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    Object-based 2D-to-3D video conversion for effective stereoscopic content generation in 3D-TV applications

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    Three-dimensional television (3D-TV) has gained increasing popularity in the broadcasting domain, as it enables enhanced viewing experiences in comparison to conventional two-dimensional (2D) TV. However, its application has been constrained due to the lack of essential contents, i.e., stereoscopic videos. To alleviate such content shortage, an economical and practical solution is to reuse the huge media resources that are available in monoscopic 2D and convert them to stereoscopic 3D. Although stereoscopic video can be generated from monoscopic sequences using depth measurements extracted from cues like focus blur, motion and size, the quality of the resulting video may be poor as such measurements are usually arbitrarily defined and appear inconsistent with the real scenes. To help solve this problem, a novel method for object-based stereoscopic video generation is proposed which features i) optical-flow based occlusion reasoning in determining depth ordinal, ii) object segmentation using improved region-growing from masks of determined depth layers, and iii) a hybrid depth estimation scheme using content-based matching (inside a small library of true stereo image pairs) and depth-ordinal based regularization. Comprehensive experiments have validated the effectiveness of our proposed 2D-to-3D conversion method in generating stereoscopic videos of consistent depth measurements for 3D-TV applications

    ๋น„๋””์˜ค ํ”„๋ ˆ์ž„ ๋ณด๊ฐ„์„ ์œ„ํ•œ ๋‹ค์ค‘ ๋ฒกํ„ฐ ๊ธฐ๋ฐ˜์˜ MEMC ๋ฐ ์‹ฌ์ธต CNN

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    ํ•™์œ„๋…ผ๋ฌธ (๋ฐ•์‚ฌ)-- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ „๊ธฐยท์ •๋ณด๊ณตํ•™๋ถ€, 2019. 