• Title/Summary/Keyword: depth map rendering

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A Study on Create Depth Map using Focus/Defocus in single frame (단일 프레임 영상에서 초점을 이용한 깊이정보 생성에 관한 연구)

  • Han, Hyeon-Ho;Lee, Gang-Seong;Lee, Sang-Hun
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.191-197
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    • 2012
  • In this paper we present creating 3D image from 2D image by extract initial depth values calculated from focal values. The initial depth values are created by using the extracted focal information, which is calculated by the comparison of original image and Gaussian filtered image. This initial depth information is allocated to the object segments obtained from normalized cut technique. Then the depth of the objects are corrected to the average of depth values in the objects so that the single object can have the same depth. The generated depth is used to convert to 3D image using DIBR(Depth Image Based Rendering) and the generated 3D image is compared to the images generated by other techniques.

Motion Depth Generation Using MHI for 3D Video Conversion (3D 동영상 변환을 위한 MHI 기반 모션 깊이맵 생성)

  • Kim, Won Hoi;Gil, Jong In;Choi, Changyeol;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.429-437
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    • 2017
  • 2D-to-3D conversion technology has been studied over past decades and integrated to commercial 3D displays and 3DTVs. Generally, depth cues extracted from a static image is used for generating a depth map followed by DIBR (Depth Image Based Rendering) for producing a stereoscopic image. Further, motion is also an important cue for depth estimation and is estimated by block-based motion estimation, optical flow and so forth. This papers proposes a new method for motion depth generation using Motion History Image (MHI) and evaluates the feasiblity of the MHI utilization. In the experiments, the proposed method was performed on eight video clips with a variety of motion classes. From a qualitative test on motion depth maps as well as the comparison of the processing time, we validated the feasibility of the proposed method.

Applying differential techniques for 2D/3D video conversion to the objects grouped by depth information (2D/3D 동영상 변환을 위한 그룹화된 객체별 깊이 정보의 차등 적용 기법)

  • Han, Sung-Ho;Hong, Yeong-Pyo;Lee, Sang-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1302-1309
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    • 2012
  • In this paper, we propose applying differential techniques for 2D/3D video conversion to the objects grouped by depth information. One of the problems converting 2D images to 3D images using the technique tracking the motion of pixels is that objects not moving between adjacent frames do not give any depth information. This problem can be solved by applying relative height cue only to the objects which have no moving information between frames, after the process of splitting the background and objects and extracting depth information using motion vectors between objects. Using this technique all the background and object can have their own depth information. This proposed method is used to generate depth map to generate 3D images using DIBR(Depth Image Based Rendering) and verified that the objects which have no movement between frames also had depth information.

Near-lossless Coding of Multiview Texture and Depth Information for Graphics Applications (그래픽스 응용을 위한 다시점 텍스처 및 깊이 정보의 근접 무손실 부호화)

  • Yoon, Seung-Uk;Ho, Yo-Sung
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.1
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    • pp.41-48
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    • 2009
  • This Paper introduces representation and coding schemes of multiview texture and depth data for complex three-dimensional scenes. We represent input color and depth images using compressed texture and depth map pairs. The proposed X-codec encodes them further to increase compression ratio in a near-lossless way. Our system resolves two problems. First, rendering time and output visual quality depend on input image resolutions rather than scene complexity since a depth image-based rendering techniques is used. Second, the random access problem of conventional image-based rendering could be effectively solved using our image block-based compression schemes. From experimental results, the proposed approach is useful to graphics applications because it provides multiview rendering, selective decoding, and scene manipulation functionalities.

Representation of Translucent Objects using Multiple Projection Images for Real-time Rendering (시점을 달리한 여러 장의 투영 영상을 이용한 반투명 재질의 실시간 렌더링)

  • Lee, Jae-Young;Kim, Kang-Yeon;Yoo, Jae-Doug;Lee, Kwan-H.
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.878-883
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    • 2006
  • 반투명 물체(Translucent Object)는 불투명한 물체와는 달리 물체 내부에서 산란이 일어난다. 반투명 물체의 한 표면(Surface)을 렌더링하기 위해서는 그 표면의 정규 벡터뿐만 아니라 그 표면의 주변 기하 정보가 필요하다. 그러나 그래픽 하드웨어 구조는 반투명 물체의 실시간 렌더링의 구현에 많은 제약을 준다. 3D 기하 정보 대신에 라디언스 맵(Radiance map)과 깊이 맵(Depth map)과 같은 투영 영상(Projected Image)을 기반으로 하는 영상 공간 접근 방법(Image Space Approach)을 사용함으로써 GPU 상에서 반투명 재질을 실시간으로 표현할 수 있다. 본 논문에서는 영상 공간 접근 방법(Image Space Approach)의 연장선에서 시점을 달리한 여러 장의 투영 영상을 이용함으로써 기존의 한 장의 투영 영상만을 이용한 방법이 가지고 있는 가시성 한계점을 해결한다. 또한 복수 투영 영상의 이용에 따른 계산량 증가에 의해서 손실된 프레임 속도(Frame Rate)에 대해 분석한다.

