• Title/Summary/Keyword: Stereoscopic Images

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3D Model Extraction Method Using Compact Genetic Algorithm from Real Scene Stereoscopic Image (소형 유전자 알고리즘을 이용한 스테레오 영상으로부터의 3차원 모델 추출기법)

  • Han, Gyu-Pil;Eom, Tae-Eok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.38 no.5
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    • pp.538-547
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    • 2001
  • Currently, 2D real-time image coding techniques had great developments and many related products were commercially developed. However, these techniques lack the capability of handling 3D actuality, occurred by the advent of virtual reality, because they handle only the temporal transmission for 2D image. Besides, many 3D virtual reality researches have been studied in computer graphics. Since the graphical researches were limited to the application of artificial models, the 3D actuality for real scene images could not be managed also. Therefore, a new 3D model extraction method based on stereo vision, that can deal with real scene virtual reality, is proposed in this paper. The proposed method adapted a compact genetic algorithm using population-based incremental learning (PBIL) to matching environments, in order to reduce memory consumption and computational time of conventional genetic algorithms. Since the PBIL used a probability vector and competitive learning, the matching algorithm became simple and the computation load was considerably reduced. Moreover, the matching quality was superior than conventional methods. Even if the characteristics of images are changed, stable outputs were obtained without the modification of the matching algorithm.

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Character Region Extraction Based on Texture and Depth Features (질감과 깊이 특징 기반의 문자영역 추출)

  • Jang, Seok-Woo;Park, Young-Jae;Huh, Moon-Haeng
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.2
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    • pp.885-892
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    • 2013
  • In this paper, we propose a method of effectively segmenting character regions by using texture and depth features in 3D stereoscopic images. The suggested method is mainly composed of four steps. The candidate character region extraction step extracts candidate character regions by using texture features. The character region localization step obtains only the string regions in the candidate character regions. The character/background separation step separates characters from background in the localized character areas. The verification step verifies if the candidate regions are real characters or not. In experimental results, we show that the proposed method can extract character regions from input images more accurately compared to other existing methods.

Camera and Receiver Development for 3D HDTV Broadcasting (3차원 고화질TV 방송용 카메라 및 수신기 개발)

  • 이광순;허남호;안충현
    • Journal of Broadcast Engineering
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    • v.7 no.3
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    • pp.211-218
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    • 2002
  • This paper introduces the HD 3DTV camera and 3DTV receiver that are compatible with the ATSC HDTV broadcasting system. The developed 3DTV camera is based on stereoscopic techniques, and it has control function to control both left and right zoom lens simultaneously and to control the vergence. Moreover, in order to control the vergence manually and to eliminate the synchronization problem of the both images, the 3DTV camera has the 3DTV video multiplexing function to combine the left and right images into the single image. The developed 3DTV signal, and it has the various analog/digital interfaces. The performance of the developed system is confirmed by shooting the selected soccer game in 2002 FIFA KOREA/JAPANTM World Cup and by broadcasting the match. The HD 3DTV camera and receiver will be applied to the 3DTV industries such as 3D movie, 3D game, 3D image processing, 3DTV broadcasting system, and so on.

Hybrid 3DTV Systems Based on the Cross-View SHVC (양안 교차 SHVC 기반 융합형 3DTV 시스템)

  • Kang, Dong Wook;Jung, Kyeong Hoon;Kim, Jin Woo;Kim, Jong Ho
    • Journal of Broadcast Engineering
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    • v.23 no.2
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    • pp.316-319
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    • 2018
  • When a terrestrial UHD broadcasting service and a mobile HD broadcasting service are provided using the PLP function provided by ATSC 3.0 and domestic UHD broadcasting standard, a small amount of data may be additionally transmitted to further provide high quality UHD-3D broadcasting service. The left and right images of the stereoscopic image are input, one view image is encoded by the SHVC method, and the other view images are encoded by the SHVC method of the two-view cross-referencing method. However, since the base layers (BL) of the two encoders are mutually common, the two encoders correspond to encoders that generate one BL stream and two enhancement layer (EL) streams. The average encoding efficiency is 16% more efficient compared to the third independent HEVC encoding for the UHD-3D broadcast service. The proposed scheme reduces the fluctuation of PSNR per image frame and increases the image quality of minimum PSNR frame by 0.6dB.

Intermediate Image Generation based on Disparity Path Search in Block of Disparity Space Image (시차공간영상에서의 구간별 시차 경로 탐색을 이용한 중간 영상 생성)

  • Kwak, Ji-Hyun;Kim, Kyung-Tae
    • The KIPS Transactions:PartB
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    • v.15B no.1
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    • pp.9-16
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    • 2008
  • In this paper, we present an algorithm for synthesizing intermediate view image from a stereoscopic pair of images. An image of multiview is need for people in order to easily recognize 3D image. However, if many cameras are use for that, not only does system get more complicated but also transmission rating cause a big trouble. Hence, stereo images are photograph and issue on the sending side and algorithm to generate several intermediate view image is able to be use on the receiving side. The proposed method is based on disparity space image. First of all, disparity space image that is depicted by the gap of pixel followed by disparity of stereo image is generated. Disparity map is made by utilizing disparity space image for searching for optimal disparity path then eventual intermediate view image is generated after occlusion region which does not match is processed. Experimental results illustrate the performance of the proposed technique and we obtained a high quality image of more than 30 dB PSNR.

