• Title/Summary/Keyword: point/line correspondence

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A Euclidean Reconstruction of 3D Face Data Using a One-Shot Absolutely Coded Pattern (단일 투사 절대 코드 패턴을 이용한 3차원 얼굴 데이터의 유클리디안 복원)

  • Kim, Byoung-Woo;Yu, Sun-Jin;Lee, Sang-Youn
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.6
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    • pp.133-140
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    • 2005
  • This paper presents a rapid face shape acquisition system. The system is composed of two cameras and one projector. The technique works by projecting a pattern on the object and capturing two images with two cameras. We use a 'one shot' system which provides 3D data acquired by single image per camera. The system is good for rapid data acquisition as our purpose. We use the 'absolutely coded pattern' using the hue and saturation of pattern lines. In this 'absolutely coded pattern' all patterns have absolute identification numbers. We solve the correspondence problem between the two images by using epipolar geometry and absolute identification numbers. In comparison to the 'relatively coded pattern' which uses relative identification numbers, the 'absolutely coded pattern' helps obtain rapid 3D data by one to one point matching on an epipolar line. Because we use two cameras, we obtain two images which have similar hue and saturation. This enables us to have the same absolute identification numbers in both images, and we can use the absolutely coded pattern for solving the correspondence problem. The proposed technique is applied to face data and the total time for shape acquisition is estimated.

A Study on the Figuration of Korean Traditional Pattern Images (한국 전통문양의 이미지 형상화 소고)

  • 장수경
    • Journal of the Korean Society of Clothing and Textiles
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    • v.22 no.8
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    • pp.1001-1010
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    • 1998
  • The purpose of this study was to investigate the images and characteristic formative elements of Korean traditional patterns. The Korean pattern image could be interpreted into visual elements of design based on the images, the characteristic formative elements of Korean traditional patterns, and their relationships. Fourteen patterns selected from 5 groups of Korean patterns were used as stimuli. An image evaluation using a 2-point sementica scale of 19 bipolar adjectives, and an impression evaluation of which results were presented by visual drawing using lines and shapes were carried out. The data were analyzed by correspondence analysis and cluster analysis. The major findings are as follows; 1. Fourteen patterns and 19 adjectives were marked on a perception map composed of two (x and y-) axes. The bipoles of x- and y axes were soft-hard and splendid-artless, respectively. 2. Four clusters semerged to account for the dimensional sturucture of 14 patterns and 19 adjectives. These were splendid image, soft image, individualistic image, and sophisticated image. However there was no pattern which belonged to the cluster, sophisticated image. The Korean pattern image was founded to be better related to the kind of patterns than the type of patterns. 3. The characteristic formative elements obtained from the impression test were contour of motif, repeated line or shape, various curved lines, and decorative elements. 4. The splendid image was related to Bongwhang patterns and detailed line and complexity. The individualistic image was related to the abstractive form of Bongwhang pattern and the decorative form of Cloud pattern both of which have the characteristics of point-symmetry and abstraction, and Turtle-back pattern. In this case, the related charac-teristic formative element was identified to be repeated lines. The soft image was related to Moran, Cloud, and Taegeuk patterns. The related characteristic elements were various types of curved lines, decorative elements, and rounded contours.

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Parametrized Construction of Virtual Drivers' Reach Motion to Seat Belt (매개변수로 제어가능한 운전자의 안전벨트 뻗침 모션 생성)

  • Seo, Hye-Won;Cordier, Frederic;Choi, Woo-Jin;Choi, Hyung-Yun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.249-259
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    • 2011
  • In this paper we present our work on the parameterized construction of virtual drivers' reach motion to seat belt, by using motion capture data. A user can generate a new reach motion by controlling a number of parameters. We approach the problem by using multiple sets of example reach motions and learning the relation between the labeling parameters and the motion data. The work is composed of three tasks. First, we construct a motion database using multiple sets of labeled motion clips obtained by using a motion capture device. This involves removing the redundancy of each motion clip by using PCA (Principal Component Analysis), and establishing temporal correspondence among different motion clips by automatic segmentation and piecewise time warping of each clip. Next, we compute motion blending functions by learning the relation between labeling parameters (age, hip base point (HBP), and height) and the motion parameters as represented by a set of PC coefficients. During runtime, on-line motion synthesis is accomplished by evaluating the motion blending function from the user-supplied control parameters.

A Stereo Matching Algorithm with Projective Distortion of Variable Windows (가변 윈도우의 투영왜곡을 고려한 스테레오 정합 알고리듬)

  • Kim, Gyeong-Beom;Jeong, Seong-Jong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.25 no.3
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    • pp.461-469
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    • 2001
  • Existing area-based stereo algorithms rely heavily on rectangular windows for computing correspondence. While the algorithms with the rectangular windows are efficient, they generate relatively large matching errors due to variations of disparity profiles near depth discontinuities and doesnt take into account local deformations of the windows due to projective distortion. In this paper, in order to deal with these problems, a new correlation function with 4 directional line masks, based on robust estimator, is proposed for the selection of potential matching points. These points is selected to consider depth discontinuities and reduce effects on outliers. The proposed matching method finds an arbitrarily-shaped variable window around a pixel in the 3d array which is constructed with the selected matching points. In addition, the method take into account the local deformation of the variable window with a constant disparity, and perform the estimation of sub-pixel disparities. Experiments with various synthetic images show that the proposed technique significantly reduces matching errors both in the vicinity of depth discontinuities and in continuously smooth areas, and also does not be affected drastically due to outlier and noise.

Suggestion of an experimental method for optimization of flange point of a bolt-clamped Langevin-type ultrasonic transducer (볼트 체결형 란주반 초음파 트랜스듀서의 프렌지 포인트 최적화를 위한 실험적 방법 제안)

  • Kim, Jungsoon;Kim, Haeun;Kim, Moojoon
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.4
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    • pp.270-277
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    • 2021
  • In the power ultrasound fields, the flange position for fixing the transducer is an important factor influencing on electro-mechanical efficiency of the transducer. We suggested a practical method that can determine the installation position of the flange for different resonance modes of the bolt-clamped type Langevin ultrasonic transducer. A semicircular wedge-shaped jig was manufactured and moved along the lateral surface of the transducer. The vibration characteristics were examined after a constant pressure was applied to the semicircular wedge-shaped jig. By observing the change of the input admittance of the transducer depending on the position of the pressure application, the optimum position for the flange installation could be determined. The resonant modes of the transducer were calculated by a Mason's equivalent circuit, and the particle velocity distribution for each resonance mode was calculated by a transmission line model. Since the optimum positions determined from an experimental result show a good correspondence with the node positions of the vibration modes calculated by the transmission line model, the validity of the suggested method was verified.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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