• 제목/요약/키워드: Texture Depth

검색결과 327건 처리시간 0.027초

Portable Laser Profiler를 이용한 도로 포장의 노면조직 깊이 측정 방법 연구 (A Study on the Measurement of Texture Depth of Pavement Using Portable Laser Profiler)

  • 홍성재;현택집;김형배;권오선;이승우
    • 한국도로학회논문집
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    • 제14권6호
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    • pp.45-55
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    • 2012
  • PURPOSES : Skid resistance and noise of roads highly depend on the characteristics of pavement texture. Therefore, estimation of texture characteristics may give useful information for the skid resistance and noise of road. Generally, Sand Patch Test is performed in order to estimate MTD(Mean Texture Depth). However, it is time-consuming and needs traffic control. This study aimed to investigate the effectiveness of measurement texture depth using the Portable Laser Profiler that give the MPD(Mean Profile Depth). METHODS : MTD and MPD were collected on the number of expressway sections including Central Inland Test Road sections in Korea. Statistical analysis are performed to establish the relationship between MTD data based on Sand Patch Test and MPD data obtained by the Portable Laser Profiler. RESULTS : Linear relationship MPD and MTD is observed for both of asphalt pavement and concrete pavement such as R-square of 0.51 to 0.58. CONCLUSIONS : Even though, the test method and definition of MPD and MTD are different. EMTD(Estimated Mean Texture Depth) can be obtained by using the correlationship between MPD with MTD.

3D-AVC에서 색상 영상 정보를 이용한 깊이 영상의 빠른 화면 내 예측 모드 결정 기법 (Fast Intra Mode Decision Algorithm for Depth Map Coding using Texture Information in 3D-AVC)

  • 강진미;정기동
    • 한국멀티미디어학회논문지
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    • 제18권2호
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    • pp.149-157
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    • 2015
  • The 3D-AVC standard aims at improving coding efficiency by applying new techniques for utilizing intra, inter and view predictions. 3D video scenes are rendered with existing texture video and additional depth map. The depth map comes at the expense of increased computational complexity of the encoding process. For real-time applications, reducing the complexity of 3D-AVC is very important. In this paper, we present a fast intra mode decision algorithm to reduce the complexity burden in the 3D video system. The proposed algorithm uses similarity between texture video and depth map. The best intra prediction mode of the depth map is similar to that of the corresponding texture video. The early decision algorithm can be made on the intra prediction of depth map coding by using the coded intra mode of texture video. Adaptive threshold for early termination is also proposed. Experimental results show that the proposed algorithm saves the encoding time on average 29.7% without any significant loss in terms of the bit rate or PSNR value.

Multi-view 영상 코딩에서 영상 개선 알고리듬 (An algorithm for the image improvement in the multi-view images coding)

  • 김도현;최동준;양영일
    • 전자공학회논문지S
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    • 제35S권7호
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    • pp.53-61
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    • 1998
  • In this paper, we propose an efficient multi-view images coding algorithm to find the optimal depth and texture from the set of multi-view images. The proposed algorithm consists of two consecutive steps, i) the depth estraction step, and ii) the texture extraction step, comparedwith the traditional algorithem which finds the depth and texture concurrently. The X-Y plane of the normalized object space is divided into traingular paatches and the Z value of the node is determined in the first step and then the texture of the each patch is extracted in the second step. In the depth extraction step, the depth of the node is determined by applying the block based disparity compensation method to the windowed area centered at the node. In the second step, the texture of the traingular patches is extracted from the multi-view images by applying the affine transformation based disparity compensation method to the traingular pateches with the depth extracted from the first step. Experimental results show that the SNR(Singnal-to- Noise Ratio) of images enconded by our algorithm is better than that of images encoded by the traditional algorithm by the amount about 4dB for for the test sets of multi-view images called dragon, kid, city and santa.

