• Title/Summary/Keyword: Video retargeting

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Stereo Video Retargeting with Representative Seams in a Group of Stereoscopic Frames

  • Nguyen, Hai Thanh;Won, Chee Sun
    • ETRI Journal
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    • v.35 no.6
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    • pp.980-989
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    • 2013
  • The important requirements for stereo video retargeting are threefold: keeping temporal coherence, preventing depth distortion, and minimizing shape distortions of the retargeted video. To meet these requirements, the left and right video sequences are divided into groups of frames (GoFs), where the GoF is a basic unit for the seam carving and we assign a set of fixed seams for all frames within the GoF. To determine the fixed seams for each GoF, we need to find the GoF boundary in the video first. Then, the representative frame for each GoF is generated by considering the spatial saliency and temporal coherence. Also, the confidence of the stereoscopic correspondence between the left and right frames is considered to prevent depth distortion.

Attentional mechanisms for video retargeting and 3D compressive processing (비디오 재설정 및 3D 압축처리를 위한 어텐션 메커니즘)

  • Hwang, Jae-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.4
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    • pp.943-950
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    • 2011
  • In this paper, we presented an attention measurement method in 2D and 3D image/video to be applied for image and video retargeting and compressive processing. 2D attention is derived from the three main components, intensity, color, and orientation, while depth information is added for 3D attention. A rarity-based attention method is presented to obtain more interested region or objects. Displaced depth information is matched to attention probability in distorted stereo images and finally a stereo distortion predictor is designed by integrating low-level HVS responses. As results, more efficient attention scheme is developed from the conventional methods and performance is proved by applying for video retargeting.

Fast Content-Aware Video Retargeting Algorithm (고속 컨텐츠 인식 동영상 리타겟팅 기법)

  • Park, Dae-Hyun;Kim, Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.77-86
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    • 2013
  • In this paper, we propose a fast video retargeting method which preserves the contents of a video and converts the image size. Since the conventional Seam Carving which is the well-known content-aware image retargeting technique uses the dynamic programming method, the repetitive update procedure of the accumulation energy is absolutely needed to obtain seam. The energy update procedure cannot avoid the processing time delay because of many operations by the image full-searching. By applying the proposed method, frames which have similar features in video are classified into a scene, and the first frame of a scene is resized by the modified Seam Carving where multiple seams are extracted from candidate seams to reduce the repetitive update procedure. After resizing the first frame of a scene, all continuous frames of the same scene are resized with reference to the seam information stored in the previous frame without the calculation of the accumulation energy. Therefore, although the fast processing is possible with reducing complexity and without analyzing all frames of scene, the quality of an image can be analogously maintained with an existing method. The experimental results show that the proposed method can preserve the contents of an image and can be practically applied to retarget the image on real time.

A Research on Efficient Skeleton Retargeting Method Suitable for MetaHuman

  • Shijie Sun;Ki-Hong Kim;David-Junesok Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.47-54
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    • 2024
  • With the rapid development of 3D animation, MetaHuman is widely used in film production, game development and VR production as a virtual human creation platform.In the animation production of virtual humans, motion capture is usually used.Since different motion capture solutions use different skeletons for motion recording, when the skeleton level of recorded animation data is different from that of MetaHuman, the animation data recorded by motion capture cannot be directly used on MetaHuman. This requires Reorient the skeletons of both.This study explores an efficient skeleton reorientation method that can maintain the accuracy of animation data by reducing the number of bone chains.In the experiment, three skeleton structures, Rokoko, Mixamo and Xsens were used for efficient redirection experiments, to compare and analyze the adaptability of different skeleton structures to the MetaHuman skeleton, and to explore which skeleton structure has the highest compatibility with the MetaHuman skeleton.This research provides an efficient skeleton reorientation idea for the production team of 3D animated video content, which can significantly reduce time costs and improve work efficiency.

A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.831-835
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    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

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