2. ์ดํ˜์žฌ.Block-based hierarchical motion estimations are widely used and are successful in generating high-quality interpolation. However, it still fails in the motion estimation of small objects when a background region moves in a different direction. This is because the motion of small objects is neglected by the down-sampling and over-smoothing operations at the top level of image pyramids in the maximum a posterior (MAP) method. Consequently, the motion vector of small objects cannot be detected at the bottom level, and therefore, the small objects often appear deformed in an interpolated frame. This thesis proposes a novel algorithm that preserves the motion vector of the small objects by adding a secondary motion vector candidate that represents the movement of the small objects. This additional candidate is always propagated from the top to the bottom layers of the image pyramid. Experimental results demonstrate that the intermediate frame interpolated by the proposed algorithm significantly improves the visual quality when compared with conventional MAP-based frame interpolation. In motion compensated frame interpolation, a repetition pattern in an image makes it difficult to derive an accurate motion vector because multiple similar local minima exist in the search space of the matching cost for motion estimation. In order to improve the accuracy of motion estimation in a repetition region, this thesis attempts a semi-global approach that exploits both local and global characteristics of a repetition region. A histogram of the motion vector candidates is built by using a voter based voting system that is more reliable than an elector based voting system. Experimental results demonstrate that the proposed method significantly outperforms the previous local approach in term of both objective peak signal-to-noise ratio (PSNR) and subjective visual quality. In video frame interpolation or motion-compensated frame rate up-conversion (MC-FRUC), motion compensation along unidirectional motion trajectories directly causes overlaps and holes issues. To solve these issues, this research presents a new algorithm for bidirectional motion compensated frame interpolation. Firstly, the