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BSCCO 선재에서 초전도심의 깊이에 따른 집합조직 연구 (A study of texture through the depth of superconductor core)

  • 지봉기;임준형;이동욱;장석헌;주진호;나완수
    • 한국초전도저온공학회:학술대회논문집
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    • 한국초전도저온공학회 2001년도 학술대회 논문집
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    • pp.6-8
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    • 2001
  • We evaluated the degree of texture through depth of the superconductor core of Bi-Sr-Ca-Cu-O(BSCCO) superconductor tape. The degree of texture was characterized by pole figure analysis, indicating that the degree of texture varied significantly with depth of the superconductor core. It was observed that the degree of texture was higher near the interface than inside the superconducting core. Based on the result of degree of texture, the region near the interface is thought to carry significant current compared to that inside the core.

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BSCCO 선재에서 극점도를 통한 초전도심의 깊이에 따른 집합조직 연구 (A Study of Texture Through the Depth of Core for BSCCO Superconductor Tape with Pole Figure Analysis)

  • 지봉기;주진호;나완수;류경우;박노진
    • 한국전기전자재료학회논문지
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    • 제14권6호
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    • pp.499-504
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    • 2001
  • We evaluated the degree of texture through depth of the superconductor core of Bi-Sr-Ca-Cu-O(BSCCO) superconductor tape. The degree of texture was characterized by pole figure analysis indicating that the degree of texture varied significantly with depth of the superconductor core. It was observed that the degree of texture was higher near the interface than inside the superconductor core. Specifically, as getting near to the center from the sheath/core interface, the orientation of BSCCO became dispersed from normal direction(ND) which, in turn, resulted in the degradation of <001>-fiber texture. In addition, the <001> texture was non-uniform an, better texture was developed along rolling direction(RD), compared to transverse direction(TD). Microstructural investigation showed that grain alignment was locally degraded by the existence of second phases. I was observed that larger grain size and better texturing were developed near the relatively straight interface compared to those inside the superconducting core. Based on our study, the region near the interface is thought to carry significant current compared to that inside the core.

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Depth Map Coding Using Histogram-Based Segmentation and Depth Range Updating

  • Lin, Chunyu;Zhao, Yao;Xiao, Jimin;Tillo, Tammam
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권3호
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    • pp.1121-1139
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    • 2015
  • In texture-plus-depth format, depth map compression is an important task. Different from normal texture images, depth maps have less texture information, while contain many homogeneous regions separated by sharp edges. This feature will be employed to form an efficient depth map coding scheme in this paper. Firstly, the histogram of the depth map will be analyzed to find an appropriate threshold that segments the depth map into the foreground and background regions, allowing the edge between these two kinds of regions to be obtained. Secondly, the two regions will be encoded through rate distortion optimization with a shape adaptive wavelet transform, while the edges are lossless encoded with JBIG2. Finally, a depth-updating algorithm based on the threshold and the depth range is applied to enhance the quality of the decoded depth maps. Experimental results demonstrate the effective performance on both the depth map quality and the synthesized view quality.

Mean Profile Depth를 이용한 콘크리트 포장의 타이어-노면소음 산정 (Estimation of Tire-Pavement Noise for Concrete Pavement by using Mean Profile Depth)

  • 홍성재;현택집;이승우;김형배;권오선
    • 한국도로학회논문집
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    • 제15권3호
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    • pp.9-16
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    • 2013
  • PURPOSES: There is a need to develop a method to incorporate tire-pavement noise in the pavement management system. Tire-pavement noise highly depends on the characteristics of pavement texture. Therefore, estimation of texture characteristics may give useful information to predict tire-pavement noise. This study aimed to find the relationship between tire-pavement noise and MPD(Mean Profile Depth) for concrete pavement. METHODS: MPD and tire-pavement noise were collected on the number of expressway sections including Central Inland Test Road in Korea. Statistical analysis was performed to find the correlationship between MPD and tire-pavement noise. In addition, multiple regression analysis to find the tire-pavement noise based on MPD and type of concrete pavement texture. RESULTS: Linear relationship between MPD and tire-pavement noise is observed for concrete pavement. Furthermore, a forensic equation to estimate tire-pavement noise based on MPD and texture types of concrete pavement is suggested. CONCLUSIONS: Tire-pavement noise on concrete pavement can be predicted based on the consideration of texture type and MPD estimation.