Rigorous Modeling of the First Generation of the Reconnaissance Satellite Imagery

  • Shin, Sung-Woong;Schenk, Tony
    • Korean Journal of Remote Sensing
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    • v.24 no.3
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    • pp.223-233
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    • 2008
  • In the mid 90's, the U.S. government released images acquired by the first generation of photo reconnaissance satellite missions between 1960 and 1972. The Declassified Intelligent Satellite Photographs (DISP) from the Corona mission are of high quality with an astounding ground resolution of about 2 m. The KH-4A panoramic camera system employed a scan angle of $70^{\circ}$ that produces film strips with a dimension of $55\;mm\;{\times}\;757\;mm$. Since GPS/INS did not exist at the time of data acquisition, the exterior orientation must be established in the traditional way by using control information and the interior orientation of the camera. Detailed information about the camera is not available, however. For reconstructing points in object space from DISP imagery to an accuracy that is comparable to high resolution (a few meters), a precise camera model is essential. This paper is concerned with the derivation of a rigorous mathematical model for the KH-4A/B panoramic camera. The proposed model is compared with generic sensor models, such as affine transformation and rational functions. The paper concludes with experimental results concerning the precision of reconstructed points in object space. The rigorous mathematical panoramic camera model for the KH-4A camera system is based on extended collinearity equations assuming that the satellite trajectory during one scan is smooth and the attitude remains unchanged. As a result, the collinearity equations express the perspective center as a function of the scan time. With the known satellite velocity this will translate into a shift along-track. Therefore, the exterior orientation contains seven parameters to be estimated. The reconstruction of object points can now be performed with the exterior orientation parameters, either by intersecting bundle rays with a known surface or by using the stereoscopic KH-4A arrangement with fore and aft cameras mounted an angle of $30^{\circ}$.

Implementation of User Gesture Recognition System for manipulating a Floating Hologram Character (플로팅 홀로그램 캐릭터 조작을 위한 사용자 제스처 인식 시스템 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.143-149
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    • 2019
  • Floating holograms are technologies that provide rich 3D stereoscopic images in a wide space such as advertisement, concert. In addition, It is possible to reduce the 3D glasses inconvenience, eye strain, and space distortion, and to enjoy 3D images with excellent realism and existence. Therefore, this paper implements a user gesture recognition system for manipulating a floating hologram characters that can be used in a small space devices. The proposed method detects face region using haar feature-based cascade classifier, and recognizes the user gestures using a user gesture-occurred position information that is acquired from the gesture difference image in real time. And Each classified gesture information is mapped to the character motion in floating hologram for manipulating a character action. In order to evaluate the performance of the proposed user gesture recognition system for manipulating a floating hologram character, we make the floating hologram display devise, and measures the recognition rate of each gesture repeatedly that includes body shaking, walking, hand shaking, and jumping. As a results, the average recognition rate was 88%.

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Changes of visual discomfort depending on velocity of lateral motion and motion-in-depth in stereoscopic images (양안식 영상에서 깊이 방향 모션과 수평 방향 모션 속도에 의한 시각적 불편함의 변화)

  • Lee, Seong-Il;Jung, Yong Ju;Sohn, Hosik;Ro, Yong Man;Park, Hyun Wook
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.4-7
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    • 2010
  • 3D 콘텐츠에 대한 관심이 증가함에 따라 3D 시청 및 제작에 대한 가이드라인의 필요성도 함께 증가하고 있다. 3D 안정 시청 가이드 라인은 3D 시청으로 인한 시청자의 시각적 불쾌감이나 피로감을 방지하는데 목적을 두고 있으며, 최근 일본의 3DC에서는 과도한 수렴-조절 불일치를 방지하기 위해 양안 시차 $1^{\circ}$를 쾌적 시차 범위로 권고하고 있다. 하지만 이 쾌적 시차는 절대적인 수치가 아니며, 콘텐츠의 특성 및 시청 조건에 따라 변하는 것으로 추정된다. 본 논문에서는 쾌적 시차를 갖는 3D 영상 콘텐츠에서 객체의 모션으로 인해 양안시차가 시공간적으로 변할 때, 야기되는 시각적 불편함의 변화에 대하여 관찰한다. 특히, 깊이 방향 모션 및 수평 방향 모션에서 객체의 속도 변화에 대한 시각적 피로감의 정도를 주관적 평가를 통하여 측정한다.

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Color and Brightness Calibration Convergence Technology for 5D Virtual Reality Attractions (5D 가상현실 어트랙션을 위한 색상 및 밝기 보정 융합 기술)

  • Han, Jung-Soo
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.25-30
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    • 2016
  • Virtual reality items are increased take-all type of markets like Universal, such as the United States as a leader in the virtual reality technology. Multi-user have to get direct experiences with the whole body like visual, tactile, hearing, sense of movement, and it must be developed new forms of content platform to enjoy immerse deeply into the content. Visitors are not to enjoy the content passively but rather to enjoy the content actively. So it like that should develope content to maximize the immersion. It need the development of new forms of mixed 5D virtual reality Attraction content with all of factors like $360^{\circ}$ circle vision, stereoscopic images, interaction, simulator, and the environmental effect. We proposes how to make the color and brightness calibration technology for this purpose.