaces are extracted by local maxima based on vertically projected intensity-histograms. After that, a fundamental matrix and homography matrix among multiple images are calculated by corresponding points in each image. Finally, we combine each surface by selecting minimum value among multiple images and replace it on a target image. The proposed method can reduces lighting reflection effects and the property on the surface is not lost. While the experimental results with collected data shows plausible performance comparing to the speed, reflection-overlapping areas which can not be reconstructed remain in the result. In order to solve this problem, a new reflection model needs to be constructed.

Effects of Virtual Reality Images on Body Stability : Focused on Hand Stability (VR 영상이 신체 안정성에 미치는 영향 : 손 안정성을 중심으로)

  • Han, Seung Jo;Kim, Sun-Uk;Koo, Kyo-Chan;Lee, Kyun-Joo;Cho, Min-Su
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.391-400
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    • 2017
  • The purpose of this paper is to present the effect of image stimulation on body stability as a conceptual model and to investigate the effect of image stimulus(2D, VR) on body stability(hand stability) through experiments Recently, stereoscopic images such as virtual and augmented reality are combined with smart phones and exercise equipments, and the diffusion is becoming active. The possibility of a safety accident or human error is also increasing as it temporarily affects the balance of the body and hand stability after the image stimulus is removed. The conceptual model is presented based on the results of previous studies. Based on the experimental results, the conceptual model has been explained in combination with the human information processing process and cognitive resource models that take place in the brain. Twenty subjects were exposed to 2D and VR stimuli, and display fatigue was measured by cybersickness questionnaire and hand stability by hand steadiness tester. Experimental results show that VR images induce higher display fatigue and lower hand stability than 2D. In this study, it is meaningful that hand stability according to image type and display fatigue level which have not been tried yet is revealed through conceptual model and experiment.

Research for Calibration and Correction of Multi-Spectral Aerial Photographing System(PKNU 3) (다중분광 항공촬영 시스템(PKNU 3) 검정 및 보정에 관한 연구)

  • Lee, Eun Kyung;Choi, Chul Uong
    • Journal of the Korean Association of Geographic Information Studies
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    • v.7 no.4
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    • pp.143-154
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    • 2004
  • The researchers, who seek geological and environmental information, depend on the remote sensing and aerial photographic datum from various commercial satellites and aircraft. However, the adverse weather conditions and the expensive equipment can restrict that the researcher can collect their data anywhere and any time. To allow for better flexibility, we have developed a compact, a multi-spectral automatic Aerial photographic system(PKNU 2). This system's Multi-spectral camera can catch the visible(RGB) and infrared(NIR) bands($3032{\times}2008$ pixels) image. Visible and infrared bands images were obtained from each camera respectively and produced Color-infrared composite images to be analyzed in the purpose of the environment monitor but that was not very good data. Moreover, it has a demerit that the stereoscopic overlap area is not satisfied with 60% due to the 12s storage time of each data, while it was possible that PKNU 2 system photographed photos of great capacity. Therefore, we have been developing the advanced PKNU 2(PKNU 3) that consists of color-infrared spectral camera can photograph the visible and near infrared bands data using one sensor at once, thermal infrared camera, two of 40 G computers to store images, and MPEG board to compress and transfer data to the computer at the real time and can attach and detach itself to a helicopter. Verification and calibration of each sensor(REDLAKE MS 4000, Raytheon IRPro) were conducted before we took the aerial photographs for obtaining more valuable data. Corrections for the spectral characteristics and radial lens distortions of sensor were carried out.

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A Feasibility Study for Mapping Using The KOMPSAT-2 Stereo Imagery (아리랑위성 2호 입체영상을 이용한 지도제작 가능성 연구)

  • Lee, Kwang-Jae;Kim, Youn-Soo;Seo, Hyun-Duck
    • Journal of the Korean Association of Geographic Information Studies
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    • v.15 no.1
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    • pp.197-210
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    • 2012
  • The KOrea Multi-Purpose SATellite(KOMPSAT)-2 has a capability to provide a cross-track stereo imagery using two different orbits for generating various spatial information. However, in order to fully realize the potential of the KOMPSAT-2 stereo imagery in terms of mapping, various tests are necessary. The purpose of this study is to evaluate the possibility of mapping using the KOMPSAT-2 stereo imagery. For this, digital plotting was conducted based on the stereoscopic images. Also the Digital Elevation Model(DEM) and an ortho-image were generated using digital plotting results. An accuracy of digital plotting, DEM, and ortho-image were evaluated by comparing with the existing data. Consequently, we found that horizontal and vertical error of the modeling results based on the Rational Polynomial Coefficient(RPC) was less than 1.5 meters compared with the Global Positioning System(GPS) survey results. The maximum difference of vertical direction between the plotted results in this study and the existing digital map on the scale of 1/5,000 was more than 5 meters according as the topographical characteristics. Although there were some irregular parallax on the images, we realized that it was possible to interpret and plot at least seventy percent of the layer which was required the digital map on the scale of 1/5,000. Also an accuracy of DEM, which was generated based on the digital plotting, was compared with the existing LiDAR DEM. We found that the ortho-images, which were generated using the extracted DEM in this study, sufficiently satisfied with the requirement of the geometric accuracy for an ortho-image map on the scale of 1/5,000.

Fast Generation of Intermediate View Image Using GPGPU-Based Disparity Increment Method (GPGPU 기반의 변위증분 방법을 이용한 중간시점 고속 생성)

  • Koo, Ja-Myung;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.8
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    • pp.1908-1918
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    • 2013
  • Free-view, auto-stereoscopic video service is a next generation broadcasting system which offers a three-dimensional video, images of the various point are needed. This paper proposes a method that parallelizes the algorithm for arbitrary intermediate view-point image fast generation and make it faster using General Propose Graphic Processing Unit(GPGPU) with help of the Compute Unified Device Architecture(CUDA). It uses a parallelized stereo-matching method between the leftmost and the rightmost depth images to obtain disparity information and It use data calculated disparity increment per depth value. The disparity increment is used to find the location in the intermediate view-point image for each depth in the given images. Then, It is eliminate to disocclusions complement each other and remaining holes are filled image using hole-filling method and to get the final intermediate view-point image. The proposed method was implemented and applied to several test sequences. The results revealed that the quality of the generated intermediate view-point image corresponds to 30.47dB of PSNR in average and it takes about 38 frames per second to generate a Full HD intermediate view-point image.