• Title/Summary/Keyword: real and virtual image

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RAY-SPACE INTERPOLATION BYWARPING DISPARITY MAPS

  • Moriy, Yuji;Yendoy, Tomohiro;Tanimotoy, Masayuki;Fujiiz, Toshiaki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.583-587
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    • 2009
  • In this paper we propose a new method of Depth-Image-Based Rendering (DIBR) for Free-viewpoint TV (FTV). In the proposed method, virtual viewpoint images are rendered with 3D warping instead of estimating the view-dependent depth since depth estimation is usually costly and it is desirable to eliminate it from the rendering process. However, 3D warping causes some problems that do not occur in the method with view-dependent depth estimation; for example, the appearance of holes on the rendered image, and the occurrence of depth discontinuity on the surface of the object at virtual image plane. Depth discontinuity causes artifacts on the rendered image. In this paper, these problems are solved by reconstructing disparity information at virtual camera position from neighboring two real cameras. In the experiments, high quality arbitrary viewpoint images were obtained.

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Extraction of Camera Parameters Using Projective Invariance for Virtual Studio

  • Han, Seo-Won;Lee, Joon-Whaon;Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.141-146
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    • 1998
  • Currently virtual studio has used the cromakey method in which an image is captured, and the blue portion of that image is replaced by a graphic image or a real image. The replaced image must be changed according to the camera motion. This paper proposes a novel method to extract camera parameters using the recognition of pentagonal patterns which are painted on the blue screen. The corresponding parameters are position, direction and focal length of the camera in the virtual studio. At first, pentagonal patterns are found using invariant features of the pentagon. Then, the projective transformation of two projected images and the camera parameters are calculated using the matched points. Simulation results indicate that camera parameters are more easily calculated compared to the conventional methods.

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A Real-time Color Quantization Method for Virtual Environments Navigation System (가상환경 네비게이션 시스템을 위한 실시간 컬러 양자화 기술)

  • Lim, Hun-Gyu;Park, Doo-Won
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.53-59
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    • 2007
  • A navigation system for virtual environments using low-qualify HMD(head mounted display) must quantize images when the system presents true-color image with restricted number of colors. Such navigation system quantizes an image by using fixed palette. If the system represents an image by using a variable palette which is made considering a region around the viewpoint then user can perceive a virtual environments more vividly because human visual system is sensitive to the colors variation in the region around the viewpoint. In this paper we propose a color quantization algorithm that quantize a region around the viewpoint more finely than other regions at each variation of viewpoint for virtual environments navigation system and compose virtual environments navigation system using proposed algorithm. The system quantizes an image at each variation of viewpoint and shows a quantized image to user through HMD. We tested user preferences for our proposed system and the results show that users preferred our system.

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Navigation based on Multi Cylindrical Environment Map

  • Park, Youngsup;Hyekyung Ko;Cheungwoon Cho;Kyunghyun Yoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.167.6-167
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    • 2001
  • The cylindrical environment maps of image-based representation methods make high-quality, simple and low-price real-time navigation possible. In this paper, we propose a method to navigate from one viewpoint to the next in the virtual inside space, composed of several cylindrical environment maps. Our system is classified into the two modules. first of all, the panoramic image viewer that employs the rotation and zoom-in/out methods to navigate the virtual inside space, such as the Quicklime VR. The other is smooth real-time navigation using cubic mesh interpolation when the viewpoint moves from one environment map to another in the virtual space.

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A study on Virtual-City system based on 3D-Web GIS for the disaster prevention of U-Eco city (U-Eco City내 체계적인 방재를 위한 3D-Web GIS기반의 가상도시 시스템 방안 연구)

  • Jo, Byung-Wan;Kim, Do-Keun;No, Seung-Hyun;Yoon, Kwang-Won
    • 한국방재학회:학술대회논문집
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    • 2008.02a
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    • pp.661-664
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    • 2008
  • U-Eco City is promoted nation-wide by development of recent IT technology, method of effective countermeasure disasters, which real-time wire/wireless communication network, and 3D-Web GIS shall be connected that massive database, intelligent service be perceived. U&V-City is the four-dimensional future city that actualizes an intelligent daily ubiquitous computing service by embodying 3D-Virtual City, the reproduction of real world U-City while using Digital map, satellite image, VRML(Virtual Reality Modeling Language), which are presentation tool to describe city components and by efficiently catch and cope about nature and human disasters while employing EAI(External Authoring Interface) that provides HTML&JAVA, and interface for efficient removal/process of massive information/service and also by employing GPS/LBS/Navigation in support of the world-wide orientation concept, and RTLS(Real Time Location System).

