• Title/Summary/Keyword: Video Projection

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A Video Style Generation and Synthesis Network using GAN (GAN을 이용한 동영상 스타일 생성 및 합성 네트워크 구축)

  • Choi, Heejo;Park, Gooman;Kim, Sang-Jun;Lee, Yu-Jin;Sang, Hye-Jun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.727-730
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    • 2021
  • 이미지와 비디오 합성 기술에 대한 수요가 늘어남에 따라, 인간의 손에만 의존하여 이미지나 비디오를 합성하는데에는 시간과 자원이 한정적이며, 전문적인 지식을 요한다. 이러한 문제를 해결하기 위해 최근에는 스타일 변환 네트워크를 통해 이미지를 변환하고, 믹싱하여 생성하는 알고리즘이 등장하고 있다. 이에 본 논문에서는 GAN을 이용한 스타일 변환 네트워크를 통한 자연스러운 스타일 믹싱에 대해 연구했다. 먼저 애니메이션 토이 스토리의 등장인물에 대한 데이터를 구축하고, 모델을 학습하고 두 개의 모델을 블렌딩하는 일련의 과정을 거쳐 모델을 준비한다. 그 다음에 블렌딩된 모델을 통해 타겟 이미지에 대하여 스타일 믹싱을 진행하며, 이 때 이미지 해상도와 projection 반복 값으로 스타일 변환 정도를 조절한다. 최종적으로 스타일 믹싱한 결과 이미지들을 바탕으로 하여 스타일 변형, 스타일 합성이 된 인물에 대한 동영상을 생성한다.

Stereoscopic Free-viewpoint Tour-Into-Picture Generation from a Single Image (단안 영상의 입체 자유시점 Tour-Into-Picture)

  • Kim, Je-Dong;Lee, Kwang-Hoon;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.15 no.2
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    • pp.163-172
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    • 2010
  • The free viewpoint video delivers an active contents where users can see the images rendered from the viewpoints chosen by them. Its applications are found in broad areas, especially museum tour, entertainment and so forth. As a new free-viewpoint application, this paper presents a stereoscopic free-viewpoint TIP (Tour Into Picture) where users can navigate the inside of a single image controlling a virtual camera and utilizing depth data. Unlike conventional TIP methods providing 2D image or video, our proposed method can provide users with 3D stereoscopic and free-viewpoint contents. Navigating a picture with stereoscopic viewing can deliver more realistic and immersive perception. The method uses semi-automatic processing to make foreground mask, background image, and depth map. The second step is to navigate the single picture and to obtain rendered images by perspective projection. For the free-viewpoint viewing, a virtual camera whose operations include translation, rotation, look-around, and zooming is operated. In experiments, the proposed method was tested eth 'Danopungjun' that is one of famous paintings made in Chosun Dynasty. The free-viewpoint software is developed based on MFC Visual C++ and OpenGL libraries.

The Interesting Moving Objects Tracking Algorithm using Color Informations on Multi-Video Camera (다중 비디오카메라에서 색 정보를 이용한 특정 이동물체 추적 알고리듬)

  • Shin, Chang-Hoon;Lee, Joo-Shin
    • The KIPS Transactions:PartB
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    • v.11B no.3
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    • pp.267-274
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    • 2004
  • In this paper, the interesting moving objects tracking algorithm using color information on Multi-Video camera is proposed Moving objects are detected by using difference image method and integral projection method to background image and objects image only with hue area, after converting RGB color coordination of image which is input from multi-video camera into HSI color coordination. Hue information of the detected moving area are normalized by 24 steps from 0$^{\circ}$ to 360$^{\circ}$ It is used for the feature parameters of the moving objects that three normalization levels with the highest distribution and distance among three normalization levels after obtaining a hue distribution chart of the normalized moving objects. Moving objects identity among four cameras is distinguished with distribution of three normalization levels and distance among three normalization levels, and then the moving objects are tracked and surveilled. To examine propriety of the proposed method, four cameras are set up indoor difference places, humans are targeted for moving objects. As surveillance results of the interesting human, hue distribution chart variation of the detected Interesting human at each camera in under 10%, and it is confirmed that the interesting human is tracked and surveilled by using feature parameters at four cameras, automatically.

Evaluation of Effective and Organ Dose Using PCXMC Program in DUKE Phantom and Added Filter for Computed Radiography System (CR 환경에서의 흉부촬영 시 Duke Phantom과 부가여과를 이용한 유효선량 및 장기선량 평가)