proposed method generates bidirectional motion vectors from two unidirectional motion vector fields (forward and backward) obtained from the unidirectional motion estimations. It is done by projecting the forward and backward motion vectors into the interpolated frame. A comprehensive metric as an extension of the distance between a projected block and an interpolated block is proposed to compute weighted coefficients in the case when the interpolated block has multiple projected ones. Holes are filled based on vector median filter of non-hole available neighbor blocks. The proposed method outperforms existing MC-FRUC methods and removes block artifacts significantly. Video frame interpolation with a deep convolutional neural network (CNN) is also investigated in this thesis. Optical flow and video frame interpolation are considered as a chicken-egg problem such that one problem affects the other and vice versa. This thesis presents a stack of networks that are trained to estimate intermediate optical flows from the very first intermediate synthesized frame and later the very end interpolated frame is generated by the second synthesis network that is fed by stacking the very first one and two learned intermediate optical flows based warped frames. The primary benefit is that it glues two problems into one comprehensive framework that learns altogether by using both an analysis-by-synthesis technique for optical flow estimation and vice versa, CNN kernels based synthesis-by-analysis. The proposed network is the first attempt to bridge two branches of previous approaches, optical flow based synthesis and CNN kernels based synthesis into a comprehensive network. Experiments are carried out with various challenging datasets, all showing that the proposed network outperforms the state-of-the-art methods with significant margins for video frame interpolation and the estimated optical flows are accurate for challenging movements. The proposed deep video frame interpolation network to post-processing is applied to the improvement of the coding efficiency of the state-of-art video compress standard, HEVC/H.265 and experimental results prove the efficiency of the proposed network.