• 제목/요약/키워드: Texture Depth

검색결과 328건 처리시간 0.022초

알루미늄 판재 스트래칭에서 초기 집합조직이 성형성에 미치는 영향 (Effects of the Initial Texture on Formability in Aluminum Sheet Stretching)

  • 심경섭;김용일;이용신
    • 한국소성가공학회:학술대회논문집
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    • 한국소성가공학회 2001년도 추계학술대회 논문집
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    • pp.62-65
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    • 2001
  • The effects of the initial torture of workpiece as well as the process conditions such as punch speed and lubrication on the formablity of sheet stretching are investigated by experiments. Two types of the initial textures of aluminum sheet plane strain compression torture and recrystallization texture are chosen since those are the most common in practice. Punch loads vs depth and thickness strain distributions along radial directions having the slope of $0^{\circ},\;45^{\circ},\;90^{\circ}$ with rolling directions are reported for hemishperical punch stretchings under a variety of process conditions.

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습지식물의 적정 서식 환경 : I. 줄과 애기부들 (The Optimal Environmental Ranges for Wetland Plants : I. Zizania latifolia and Typha angustifolia)

  • 권기진;이보아;변채호;남종민;김재근
    • 한국환경복원기술학회지
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    • 제9권1호
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    • pp.72-88
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    • 2006
  • The optimal environmental ranges of the establishment phase for the distribution of Zizania latifolia and Typha angustifolia was determined to develop a set of basic data and criteria of planting substrate for the restoration, conservation and management of wetlands. The study was carried at 17 wetlands in the Kyunggi-do and Gyeongsangnam-do region where inland wetlands place intensively in June, 2005. Total 127 quadrats were sets in growing areas of Zizania latifolia and Typha angustifolia. $NO_3-N$, K, Ca, Mg and Na in the water variables and soil texture, LOI (loss on ignition), soil pH and soil conductivity in the soil variables were analyzed. The optimal range of water depth for the distribution of Zizania latifolia was -5~39cm, $NO_3-N$ content of water was <0.01~0.19ppm, K content of water was 0.1~5.9ppm, Ca content of water 0.5~44.9ppm, Mg content of water was 1.2~11.9ppm, Na content of water 3.4~29.9ppm, water conductivity was 48~450${\mu}S$/cm, respectively. The optimal range of LOI for the distribution of Zizania latifolia was 1.7~11.9%, soil conductivity was 25.5~149.9${\mu}S$/cm, respectively. The optimal range of water depth for the distribution of Typha angustifolia was -20~24cm, $NO_3-N$ content of water was <0.01~0.19ppm, K content of water was 0.2~2.9ppm, Ca content of water 0.6~19.9ppm, Mg content of water was 0.2~5.9ppm, Na content of water 3.5~19.9ppm, water conductivity was 96~450${\mu}S$/cm, respectively. The optimal range of LOI for the distribution of Typha angustifolia was 2.4~15.9%, soil conductivity was 17.6~149.9${\mu}S$/cm, respectively. The optimal soil texture were loam, silt loam and sandy loam in both species. The lower water depth (-20~40cm) is appropriate to increase biodiversity in both species dominated community and it is better to maintain water depth of 40~100cm for water purification. Both species appear frequently in the soil with high silt content.

Digital Watermarking Algorithm for Multiview Images Generated by Three-Dimensional Warping

  • Park, Scott;Kim, Bora;Kim, Dong-Wook;Seo, Youngho
    • Journal of information and communication convergence engineering
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    • 제13권1호
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    • pp.62-68
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    • 2015
  • In this paper, we propose a watermarking method for protecting the ownership of three-dimensional (3D) content generated from depth and texture images. After selecting the target areas to preserve the watermark by depth-image-based rendering, the reference viewpoint image is moved right and left in the depth map until the maximum viewpoint change is obtained and the overlapped region is generated for marking space. The region is divided into four subparts and scanned. After applying discrete cosine transform, the watermarks are inserted. To extract the watermark, the viewpoint can be changed by referring to the viewpoint image and the corresponding depth image initially, before returning to the original viewpoint. The watermark embedding and extracting algorithm are based on quantization. The watermarked image is attacked by the methods of JPEG compression, blurring, sharpening, and salt-pepper noise.