  • Kang, Byung-Sam;Park, Min-Joo;Kim, Seung-Chul
    • Journal of radiological science and technology
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    • v.37 no.1
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    • pp.7-14
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    • 2014
  • By using a Chest Phantom(DUKE Phantom) focusing on dose reduction of diagnostic radiation field with the most use of artificial radiation, and attempt to reduce radiation dose studies technical radiation. Publisher of the main user of the X-ray Radiological technologists, Examine the effect of reducing the radiation dose to apply additional filtering of the X-ray generator. In order to understand the organ dose and effective dose by using the PC-Based Monte Carlo Program(PCXMC) Program, the patient receives, was carried out this research. In this experiment, by applying a complex filter using a copper and Al(aluminum,13) and filtered single of using only aluminum with the condition set, and measures the number of the disk of copper indicated by DUKE Phantom. The combination of the composite filtration and filtration of a single number of the disk of the copper is the same, with the PCXMC 2.0. Program looking combination of additional filtration fewest absorbed dose was calculated effective dose and organ dose. Although depends on the use mAs, The 80 kVp AP projection conditions, it is possible to reduce the effective amount of about 84 % from about 30 % to a maximum at least. The 120 kVp PA projection conditions, it is possible to reduce the effective amount of about 71 % from about 41 % to a maximum of at least. The organ dose, dose reduction rate was different in each organ, but it showed a decrease of dose rate of 30 % to up 100 % at least. Additional filtration was used on the imaging conditions throughout the study. There was no change in terms of video quality at low doses. It was found that using the DUKE Phantom and PCXMC 2.0 Program were suitable to calculate the effect of reducing the effective dose and organ dose.

Real-Virtual Fusion Hologram Generation System using RGB-Depth Camera (RGB-Depth 카메라를 이용한 현실-가상 융합 홀로그램 생성 시스템)

  • Song, Joongseok;Park, Jungsik;Park, Hanhoon;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.866-876
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    • 2014
  • Generating of digital hologram of video contents with computer graphics(CG) requires natural fusion of 3D information between real and virtual. In this paper, we propose the system which can fuse real-virtual 3D information naturally and fast generate the digital hologram of fused results using multiple-GPUs based computer-generated-hologram(CGH) computing part. The system calculates camera projection matrix of RGB-Depth camera, and estimates the 3D information of virtual object. The 3D information of virtual object from projection matrix and real space are transmitted to Z buffer, which can fuse the 3D information, naturally. The fused result in Z buffer is transmitted to multiple-GPUs based CGH computing part. In this part, the digital hologram of fused result can be calculated fast. In experiment, the 3D information of virtual object from proposed system has the mean relative error(MRE) about 0.5138% in relation to real 3D information. In other words, it has the about 99% high-accuracy. In addition, we verify that proposed system can fast generate the digital hologram of fused result by using multiple GPUs based CGH calculation.

Postprocessing of Inter-Frame Coded Images Based on Convex Projection and Regularization (POCS와 정규화를 기반으로한 프레임간 압출 영사의 후처리)

  • Kim, Seong-Jin;Jeong, Si-Chang;Hwang, In-Gyeong;Baek, Jun-Gi
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.3
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    • pp.58-65
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    • 2002
  • In order to reduce blocking artifacts in inter-frame coded images, we propose a new image restoration algorithm, which directly processes differential images before reconstruction. We note that blocking artifact in inter-frame coded images is caused by both 8$\times$8 DCT and 16$\times$16 macroblock based motion compensation, while that of intra-coded images is caused by 8$\times$8 DCT only. According to the observation, we Propose a new degradation model for differential images and the corresponding restoration algorithm that utilizes additional constraints and convex sets for discontinuity inside blocks. The proposed restoration algorithm is a modified version of standard regularization that incorporate!; spatially adaptive lowpass filtering with consideration of edge directions by utilizing a part of DCT coefficients. Most of video coding standard adopt a hybrid structure of block-based motion compensation and block discrete cosine transform (BDCT). By this reason, blocking artifacts are occurred on both block boundary and block interior For more complete removal of both kinds of blocking artifacts, the restored differential image must satisfy two constraints, such as, directional discontinuities on block boundary and block interior Those constraints have been used for defining convex sets for restoring differential images.

A Study on the Improvement of Image-Based Water Level Detection Algorithm Using the Region growing (Region growing 기법을 적용한 영상기반 수위감지 알고리즘 개선에 대한 연구)

  • Kim, Okju;Lee, Junwoo;Park, Jinyi;Cho, Myeongheum
    • Korean Journal of Remote Sensing
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    • v.36 no.5_4
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    • pp.1245-1254
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    • 2020
  • In this study, the limitations of the existing water level detection algorithm using CCTV images were recognized and the water level detection algorithm was improved by applying the Region growing technique. It applied three techniques (Horizontal projection profile, Texture analysis, and Optical flow) to estimate the water area, and the results were analyzed in a comprehensive analysis to select the initial water area. The water level was then continuously detected by the Region growing technique, referring to the initial water area. As a result, it was possible to confirm that the exact level of water was detected without being affected by environmental factors compared to the existing level detection algorithm, which had frequent mis-detection phenomena depending on the surrounding environmental factors. In addition, the water level was detected in the video showing flooded roads in urban areas, not in the video of the river. These results are believed to be able to supplement the difficulty of monitoring at all times with limited manpower by automatically detecting the level of water through numerous CCTV footage installed throughout the country, and to contribute to laying the foundation for preventing disasters caused by torrential rains and typhoons in advance.

