• 제목/요약/키워드: View Synthesis

검색결과 237건 처리시간 0.028초

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

  • 이천;호요성
    • 스마트미디어저널
    • /
    • 제1권3호
    • /
    • pp.36-42
    • /
    • 2012
  • 요즘 스마트폰과 스마트 TV와 같은 스마트 기기에 대한 관심이 높아짐에 따라 보다 다양한 기능을 포함하는 영상장치가 주목받고 있다. 특히, 스마트 TV는 3차원 영상을 서비스함에 따라 보다 고화질의 3차원 영상을 효율적으로 부호화하는 것이 중요하다. 최근 MPEG(moving picture experts group) 그룹에서는 다시점 영상과 깊이 영상을 동시에 압축하여 부호화하는 표준화 작업이 진행되고 있다. 제한된 수의 시점을 이용하여 편안한 3차원 입체 영상을 재현하기 위해서는, 충분한 수의 중간시점의 영상을 생성해야 한다. 깊이정보를 이용하여 3차원 워핑을 수행하면 가상시점의 영상을 합성할 수 있는데, 깊이값의 정확도에 따라 화질이 달라진다. 스테레오 정합 기술을 이용하여 깊이맵을 획득할 때 객체의 경계와 같은 깊이값 불연속 영역에서 깊이값 오류가 발생할 수 있다. 이러한 오류는 생성한 중간영상의 배경에 원치 않는 잡음을 생성한다. 본 논문에서는 편안한 3차원 비디오 재현을 위하여 깊이맵을 기반으로 중간시점의 영상을 생성할 때 발생하는 경계 잡음을 제거하는 방법을 제안한다. 중간시점의 영상을 합성할 때 비폐색 영역을 합성한 후 경계 잡음이 발생할 수 있는 영역을 구별한 다음, 잡음이 없는 참조영상으로 대체함으로써 경계 잡음을 제거할 수 있다. 실험 결과를 통해 배경 잡음이 사라진 자연스러운 합성영상을 생성했다.

  • PDF

다시점 영상의 프레임율 변환 방식 분석 (Analysis of Frame Rate Up Conversion for Multi-View System)

  • 양윤모;이도훈;오병태
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송공학회 2015년도 하계학술대회
    • /
    • pp.334-336
    • /
    • 2015
  • 본 논문은 다시점 영상에서 프레임율 변환 (Frame Rate Up Conversion, FRUC) 기법을 적용하는 방식에 대하여 서술한다. 먼저, 임의의 시점의 영상을 생성하기 위해서 사용되는 중간시점 영상합성 (View Synthesis, VS)기법과 연속되는 영상 사이에 새로운 영상을 만들어내는 프레임율 변환기법에 대하여 간략히 소개한다. 그리고, 기존의 프레임율 변환 방식과 다시점 영상의 특징을 이용한 프레임율 변환 방식을 소개하고 각각의 방식으로 생성한 영상의 화질을 비교한다.

  • PDF

View synthesis with sparse light field for 6DoF immersive video

  • Kwak, Sangwoon;Yun, Joungil;Jeong, Jun-Young;Kim, Youngwook;Ihm, Insung;Cheong, Won-Sik;Seo, Jeongil
    • ETRI Journal
    • /
    • 제44권1호
    • /
    • pp.24-37
    • /
    • 2022
  • Virtual view synthesis, which generates novel views similar to the characteristics of actually acquired images, is an essential technical component for delivering an immersive video with realistic binocular disparity and smooth motion parallax. This is typically achieved in sequence by warping the given images to the designated viewing position, blending warped images, and filling the remaining holes. When considering 6DoF use cases with huge motion, the warping method in patch unit is more preferable than other conventional methods running in pixel unit. Regarding the prior case, the quality of synthesized image is highly relevant to the means of blending. Based on such aspect, we proposed a novel blending architecture that exploits the similarity of the directions of rays and the distribution of depth values. By further employing the proposed method, results showed that more enhanced view was synthesized compared with the well-designed synthesizers used within moving picture expert group (MPEG-I). Moreover, we explained the GPU-based implementation synthesizing and rendering views in the level of real time by considering the applicability for immersive video service.

Disparity Refinement near the Object Boundaries for Virtual-View Quality Enhancement

  • Lee, Gyu-cheol;Yoo, Jisang
    • Journal of Electrical Engineering and Technology
    • /
    • 제10권5호
    • /
    • pp.2189-2196
    • /
    • 2015
  • Stereo matching algorithm is usually used to obtain a disparity map from a pair of images. However, the disparity map obtained by using stereo matching contains lots of noise and error regions. In this paper, we propose a virtual-view synthesis algorithm using disparity refinement in order to improve the quality of the synthesized image. First, the error region is detected by examining the consistency of the disparity maps. Then, motion information is acquired by applying optical flow to texture component of the image in order to improve the performance. Then, the occlusion region is found using optical flow on the texture component of the image in order to improve the performance of the optical flow. The refined disparity map is finally used for the synthesis of the virtual view image. The experimental results show that the proposed algorithm improves the quality of the generated virtual-view.

A Face Tracking Algorithm for Multi-view Display System

  • Han, Chung-Shin;Go, Min Soo;Seo, Young-Ho;Kim, Dong-Wook;Yoo, Ji-Sang
    • IEIE Transactions on Smart Processing and Computing
    • /
    • 제2권1호
    • /
    • pp.27-35
    • /
    • 2013
  • This paper proposes a face tracking algorithm for a viewpoint adaptive multi-view synthesis system. The original scene captured by a depth camera contains a texture image and 8 bit gray-scale depth map. From this original image, multi-view images that correspond to the viewer's position can be synthesized using geometrical transformations, such as rotation and translation. The proposed face tracking technique gives a motion parallax cue by different viewpoints and view angles. In the proposed algorithm, the viewer's dominant face, which is established initially from a camera, can be tracked using the statistical characteristics of face colors and deformable templates. As a result, a motion parallax cue can be provided by detecting the viewer's dominant face area and tracking it, even under a heterogeneous background, and synthesized sequences can be displayed successfully.