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Up-Sampling Method of Depth Map Using Weighted Joint Bilateral Filter (가중치 결합 양방향 필터를 이용한 깊이 지도의 업샘플링 방법)

  • Oh, Dong-ryul;Oh, Byung Tae;Shin, Jitae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.6
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    • pp.1175-1184
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    • 2015
  • A depth map is an image which contains 3D distance information. Generally, it is difficult to acquire a high resolution (HD), noise-removed, good quality depth map directly from the camera. Therefore, many researches have been focused on acquisition of the high resolution and the good quality depth map by up-sampling and pre/post image processing of the low resolution depth map. However, many researches are lack of effective up-sampling for the edge region which has huge impact on image perceptual-quality. In this paper, we propose an up-sampling method, based on joint bilateral filter, which improves up-sampling of the edge region and visual quality of synthetic images by adopting different weights for the edge parts that is sensitive to human perception characteristics. The proposed method has gains in terms of PSNR and subjective video quality compared to previous researches.

Efficient Hausdorff Distance Computation for Planar Curves (평면곡선에 대한 Hausdorff 거리 계산의 가속화 기법에 대한 연구)

  • Kim, Yong-Joon;Oh, Young-Taek;Kim, Myung-Soo
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.2
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    • pp.115-123
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    • 2010
  • We present an efficient algorithm for computing the Hausdorff distance between two planar curves. The algorithm is based on an efficient trimming technique that eliminates the curve domains that make no contribution to the final Hausdorff distance. The input curves are first approximated with biarcs within a given error bound in a pre-processing step. Using the biarc approximation, the distance map of an input curve is then approximated and stored into the graphics hardware depth-buffer by rendering the distance maps (represented as circular cones) of the biarcs. We repeat the same procedure for the other input curve. By sampling points on each input curve and reading the distance from the other curve (stored in the hardware depth-buffer), we can easily estimate a lower bound of the Hausdorff distance. Based on the lower bound, the algorithm eliminates redundant curve segments where the exact Hausdorff distance can never be obtained. Finally, we employ a multivariate equation solver to compute the Hausdorff distance efficiently using the remaining curve segments only.

Object Segmentation Using Depth Map (깊이 맵을 이용한 객체 분리 방법)

  • Yu, Kyung-Min;Cho, Yongjoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.639-640
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    • 2013
  • In this study, a new method that finds an area where interesting objects are placed to generate DIBR-based intermediate images with higher quality. This method complements the existing object segmentation algorithm called Grabcut by finding the bounding box automatically, whereas the existing algorithm requires a user to select the region specifically. Then, the histogram of the depth map information is then used to separate the background and the frontal objects after applying the GrabCut algorithm. By using the new method, it is found that it produces better result than the existing algorithm. This paper describes the new method and future research.

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Depth-map Preprocessing Algorithm Using Two Step Boundary Detection for Boundary Noise Removal (경계 잡음 제거를 위한 2단계 경계 탐색 기반의 깊이지도 전처리 알고리즘)

  • Pak, Young-Gil;Kim, Jun-Ho;Lee, Si-Woong
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.555-564
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    • 2014
  • The boundary noise in image syntheses using DIBR consists of noisy pixels that are separated from foreground objects into background region. It is generated mainly by edge misalignment between the reference image and depth map or blurred edge in the reference image. Since hole areas are generally filled with neighboring pixels, boundary noise adjacent to the hole is the main cause of quality degradation in synthesized images. To solve this problem, a new boundary noise removal algorithm using a preprocessing of the depth map is proposed in this paper. The most common way to eliminate boundary noise caused by boundary misalignment is to modify depth map so that the boundary of the depth map can be matched to that of the reference image. Most conventional methods, however, show poor performances of boundary detection especially in blurred edge, because they are based on a simple boundary search algorithm which exploits signal gradient. In the proposed method, a two-step hierarchical approach for boundary detection is adopted which enables effective boundary detection between the transition and background regions. Experimental results show that the proposed method outperforms conventional ones subjectively and objectively.

Hole-Filling Method for Depth-Image-Based Rendering for which Modified-Patch Matching is Used (개선된 패치 매칭을 이용한 깊이 영상 기반 렌더링의 홀 채움 방법)

  • Cho, Jea-Hyung;Song, Wonseok;Choi, Hyuk
    • Journal of KIISE
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    • v.44 no.2
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    • pp.186-194
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    • 2017
  • Depth-image-based rendering is a technique that can be applied in a variety of 3D-display systems. It generates the images that have been captured from virtual viewpoints by using a depth map. However, disoccluded hole-filling problems remain a challenging issue, as a newly exposed area appears in the virtual view. Image inpainting is a popular approach for the filling of the hole region. This paper presents a robust hole-filling method that reduces the error and generates a high quality-virtual view. First, the adaptive-patch size is decided using the color and depth information. Also, a partial filling method for which the patch similarity is used is proposed. These efforts reduce the error occurrence and the propagation. The experiment results show that the proposed method synthesizes the virtual view with a higher visual comfort compared with the existing methods.