Depth 정보를 이용한 Texturing 의 View Selection 알고리즘 (View Selection Algorithm for Texturing Using Depth Maps)

  • 한현덕;한종기
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2022년도 하계학술대회
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    • pp.1207-1210
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    • 2022
  • 2D 이미지로부터 카메라의 위치 정보를 추정할 수 있는 Structure-from-Motion (SfM) 기술과 dense depth map 을 추정하는 Multi-view Stereo (MVS) 기술을 이용하여 2D 이미지에서 point cloud 와 같은 3D data 를 얻을 수 있다. 3D data 는 VR, AR, 메타버스와 같은 컨텐츠에 사용되기 위한 핵심 요소이다. Point cloud 는 보통 VR, AR, 메타버스와 같은 많은 분야에 이용되기 위해 mesh 형태로 변환된 후 texture 를 입히는 Texturing 과정이 필요하다. 기존의 Texturing 방법에서는 mesh의 face에 사용될 image의 outlier를 제거하기 위해 color 정보만을 이용했다. Color 정보를 이용하는 방법은 mesh 의 face 에 대응되는 image 의 수가 충분히 많고 움직이는 물체에 대한 outlier 에는 효과적이지만 image 의 수가 부족한 경우와 부정확한 카메라 파라미터에 대한 outlier 에는 부족한 성능을 보인다. 본 논문에서는 Texturing 과정의 view selection 에서 depth 정보를 추가로 이용하여 기존 방법의 단점을 보완할 수 있는 방법을 제안한다.

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YBCO Coated Conductor를 위한 Cube texture Ni-W 합금 기판의 제작 및 특성평가 (Development of cube textured Ni-W alloy substrates for YBCO coated conductor)

  • 김규태;임준형;장석헌;김정호;주진호;김호진;지봉기;전병혁;김찬중
    • 한국초전도저온공학회:학술대회논문집
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    • 한국초전도저온공학회 2003년도 추계학술대회 논문집
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    • pp.106-108
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    • 2003
  • We fabricated Ni and Ni-W alloys for use as a substrate in YBCO coated conductor applications and evaluated the effect of W in Ni on texture, microstructure and surface morphology, and hardness of substrate. Pure Ni, Ni-2 at.%W, and Ni-5at.%W alloy substrates were prepared by plasma arc melting, cold rolling, and the recrystallization heat treatment at various temperature (700- 130$0^{\circ}C$). It was observed that Ni-W alloy substrates had stronger cube texture and maintained it at higher annealing temperature, compared to pure Ni substrate : The full-width at half- maximums of in-plane texture was 13.40$^{\circ}$ for Ni substrate and 4.42$^{\circ}$-5.57$^{\circ}$ for Ni-W substrate annealed at 100$0^{\circ}C$. In addition, it was observed that the Ni-W substrate had smaller grain size, shallower boundary depth, and higher hardness, compared to those of pure Ni substrate.

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구형 물체를 이용한 다중 RGB-D 카메라의 간편한 시점보정 (Convenient View Calibration of Multiple RGB-D Cameras Using a Spherical Object)

  • 박순용;최성인
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제3권8호
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    • pp.309-314
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    • 2014
  • 물체의 360도 방향에서 다수의 RGB-D(RGB-Depth) 카메라를 이용하여 깊이영상을 획득하고 3차원 모델을 생성하기 위해서는 RGB-D 카메라 간의 3차원 변환관계를 구하여야 한다. 본 논문에서는 구형 물체를 이용하여 4대의 RGB-D 카메라 사이의 변환관계를 간편하게 구할 수 있는 시점보정(view calibration) 방법을 제안한다. 기존의 시점보정 방법들은 평면 형태의 체크보드나 코드화된 패턴을 가진 3차원 물체를 주로 사용함으로써 패턴의 특징이나 코드를 추출하고 정합하는 작업에 상당한 시간이 걸린다. 본 논문에서는 구형 물체의 깊이영상과 사진영상을 동시에 사용하여 간편하게 시점을 보정할 수 있는 방법을 제안한다. 우선 하나의 구를 모델링 공간에서 연속적으로 움직이는 동안 모든 RGB-D 카메라에서 구의 깊이영상과 사진영상을 동시에 획득한다. 다음으로 각 RGB-D 카메라의 좌표계에서 획득한 구의 3차원 중심좌표를 월드좌표계에서 일치되도록 각 카메라의 외부변수를 보정한다.