  • PDF

Impact Angle Control Guidance Synthesis for Evasive Maneuver against Intercept Missile

  • Yogaswara, Y.H.;Hong, Seong-Min;Tahk, Min-Jea;Shin, Hyo-Sang
    • International Journal of Aeronautical and Space Sciences
    • /
    • 제18권4호
    • /
    • pp.719-728
    • /
    • 2017
  • This paper proposes a synthesis of new guidance law to generate an evasive maneuver against enemy's missile interception while considering its impact angle, acceleration, and field-of-view constraints. The first component of the synthesis is a new function of repulsive Artificial Potential Field to generate the evasive maneuver as a real-time dynamic obstacle avoidance. The terminal impact angle and terminal acceleration constraints compliance are based on Time-to-Go Polynomial Guidance as the second component. The last component is the Logarithmic Barrier Function to satisfy the field-of-view limitation constraint by compensating the excessive total acceleration command. These three components are synthesized into a new guidance law, which involves three design parameter gains. Parameter study and numerical simulations are delivered to demonstrate the performance of the proposed repulsive function and guidance law. Finally, the guidance law simulations effectively achieve the zero terminal miss distance, while satisfying an evasive maneuver against intercept missile, considering impact angle, acceleration, and field-of-view limitation constraints simultaneously.

레지스터 전송 수준에서의 VHDL 순서문 합성에 관한 연구 (A Study on Synthesis of VHDL Sequential Statements at Register Transfer Level)

  • 현민호;황선영
    • 전자공학회논문지A
    • /
    • 제31A권5호
    • /
    • pp.149-157
    • /
    • 1994
  • This paper Presents an algorithm for synthesis of sequential statements described at RT level VHDL. The proposed algorithm transforms sequential statements in VHDL into data-flow description consisting of concurrent statements by local and global dependency analysis and output dependency elimination. Transformation into concurrent statements makes it possible to reduce the cost of the synthesized hardwares, thus to get optimal synthesis results that will befit the designer 's intention. This algorithm has been implemented on VSYN and experimental results show that more compact gate-level hardwares are generated compared with Power View system from ViewLogic and Design Analyzer from Synopsys.

  • PDF

Real-Time Generation of City Map for Games in Unity with View-dependent Refinement and Pattern Synthesis Algorithm

  • Kim, Jong-Hyun
    • 한국컴퓨터정보학회논문지
    • /
    • 제24권4호
    • /
    • pp.51-56
    • /
    • 2019
  • In this paper, we propose an algorithm that can quickly generate and synthesize city maps in racing games. Racing games are characterized by moving a wide map rather than a fixed map, but designing and developing a wide map requires a lot of production time. This problem can be mitigated by creating a large map in the preprocessing step, but a fixed map makes the game tedious. It is also inefficient to process all the various maps in the preprocessing step. In order to solve this problem, we propose a technique to create a terrain pattern in the preprocessing process, to generate a map in real time, and to synthesize various maps randomly. In addition, we reduced unnecessary rendering computations by integrating view-dependent techniques into the proposed framework. This study was developed in Unity3D and can be used for various contents as well as racing game.

Performance Analysis on View Synthesis of 360 Video for Omnidirectional 6DoF

  • Kim, Hyun-Ho;Lee, Ye-Jin;Kim, Jae-Gon
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송∙미디어공학회 2018년도 추계학술대회
    • /
    • pp.22-24
    • /
    • 2018
  • MPEG-I Visual group is actively working on enhancing immersive experiences with up to six degree of freedom (6DoF). In virtual space of omnidirectional 6DoF, which is defined as a case of degree of freedom providing 6DoF in a restricted area, looking at the scene from another viewpoint (another position in space) requires rendering additional viewpoints called virtual omnidirectional viewpoints. This paper presents the performance analysis on view synthesis, which is done as the exploration experiment (EE) in MPEG-I, from a set of 360 videos providing omnidirectional 6DoF in various ways with different distances, directions, and number of input views. In addition, we compared the subjective quality between synthesized images with one input view and two input views.

  • PDF

다시점 3차원 비디오 재생 시스템 설계 및 구현 (Design and Implementation of Multi-View 3D Video Player)

  • 허영수;박광훈
    • 방송공학회논문지
    • /
    • 제16권2호
    • /
    • pp.258-273
    • /
    • 2011
  • 본 논문에서는 기존 비디오 재생 시스템보다 고속으로 동작하는 다시점 3차원 비디오 재생 시스템을 설계하여 구현하였다. 대용량의 다시점 영상 데이터를 고속으로 처리하기 위해 구성 모듈들을 병렬화하여 다중코어 프로세서 환경에서 최적의 속도를 얻을 수 있는 구조를 제안하였다. 병목지점의 병행성을 활용하기 위하여 복호화, 영상합성, 렌더링 모듈을 파이프라인 구조로 설계하였다. 부하 균형을 위하여 복호화 모듈을 시점 단위로 분할하고, 영상합성 모듈을 합성영상을 기준으로 기하적으로 데이터 분할하였다. 실험결과로서, 다시점 영상이 올바르게 합성되어 무안경식 다시점 입체디스플레이 상에서 시청 시 입체감을 느낄 수 있었으며, 제안하는 응용프로그램의 처리구조는 다중코어 프로세서를 최대 활용하여 대용량의 다시점 영상데이터를 고속으로 처리할 수 있었다.