• Title/Summary/Keyword: Stereoscopic or 3D image

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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.

Augmented System for Immersive 3D Expansion and Interaction

  • Yang, Ungyeon;Kim, Nam-Gyu;Kim, Ki-Hong
    • ETRI Journal
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    • v.38 no.1
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    • pp.149-158
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    • 2016
  • In the field of augmented reality technologies, commercial optical see-through-type wearable displays have difficulty providing immersive visual experiences, because users perceive different depths between virtual views on display surfaces and see-through views to the real world. Many cases of augmented reality applications have adopted eyeglasses-type displays (EGDs) for visualizing simple 2D information, or video see-through-type displays for minimizing virtual- and real-scene mismatch errors. In this paper, we introduce an innovative optical see-through-type wearable display hardware, called an EGD. In contrast to common head-mounted displays, which are intended for a wide field of view, our EGD provides more comfortable visual feedback at close range. Users of an EGD device can accurately manipulate close-range virtual objects and expand their view to distant real environments. To verify the feasibility of the EGD technology, subject-based experiments and analysis are performed. The analysis results and EGD-related application examples show that EGD is useful for visually expanding immersive 3D augmented environments consisting of multiple displays.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

Generation of Epipolar Image from Drone Image Using Direction Cosine (방향코사인을 이용한 드론영상의 에피폴라 영상제작)

  • Kim, Eui Myoung;Choi, Han Seung;Hong, Song Pyo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.36 no.4
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    • pp.271-277
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    • 2018
  • Generating an epipolar image which is removed a y-parallax from an original image is an essential technique for creating a 3D stereoscopic model or producing a map. In epipolar image production, there is a method of generating epipolar images by estimating the relative orientation parameters after matching the extracted distinct points in two images and a method of generating epipolar images by using the baseline and rotation angles of the two images after determining the exterior orientation parameters In this study, it was proposed a methodology to generate epipolar images using direction cosine in the exterior orientation parameters of the input images, and a method to use the transformation matrix for easy calculation when converting from the original image to the epipolar image. The applicability of the proposed methodology was evaluated by using images taken from the fixed wing and rotary wing drones. As a result, it was found that epipolar images were generated regardless of the type of drones.

Disparity and Image Characteristics of Stereoscopic Video Affecting on Viewing Safety (스테레오스코픽 비디오의 시청안전성에 영향을 미치는 변위 및 화면 특성)

  • Seo, Young-Ho;Bae, Yun-Jin;Kim, Woo-Youl;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.17 no.5
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    • pp.789-807
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    • 2012
  • The purpose of this paper is to find various disparity factors in conjunction with situations and contexts of the contents that cause viewer's discomfort, which is to make a content production guideline for viewer's safety, eventually. As a methodology, we extract the experimental data by letting various viewers push a pre-defined key as long as they feel discomfort during watching stereo 3D contents. For each contents, we extract the disparities and disparity changes for the focal point, vicinity of the focal point (ROI, region of interest), and the whole image. For each contents, each point or part of contents is analyzed to find the factors causing discomfort with the two prepared data with watching the contents in 3D. Then, all the analyzed data are re-analyzed to find the strength of each factor. The results from the analyses are explained from the factors having relatively high strength first. It includes the factors that are not known as well as the ones that we can already guess.

Method of Measuring Color Difference Between Images using Corresponding Points and Histograms (대응점 및 히스토그램을 이용한 영상 간의 컬러 차이 측정 기법)

  • Hwang, Young-Bae;Kim, Je-Woo;Choi, Byeong-Ho
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.305-315
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    • 2012
  • Color correction between two or multiple images is very crucial for the development of subsequent algorithms and stereoscopic 3D camera system. Even though various color correction methods are proposed recently, there are few methods for measuring the performance of these methods. In addition, when two images have view variation by camera positions, previous methods for the performance measurement may not be appropriate. In this paper, we propose a method of measuring color difference between corresponding images for color correction. This method finds matching points that have the same colors between two scenes to consider the view variation by correspondence searches. Then, we calculate statistics from neighbor regions of these matching points to measure color difference. From this approach, we can consider misalignment of corresponding points contrary to conventional geometric transformation by a single homography. To handle the case that matching points cannot cover the whole regions, we calculate statistics of color difference from the whole image regions. Finally, the color difference is computed by the weighted summation between correspondence based and the whole region based approaches. This weight is determined by calculating the ratio of occupying regions by correspondence based color comparison.