3D-HEVC를 위한 인터-컴포넌트 부호화 방법 (Overview of Inter-Component Coding in 3D-HEVC)

  • 박민우;이진영;김찬열
    • 방송공학회논문지
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    • 제20권4호
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    • pp.545-556
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    • 2015
  • 차세대 3차원 디스플레이 및 서비스를 지원하기 위한 HEVC 기반 3차원 비디오 코딩 표준(3D-HEVC)이 최근 완료되었다. 3D-HEVC는 소수의 텍스처 영상(Texture image)과 깊이 영상(Depth map image)으로 구성된 Multi-view plus depth (MVD) 포맷을 효율적으로 처리하기 위한 표준으로써 H.264/AVC와 HEVC에서 사용하는 단일 계층 부호화 방법과 더불어 텍스처 영상들간, 깊이 영상들간, 텍스처 영상과 깊이 영상들간의 예측을 수행하는 인터-컴포넌트 부호화 기술을 추가적으로 사용한다. 본 논문에서는 3D-HEVC 표준의 일반적인 코딩 구조, 3D-HEVC 기술의 기반이 되는 인터-컴포넌트 부호화 기술 및 인터-컴포넌트 부호화 효율에 중요한 영향을 미치는 시차 벡터(Disparity vector) 유도 기술에 대해 상세히 소개한다. 또한 본 논문에서는 3D-HEVC의 부호화 효율을 검증하기 위해 각 시점을 HEVC로 부호화한 방법과 단순 다시점 확장 표준인 MV-HEVC와의 성능평가를 수행한다.

3 차원 거리 측정 장치 기반 이동로봇용 비선형 도로 인식 (3D Depth Measurement System-based Nonliniar Trail Recognition for Mobile Robots)

  • 김종만;김원섭;신동용
    • 한국전기전자재료학회:학술대회논문집
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    • 한국전기전자재료학회 2007년도 하계학술대회 논문집 Vol.8
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    • pp.517-518
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    • 2007
  • A method to recognize unpaved road region using a 3D depth measurement system is proposed for mobile robots. For autonomous maneuvering of mobile robots, recognition of obstacles or recognition of road region is the essential task. In this paper, the 3D depth measurement system which is composed of a rotating mirror, a line laser and mono-camera is employed to detect depth, where the laser light is reflected by the mirror and projected to the scene objects whose locations are to be determined. The obtained depth information is converted into an image. Such depth images of the road region represent even and plane while that of off-road region is irregular or textured. Therefore, the problem falls into a texture identification problem. Road region is detected employing a simple spatial differentiation technique to detect the plain textured area. Identification results of the diverse situation of Nonlinear trail are included in this paper.

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대면적 절판지붕용 녹화시스템의 토성기반 수문학적 최적모델 도출을 위한 전산 모의연구 (Computer simulation study to generate an optimal hydrologic model based on the soil properties of the large area plate roof greenery system)

  • 김태한;이지원
    • KIEAE Journal
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    • 제16권1호
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    • pp.73-79
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    • 2016
  • This study aimed to investigate the flood prevention effect expected from the afforestation of a large area metal roof of an industrial complex located in an area prone to floods in the rainwater outflow reduction aspect through computer simulation based on soil, which is a key element of the system. In order to conduct a more realistic simulation, the properties of the surveyed soil were generated through substantive analysis, soil texture analysis, and saxton method. A comparative performance evaluation was conducted by using soil depth and ponding depth, which are key elements of the system, as variables. The study result showed that during the heavy rainfall period, the bottom ash artificial soil had 61% rainwater outflow reduction effect, which was 11% higher than the SWMM standard sand.

Virtual View Generation by a New Hole Filling Algorithm

  • Ko, Min Soo;Yoo, Jisang
    • Journal of Electrical Engineering and Technology
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    • 제9권3호
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    • pp.1023-1033
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    • 2014
  • In this paper, performance improved hole-filling algorithm which includes the boundary noise removing pre-process that can be used for an arbitrary virtual view synthesis has been proposed. Boundary noise occurs due to the boundary mismatch between depth and texture images during the 3D warping process and it usually causes unusual defects in a generated virtual view. Common-hole is impossible to recover by using only a given original view as a reference and most of the conventional algorithms generate unnatural views that include constrained parts of the texture. To remove the boundary noise, we first find occlusion regions and expand these regions to the common-hole region in the synthesized view. Then, we fill the common-hole using the spiral weighted average algorithm and the gradient searching algorithm. The spiral weighted average algorithm keeps the boundary of each object well by using depth information and the gradient searching algorithm preserves the details. We tried to combine strong points of both the spiral weighted average algorithm and the gradient searching algorithm. We also tried to reduce the flickering defect that exists around the filled common-hole region by using a probability mask. The experimental results show that the proposed algorithm performs much better than the conventional algorithms.