아스팔트 포장의 노면조직 특성 분석 (Analysis of Texture Characteristics of Asphalt Pavements)

  • 홍성재;이승우
    • 한국도로학회논문집
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    • 제19권2호
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    • pp.1-6
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    • 2017
  • PURPOSES : Pavement textures can be categorized into four according to wavelength: microtexture, macrotexture, megatexture (roads), and roughness. Pavement surface texture influences a number of aspects of tire-pavement interaction such as wet-weather friction, tire-pavement noise, splash, spray, tire-wear, and rolling resistance. In particular, macrotexture is the pavement surface characteristic that considerably impacts tire-pavement noise. In general, it can be demonstrated that tire-pavement noise increases with the increase of texture depth and wavelength. Recently, mean profile depth (MPD) and wavelength have been used to evaluate tire-pavement noise. This study aimed to identify the relationship between mean profile depth and average wavelength for asphalt pavement based on the information obtained on a number of asphalt pavement sections. METHODS : Profile data were collected from a number of expressway sections in Korea. In addition, mean profile depth and average wavelength were calculated by using this profile data. Statistical analysis was performed to determine the correlationship between mean profile depth and average wavelength. RESULTS:This study demonstrates a linear relationship between mean profile depth and average wavelength for asphalt concrete pavement. CONCLUSIONS :The strong relationship between mean profile depth and average wavelength of asphalt pavement was determined in this study.

Research on Robustness of 2D DWT-Based Watermarking in Intermediate Viewpoint by 3D Warping

  • Park, Scott;Choi, Hyun-Jun;Yang, Won-Jae;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of information and communication convergence engineering
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    • 제12권3호
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    • pp.173-180
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    • 2014
  • This paper investigates the robustness of watermarking techniques for stereo or multi-view images generated from texture and depth images. A three-dimensional (3D) warping technique is applied to texture and depth images to generate stereo or multi-view images for a 3D display. By using the 3D warping technique, in this paper, we developed watermarking techniques and evaluated the robustness of these techniques that can extract watermarks from texture images even when the viewpoints are moved. A depth image is used to generate a stereo image with the largest viewpoint difference to the left and right. The overlapping region in the stereo image that does not disappear after warping is then obtained, and DWT is applied to this region to embed a watermark in the LL sub-band. The proposed watermarking techniques were found to yield bit error rates of about 3%-16% when they were applied to stereo images generated from texture and depth images. Furthermore, the results showed that the copyright could be seen when the extracted watermark was visually confirmed.

시간일관성을 이용한 그림자 텍스처 생성방법 (Shadow Texture Generation Using Temporal Coherence)

  • 오경수;신병석
    • 한국멀티미디어학회논문지
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    • 제7권11호
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    • pp.1550-1555
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    • 2004
  • 그림자는 화상의 사실성을 높이며 물체들 사이의 공간적 관계를 유추할 수 있도록 해준다. 기존의 그림자 텍스처 생성 방법에서는 한 물체의 텍스처를 생성하기 위해서 다른 모든 물체들을 렌더링 해야만 하므로 Ν개의 물체가 있을 때 모든 물체들의 그림자 텍스처를 만들기 위해서는 Ο(Ν$^2$)의 시간이 필요했다. 이 논문에서는 깊이버퍼를 그림자 텍스처 생성에 사용하여 각 물체들에 대해서 상수 시간에 그림자 텍스처를 생성하는 알고리즘을 제안한다. 또한 시간 일관성을 이용해서 속도를 더욱 향상시키는 방법을 제안한다. 정적인 물체의 깊이 값은 시간이 지나도 변화가 없다. 이 값들을 재사용하여 정적인 물체들은 되도록 그리지 않고 동적인 물체들만 렌더링 함으로써 깊이버퍼와 그림자 텍스처를 효율적으로 생성할 수 있다. 이 방법의 비용은 움직이는 물체의 개수에만 비례한다.

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