Luminance Correction for Stereo Images using Histogram Interval Calibration (히스토그램 구간 교정을 이용한 스테레오 영상의 휘도 보정)

  • Kim, Seaho;Kim, Hiseok
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.12
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    • pp.159-167
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    • 2013
  • In stereo-view system, variations of target camera position or lighting conditions cause discrepancies on the luminance and chrominance components of stereo views. These discrepancies lead to inaccurate frame view prediction and low quality of 3 D video coding. In this paper, an efficient histogram interval calibration method is proposed for stereo-view coding, so as to compensate for the luminance component of target view. First the proposed method is analyzed by the histogram of the target image frame. Then, it divide two sections of histogram of that frame to correct the color discrepancies. Secondly, each section of the target frame is corrected the luminance component by identify the maximum matching region between the reference frame and the target frame. We have verified our proposed histogram matching method in comparison with the other color correction ones. Experimental results show that it can correct better luminance calibration results of PSNR(Peak Signal to Noise Ratio) and has less computation time.

The study of stereoscopic editing process with applying depth information (깊이정보를 활용한 입체 편집 프로세스 연구)

  • Baek, Kwang-Ho;Kim, Min-Seo;Han, Myung-Hee
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.225-233
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    • 2012
  • The 3D stereoscopic image contents have been emerging as the blue chip of the contents market of the next generation since the . However, all the 3D contents created commercially in the country have failed to enter box office. It is because the quality of Korean 3D contents is much lower than that of overseas contents and also current 3D post production process is based on 2D. Considering all these facts, the 3D editing process has connection with the quality of contents. The current 3D editing processes of the production case of are using the way that edits with the system on basis of 2D, followed by checking with 3D display system and modifying, if there are any problems. In order to improve those conditions, I suggest that the 3D editing process contain more objectivity by visualizing the depth data applied in some composition work such as Disparity map, Depth map, and the current 3D editing process. The proposed process has been used in the music drama , comparing with those of the film . The 3D values could be checked among cuts which have been changed a lot since those of , while the 3D value of drew an equal result in general. Since the current process is based on an artist's subjective sense of 3D, it could be changed according to the condition and state of the artist. Furthermore, it is impossible for us to predict the positive range, so it is apprehended that the cubic effect of space might be perverted by showing each different 3D value according to cuts in the same space or a limited space. On the other hand, the objective 3D editing by applying the visualization of depth data can adjust itself to the cubic effect of the same space and the whole content equally, which will enrich the 3D contents. It will even be able to solve some problems such as distortion of cubic effect and visual fatigue, etc.

View Synthesis Error Removal for Comfortable 3D Video Systems (편안한 3차원 비디오 시스템을 위한 영상 합성 오류 제거)

  • Lee, Cheon;Ho, Yo-Sung
    • Smart Media Journal
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    • v.1 no.3
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    • pp.36-42
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    • 2012
  • Recently, the smart applications, such as smart phone and smart TV, become a hot issue in IT consumer markets. In particular, the smart TV provides 3D video services, hence efficient coding methods for 3D video data are required. Three-dimensional (3D) video involves stereoscopic or multi-view images to provide depth experience through 3D display systems. Binocular cues are perceived by rendering proper viewpoint images obtained at slightly different view angles. Since the number of viewpoints of the multi-view video is limited, 3D display devices should generate arbitrary viewpoint images using available adjacent view images. In this paper, after we explain a view synthesis method briefly, we propose a new algorithm to compensate view synthesis errors around object boundaries. We describe a 3D warping technique exploiting the depth map for viewpoint shifting and a hole filling method using multi-view images. Then, we propose an algorithm to remove boundary noises that are generated due to mismatches of object edges in the color and depth images. The proposed method reduces annoying boundary noises near object edges by replacing erroneous textures with alternative textures from the other reference image. Using the proposed method, we can generate perceptually inproved images for 3D video systems.

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Application method of cultural heritage contents exhibition combining augmented reality technology (증강현실 기술을 결합한 문화유산콘텐츠의 전시활용)

  • Kang, Jae-Shin
    • Journal of the Korea Convergence Society
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    • v.8 no.5
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    • pp.137-143
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    • 2017
  • Augmented reality makes people feel realistic and reduces the damage to cultural properties that can come into contact with the actual cultural heritage. Augmented reality has the advantage that it can show the past appearance of the historical building or relics, the environment, or related information in addition to the current real environment. Despite these values ​and advantages, As a result of researches and analyzes of the Augmented Reality contents of the National Museum, 'palace in my hand', and the Miruksa project In the field of domestic cultural heritage warriors, augmented reality technology has shown a very negative attitude such as simply showing cultural heritage content or using it as a guide. However, various conditions such as display and sensor hardware and technology needed to realize augmented reality more effectively are improving day by day. And If you have various facilities such as the idea of ​adding storytelling to the exhibits and WiFi building, In the near future, it will be equipped with a display system of cultural heritage contents that combines augmented reality with a more complete one.