Hierrachical manner of motion parameters for sports video mosaicking (스포츠 동영상의 모자익을 위한 이동계수의 계층적 향상)

  • Lee, Jae-Cheol;Lee, Soo-Jong;Ko, Young-Hoon;Noh, Heung-Sik;Lee Wan-Ju
    • The Journal of Information Technology
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    • v.7 no.2
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    • pp.93-104
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    • 2004
  • Sports scene is characterized by large amount of global motion due to pan and zoom of camera motion, and includes many small objects moving independently. Some short period of sports games is thrilling to televiewers, and important to producers. At the same time that kinds of scenes exhibit exceptionally dynamic motions and it is very difficult to analyze the motions with conventional algorithms. In this thesis, several algorithms are proposed for global motion analysis on these dynamic scenes. It is shown that proposed algorithms worked well for motion compensation and panorama synthesis. When cascading the inter frame motions, accumulated errors are unavoidable. In order to minimize these errors, interpolation method of motion vectors is introduced. Affined transform or perspective projection transform is regarded as a square matrix, which can be factorized into small amount of motion vectors. To solve factorization problem, we preposed the adaptation of Newton Raphson method into vector and matrix form, which is also computationally efficient. Combining multi frame motion estimation and the corresponding interpolation in hierarchical manner enhancement algorithm of motion parameters is proposed, which is suitable for motion compensation and panorama synthesis. The proposed algorithms are suitable for special effect rendering for broadcast system, video indexing, tracking in complex scenes, and other fields requiring global motion estimation.

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Ukrainian Students' Analysis of Abuse Treatment by Parents: Retrospective and Perspective in Virtual and Real Environments

  • Stoliarchuk, Olesia;Kokhanova, Olena;Prorok, Nataliia;Khrypko, Svitlana;Shevtsova, Olena;Tkachyshyna, Oksana;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.197-207
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    • 2022
  • Given the prevalence of violence in Ukrainian families, measures to prevent parental abusive treatment against children are urgent. It is important to study today's youth awareness about violence within families in order to enhance a culture of engagement with spouses and children in future. The aim of the study is to examine students' reflective experiences and their attitudes towards forms, frequency, causes and effects of parental abusive treatment. During the research the following methods were used step-by-step: theoretical analyses of scientific resources, anonymous questionnaire, quantitative and correlation analyses. According to result of survey 98 students who were interviewed, none of them fell victim of sexual abuse in their families. However, more than a half (51%) of the students surveyed experienced some forms of parental physical punishment. All the interviewed students encountered psychological cases of parental violence. The mostprevalent forms of parental abuse among the interviewees are criticism, negative comparison, emotional detachment, arrogance, intimidation, blackmail and humiliation. The most prevalent consequences of parental abuse among students are anxiety, low self-esteem, insecurity, impatience, suspiciousness, constraint in communication. Students agree that budget limitations, forced labor, criticism, spanking, emotional detachment, ignoring type of communication, reproach, blackmail are acceptable methods of punishment to use when raising their own children. These results clearly demonstrate the problem of the impact of parental abuse on children and its consequences in the future. A virtual dimension of the actualized problem is considered, namely: - virtualization of aggression and cruelty in the postmodern world. - the level of determining the factor of cruelty from the space of virtual culture. - the mirror image of everyday cruelty in the virtual environment; - the phenomenon of video games as a source and context of representation of the factor of cruelty in behavioral realities; - cybercrime as a virtualized result of cruelty in family and everyday realities. - futurological perspectives of virtualization of cruelty in communicative culture in general and in family relations in particular. The postmodern world is fundamentally different from the traditions and culture of the past, primarily due to the development of computer technologies and the virtualization of life in general. So, for example, virtual communities have become, in a certain way, another world, a second reality of life in general. And certain behavioral factors, in particular cruelty in the private environment, became a projection of such a phenomenon as cybercrime. Video games are a unique modern phenomenon, which multipolarly absorb all facets of human potential, communicative tendencies, behavioral and characterological factors, from the warmth of interpersonal relationships to the extreme degree of cruelty.

The Kinematic Difference According to Success and Failure of Shot-Putting - Focusing on Member of the National Team, Hwang, In-sung, Player - (남자 포환던지기 시 성공과 실패에 따른 운동학적 차이 - 국가대표 황인성 선수를 중심으로 -)

  • Ryu, Ji-Seon;Park, Jae-Myoung;Kim, Tae-Sam
    • Korean Journal of Applied Biomechanics
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    • v.21 no.2
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    • pp.161-171
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    • 2011
  • The purpose of this study was to identify biomechanical characteristics of glide and delivery motion of In-Sung Hwang, player who is a member of the national team among the finalists in the men's shot put at the 2010 National Sports Festivals. Three-Dimensional motion analysis using a system of 3 video cameras at a sampling frequency of 60 Hz was performed for this study. During the glide and delivery phase the results showed following characteristics; 1) The glide type was suitable for the short-long technique, but the trajectory of shot at the glide and delivery phase showed a different trajectory pattern with "S-shaped" type of elite players due to many deviating from central axis of the APSS(athletic-plus shot system). 2) Left knee was more flexed during failed trials compared to successful trials but COG was higher. Therefore, the player showed less stability of COG as he may not get enough breaking force at the left foot. 3) Furthermore, it would be required to have strong muscle power at the trunk, throwing arm, and the lower extremity in order to achieve maintain a low projection angle of the release.