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Adjustment of texture image for construction of a 3D virtual city (3D 가상도시 구축을 위한 건물 텍스쳐 이미지의 왜곡보정)

  • Kim, Sung-Su;Kim, Byung-Guk
    • Journal of Korean Society for Geospatial Information Science
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    • v.10 no.2 s.20
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    • pp.49-56
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    • 2002
  • Many users of 3D virtual city are Utilize a texture image for the cognition of real object. In this study, building's facet images were achieved by a digital camera and adjusted its distortion by use of the 2D projective transformation method. After then, Images are mapped to a 3D building model by means of the OpenGL. Application program is able to offer an automation solution to construction process of the 3D virtual city.

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A Study on Virtual Studio Application using Microsoft Hololens

  • Lee, Jaehyun;Kim, Seunghyeon;Kim, Lyounghui;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.80-87
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    • 2017
  • Mixed Reality (MR) shows a composite image of a virtual object in the real world. It has been applied to various fields by the introduction of head mounted display (HMD) such as Microsoft's Hololens [1-3]. The virtual studio in broadcasting combines the contents created by computer graphics with the actual set to reproduce the 3D image screen. This requires physical space such as a set of chroma keys. It also requires professional knowledge and manpower and costly equipment to post-process the graphics and information for long periods of time. Therefore, in this paper, we aim to study the implementation of virtual studio based on Mixed Reality using Microsoft Hololens. Through the implementation of 'Holo-studio' application, realistic and virtual objects of broadcasting camera viewpoint were acquired at the same time. Using Microsoft's spectator view library, the frame rate is degraded in objects with high polygons (100,000 polygons). The proposed method maintains 60 fps image transmission in high polygon objects. The results of this paper show the possibility of using virtual studio at low cost which does not need separate physical space.

Virtual Viewpoint Image Synthesis Algorithm using Multi-view Geometry (다시점 카메라 모델의 기하학적 특성을 이용한 가상시점 영상 생성 기법)

  • Kim, Tae-June;Chang, Eun-Young;Hur, Nam-Ho;Kim, Jin-Woong;Yoo, Ji-Sang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.12C
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    • pp.1154-1166
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    • 2009
  • In this paper, we propose algorithms for generating high quality virtual intermediate views on the baseline or out of baseline. In this proposed algorithm, depth information as well as 3D warping technique is used to generate the virtual views. The coordinate of real 3D image is calculated from the depth information and geometrical characteristics of camera and the calculated 3D coordinate is projected to the 2D plane at arbitrary camera position and results in 2D virtual view image. Through the experiments, we could show that the generated virtual view image on the baseline by the proposed algorithm has better PSNR at least by 0.5dB and we also could cover the occluded regions more efficiently for the generated virtual view image out of baseline by the proposed algorithm.

A Gaze Tracking based on the Head Pose in Computer Monitor (얼굴 방향에 기반을 둔 컴퓨터 화면 응시점 추적)

  • 오승환;이희영
    • Proceedings of the IEEK Conference
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    • 2002.06c
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    • pp.227-230
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    • 2002
  • In this paper we concentrate on overall direction of the gaze based on a head pose for human computer interaction. To decide a gaze direction of user in a image, it is important to pick up facial feature exactly. For this, we binarize the input image and search two eyes and the mouth through the similarity of each block ( aspect ratio, size, and average gray value ) and geometric information of face at the binarized image. We create a imaginary plane on the line made by features of the real face and the pin hole of the camera to decide the head orientation. We call it the virtual facial plane. The position of a virtual facial plane is estimated through projected facial feature on the image plane. We find a gaze direction using the surface normal vector of the virtual facial plane. This study using popular PC camera will contribute practical usage of gaze tracking technology.

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A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.