๋ธ”๋ก ๊ธฐ๋ฐ˜ ๊ณ„์ธต์  ์›€์ง์ž„ ์ถ”์ •์€ ๊ณ ํ™”์งˆ์˜ ๋ณด๊ฐ„ ์ด๋ฏธ์ง€๋ฅผ ์ƒ์„ฑํ•  ์ˆ˜ ์žˆ์–ด ํญ๋„“๊ฒŒ ์‚ฌ์šฉ๋˜๊ณ  ์žˆ๋‹ค. ํ•˜์ง€๋งŒ, ๋ฐฐ๊ฒฝ ์˜์—ญ์ด ์›€์ง์ผ ๋•Œ, ์ž‘์€ ๋ฌผ์ฒด์— ๋Œ€ํ•œ ์›€์ง์ž„ ์ถ”์ • ์„ฑ๋Šฅ์€ ์—ฌ์ „ํžˆ ์ข‹์ง€ ์•Š๋‹ค. ์ด๋Š” maximum a posterior (MAP) ๋ฐฉ์‹์œผ๋กœ ์ด๋ฏธ์ง€ ํ”ผ๋ผ๋ฏธ๋“œ์˜ ์ตœ์ƒ์œ„ ๋ ˆ๋ฒจ์—์„œ down-sampling๊ณผ over-smoothing์œผ๋กœ ์ธํ•ด ์ž‘์€ ๋ฌผ์ฒด์˜ ์›€์ง์ž„์ด ๋ฌด์‹œ๋˜๊ธฐ ๋•Œ๋ฌธ์ด๋‹ค. ๊ฒฐ๊ณผ์ ์œผ๋กœ ์ด๋ฏธ์ง€ ํ”ผ๋ผ๋ฏธ๋“œ์˜ ์ตœํ•˜์œ„ ๋ ˆ๋ฒจ์—์„œ ์ž‘์€ ๋ฌผ์ฒด์˜ ์›€์ง์ž„ ๋ฒกํ„ฐ๋Š” ๊ฒ€์ถœ๋  ์ˆ˜ ์—†์–ด ๋ณด๊ฐ„ ์ด๋ฏธ์ง€์—์„œ ์ž‘์€ ๋ฌผ์ฒด๋Š” ์ข…์ข… ๋ณ€ํ˜•๋œ ๊ฒƒ์ฒ˜๋Ÿผ ๋ณด์ธ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ž‘์€ ๋ฌผ์ฒด์˜ ์›€์ง์ž„์„ ๋‚˜ํƒ€๋‚ด๋Š” 2์ฐจ ์›€์ง์ž„ ๋ฒกํ„ฐ ํ›„๋ณด๋ฅผ ์ถ”๊ฐ€ํ•˜์—ฌ ์ž‘์€ ๋ฌผ์ฒด์˜ ์›€์ง์ž„ ๋ฒกํ„ฐ๋ฅผ ๋ณด์กดํ•˜๋Š” ์ƒˆ๋กœ์šด ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ œ์•ˆํ•œ๋‹ค. ์ถ”๊ฐ€๋œ ์›€์ง์ž„ ๋ฒกํ„ฐ ํ›„๋ณด๋Š” ํ•ญ์ƒ ์ด๋ฏธ์ง€ ํ”ผ๋ผ๋ฏธ๋“œ์˜ ์ตœ์ƒ์œ„์—์„œ ์ตœํ•˜์œ„ ๋ ˆ๋ฒจ๋กœ ์ „ํŒŒ๋œ๋‹ค. ์‹คํ—˜ ๊ฒฐ๊ณผ๋Š” ์ œ์•ˆ๋œ ์•Œ๊ณ ๋ฆฌ์ฆ˜์˜ ๋ณด๊ฐ„ ์ƒ์„ฑ ํ”„๋ ˆ์ž„์ด ๊ธฐ์กด MAP ๊ธฐ๋ฐ˜ ๋ณด๊ฐ„ ๋ฐฉ์‹์œผ๋กœ ์ƒ์„ฑ๋œ ํ”„๋ ˆ์ž„๋ณด๋‹ค ์ด๋ฏธ์ง€ ํ™”์งˆ์ด ์ƒ๋‹นํžˆ ํ–ฅ์ƒ๋จ์„ ๋ณด์—ฌ์ค€๋‹ค. ์›€์ง์ž„ ๋ณด์ƒ ํ”„๋ ˆ์ž„ ๋ณด๊ฐ„์—์„œ, ์ด๋ฏธ์ง€ ๋‚ด์˜ ๋ฐ˜๋ณต ํŒจํ„ด์€ ์›€์ง์ž„ ์ถ”์ •์„ ์œ„ํ•œ ์ •ํ•ฉ ์˜ค์ฐจ ํƒ์ƒ‰ ์‹œ ๋‹ค์ˆ˜์˜ ์œ ์‚ฌ local minima๊ฐ€ ์กด์žฌํ•˜๊ธฐ ๋•Œ๋ฌธ์— ์ •ํ™•ํ•œ ์›€์ง์ž„ ๋ฒกํ„ฐ ์œ ๋„๋ฅผ ์–ด๋ ต๊ฒŒ ํ•œ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์€ ๋ฐ˜๋ณต ํŒจํ„ด์—์„œ์˜ ์›€์ง์ž„ ์ถ”์ •์˜ ์ •ํ™•๋„๋ฅผ ํ–ฅ์ƒ์‹œํ‚ค๊ธฐ ์œ„ํ•ด ๋ฐ˜๋ณต ์˜์—ญ์˜ localํ•œ ํŠน์„ฑ๊ณผ globalํ•œ ํŠน์„ฑ์„ ๋™์‹œ์— ํ™œ์šฉํ•˜๋Š” semi-globalํ•œ ์ ‘๊ทผ์„ ์‹œ๋„ํ•œ๋‹ค. ์›€์ง์ž„ ๋ฒกํ„ฐ ํ›„๋ณด์˜ ํžˆ์Šคํ† ๊ทธ๋žจ์€ ์„ ๊ฑฐ ๊ธฐ๋ฐ˜ ํˆฌํ‘œ ์‹œ์Šคํ…œ๋ณด๋‹ค ์‹ ๋ขฐํ•  ์ˆ˜ ์žˆ๋Š” ์œ ๊ถŒ์ž ๊ธฐ๋ฐ˜ ํˆฌํ‘œ ์‹œ์Šคํ…œ ๊ธฐ๋ฐ˜์œผ๋กœ ํ˜•์„ฑ๋œ๋‹ค. ์‹คํ—˜ ๊ฒฐ๊ณผ๋Š” ์ œ์•ˆ๋œ ๋ฐฉ๋ฒ•์ด ์ด์ „์˜ localํ•œ ์ ‘๊ทผ๋ฒ•๋ณด๋‹ค peak signal-to-noise ratio (PSNR)์™€ ์ฃผ๊ด€์  ํ™”์งˆ ํŒ๋‹จ ๊ด€์ ์—์„œ ์ƒ๋‹นํžˆ ์šฐ์ˆ˜ํ•จ์„ ๋ณด์—ฌ์ค€๋‹ค. ๋น„๋””์˜ค ํ”„๋ ˆ์ž„ ๋ณด๊ฐ„ ๋˜๋Š” ์›€์ง์ž„ ๋ณด์ƒ ํ”„๋ ˆ์ž„์œจ ์ƒํ–ฅ ๋ณ€ํ™˜ (MC-FRUC)์—์„œ, ๋‹จ๋ฐฉํ–ฅ ์›€์ง์ž„ ๊ถค์ ์— ๋”ฐ๋ฅธ ์›€์ง์ž„ ๋ณด์ƒ์€ overlap๊ณผ hole ๋ฌธ์ œ๋ฅผ ์ผ์œผํ‚จ๋‹ค. ๋ณธ ์—ฐ๊ตฌ์—์„œ ์ด๋Ÿฌํ•œ ๋ฌธ์ œ๋ฅผ ํ•ด๊ฒฐํ•˜๊ธฐ ์œ„ํ•ด ์–‘๋ฐฉํ–ฅ ์›€์ง์ž„ ๋ณด์ƒ ํ”„๋ ˆ์ž„ ๋ณด๊ฐ„์„ ์œ„ํ•œ ์ƒˆ๋กœ์šด ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ œ์‹œํ•œ๋‹ค. ๋จผ์ €, ์ œ์•ˆ๋œ ๋ฐฉ๋ฒ•์€ ๋‹จ๋ฐฉํ–ฅ ์›€์ง์ž„ ์ถ”์ •์œผ๋กœ๋ถ€ํ„ฐ ์–ป์–ด์ง„ ๋‘ ๊ฐœ์˜ ๋‹จ๋ฐฉํ–ฅ ์›€์ง์ž„ ์˜์—ญ(์ „๋ฐฉ ๋ฐ ํ›„๋ฐฉ)์œผ๋กœ๋ถ€ํ„ฐ ์–‘๋ฐฉํ–ฅ ์›€์ง์ž„ ๋ฒกํ„ฐ๋ฅผ ์ƒ์„ฑํ•œ๋‹ค. ์ด๋Š” ์ „๋ฐฉ ๋ฐ ํ›„๋ฐฉ ์›€์ง์ž„ ๋ฒกํ„ฐ๋ฅผ ๋ณด๊ฐ„ ํ”„๋ ˆ์ž„์— ํˆฌ์˜ํ•จ์œผ๋กœ์จ ์ˆ˜ํ–‰๋œ๋‹ค. ๋ณด๊ฐ„๋œ ๋ธ”๋ก์— ์—ฌ๋Ÿฌ ๊ฐœ์˜ ํˆฌ์˜๋œ ๋ธ”๋ก์ด ์žˆ๋Š” ๊ฒฝ์šฐ, ํˆฌ์˜๋œ ๋ธ”๋ก๊ณผ ๋ณด๊ฐ„๋œ ๋ธ”๋ก ์‚ฌ์ด์˜ ๊ฑฐ๋ฆฌ๋ฅผ ํ™•์žฅํ•˜๋Š” ๊ธฐ์ค€์ด ๊ฐ€์ค‘ ๊ณ„์ˆ˜๋ฅผ ๊ณ„์‚ฐํ•˜๊ธฐ ์œ„ํ•ด ์ œ์•ˆ๋œ๋‹ค. Hole์€ hole์ด ์•„๋‹Œ ์ด์›ƒ ๋ธ”๋ก์˜ vector median filter๋ฅผ ๊ธฐ๋ฐ˜์œผ๋กœ ์ฒ˜๋ฆฌ๋œ๋‹ค. ์ œ์•ˆ ๋ฐฉ๋ฒ•์€ ๊ธฐ์กด์˜ MC-FRUC๋ณด๋‹ค ์„ฑ๋Šฅ์ด ์šฐ์ˆ˜ํ•˜๋ฉฐ, ๋ธ”๋ก ์—ดํ™”๋ฅผ ์ƒ๋‹นํžˆ ์ œ๊ฑฐํ•œ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” CNN์„ ์ด์šฉํ•œ ๋น„๋””์˜ค ํ”„๋ ˆ์ž„ ๋ณด๊ฐ„์— ๋Œ€ํ•ด์„œ๋„ ๋‹ค๋ฃฌ๋‹ค. Optical flow ๋ฐ ๋น„๋””์˜ค ํ”„๋ ˆ์ž„ ๋ณด๊ฐ„์€ ํ•œ ๊ฐ€์ง€ ๋ฌธ์ œ๊ฐ€ ๋‹ค๋ฅธ ๋ฌธ์ œ์— ์˜ํ–ฅ์„ ๋ฏธ์น˜๋Š” chicken-egg ๋ฌธ์ œ๋กœ ๊ฐ„์ฃผ๋œ๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ์ค‘๊ฐ„ optical flow ๋ฅผ ๊ณ„์‚ฐํ•˜๋Š” ๋„คํŠธ์›Œํฌ์™€ ๋ณด๊ฐ„ ํ”„๋ ˆ์ž„์„ ํ•ฉ์„ฑ ํ•˜๋Š” ๋‘ ๊ฐ€์ง€ ๋„คํŠธ์›Œํฌ๋กœ ์ด๋ฃจ์–ด์ง„ ํ•˜๋‚˜์˜ ๋„คํŠธ์›Œํฌ ์Šคํƒ์„ ๊ตฌ์กฐ๋ฅผ ์ œ์•ˆํ•œ๋‹ค. The final ๋ณด๊ฐ„ ํ”„๋ ˆ์ž„์„ ์ƒ์„ฑํ•˜๋Š” ๋„คํŠธ์›Œํฌ์˜ ๊ฒฝ์šฐ ์ฒซ ๋ฒˆ์งธ ๋„คํŠธ์›Œํฌ์˜ ์ถœ๋ ฅ์ธ ๋ณด๊ฐ„ ํ”„๋ ˆ์ž„ ์™€ ์ค‘๊ฐ„ optical flow based warped frames์„ ์ž…๋ ฅ์œผ๋กœ ๋ฐ›์•„์„œ ํ”„๋ ˆ์ž„์„ ์ƒ์„ฑํ•œ๋‹ค. ์ œ์•ˆ๋œ ๊ตฌ์กฐ์˜ ๊ฐ€์žฅ ํฐ ํŠน์ง•์€ optical flow ๊ณ„์‚ฐ์„ ์œ„ํ•œ ํ•ฉ์„ฑ์— ์˜ํ•œ ๋ถ„์„๋ฒ•๊ณผ CNN ๊ธฐ๋ฐ˜์˜ ๋ถ„์„์— ์˜ํ•œ ํ•ฉ์„ฑ๋ฒ•์„ ๋ชจ๋‘ ์ด์šฉํ•˜์—ฌ ํ•˜๋‚˜์˜ ์ข…ํ•ฉ์ ์ธ framework๋กœ ๊ฒฐํ•ฉํ•˜์˜€๋‹ค๋Š” ๊ฒƒ์ด๋‹ค. ์ œ์•ˆ๋œ ๋„คํŠธ์›Œํฌ๋Š” ๊ธฐ์กด์˜ ๋‘ ๊ฐ€์ง€ ์—ฐ๊ตฌ์ธ optical flow ๊ธฐ๋ฐ˜ ํ”„๋ ˆ์ž„ ํ•ฉ์„ฑ๊ณผ CNN ๊ธฐ๋ฐ˜ ํ•ฉ์„ฑ ํ”„๋ ˆ์ž„ ํ•ฉ์„ฑ๋ฒ•์„ ์ฒ˜์Œ ๊ฒฐํ•ฉ์‹œํ‚จ ๋ฐฉ์‹์ด๋‹ค. ์‹คํ—˜์€ ๋‹ค์–‘ํ•˜๊ณ  ๋ณต์žกํ•œ ๋ฐ์ดํ„ฐ ์…‹์œผ๋กœ ์ด๋ฃจ์–ด์กŒ์œผ๋ฉฐ, ๋ณด๊ฐ„ ํ”„๋ ˆ์ž„ quality ์™€ optical flow ๊ณ„์‚ฐ ์ •ํ™•๋„ ์ธก๋ฉด์—์„œ ๊ธฐ์กด์˜ state-of-art ๋ฐฉ์‹์— ๋น„ํ•ด ์›”๋“ฑํžˆ ๋†’์€ ์„ฑ๋Šฅ์„ ๋ณด์˜€๋‹ค. ๋ณธ ๋…ผ๋ฌธ์˜ ํ›„ ์ฒ˜๋ฆฌ๋ฅผ ์œ„ํ•œ ์‹ฌ์ธต ๋น„๋””์˜ค ํ”„๋ ˆ์ž„ ๋ณด๊ฐ„ ๋„คํŠธ์›Œํฌ๋Š” ์ฝ”๋”ฉ ํšจ์œจ ํ–ฅ์ƒ์„ ์œ„ํ•ด ์ตœ์‹  ๋น„๋””์˜ค ์••์ถ• ํ‘œ์ค€์ธ HEVC/H.265์— ์ ์šฉํ•  ์ˆ˜ ์žˆ์œผ๋ฉฐ, ์‹คํ—˜ ๊ฒฐ๊ณผ๋Š” ์ œ์•ˆ ๋„คํŠธ์›Œํฌ์˜ ํšจ์œจ์„ฑ์„ ์ž…์ฆํ•œ๋‹ค.Abstract i Table of Contents iv List of Tables vii List of Figures viii Chapter 1. Introduction 1 1.1. Hierarchical Motion Estimation of Small Objects 2 1.2. Motion Estimation of a Repetition Pattern Region 4 1.3. Motion-Compensated Frame Interpolation 5 1.4. Video Frame Interpolation with Deep CNN 6 1.5. Outline of the Thesis 7 Chapter 2. Previous Works 9 2.1. Previous Works on Hierarchical Block-Based Motion Estimation 9 2.1.1.โ€‚Maximum a Posterior (MAP) Framework 10 2.1.2.Hierarchical Motion Estimation 12 2.2. Previous Works on Motion Estimation for a Repetition Pattern Region 13 2.3. Previous Works on Motion Compensation 14 2.4. Previous Works on Video Frame Interpolation with Deep CNN 16 Chapter 3. Hierarchical Motion Estimation for Small Objects 19 3.1. Problem Statement 19 3.2. The Alternative Motion Vector of High Cost Pixels 20 3.3. Modified Hierarchical Motion Estimation 23 3.4. Framework of the Proposed Algorithm 24 3.5. Experimental Results 25 3.5.1. Performance Analysis 26 3.5.2. Performance Evaluation 29 Chapter 4. Semi-Global Accurate Motion Estimation for a Repetition Pattern Region 32 4.1. Problem Statement 32 4.2. Objective Function and Constrains 33 4.3. Elector based Voting System 34 4.4. Voter based Voting System 36 4.5. Experimental Results 40 Chapter 5. Multiple Motion Vectors based Motion Compensation 44 5.1. Problem Statement 44 5.2. Adaptive Weighted Multiple Motion Vectors based Motion Compensation 45 5.2.1. One-to-Multiple Motion Vector Projection 45 5.2.2. A Comprehensive Metric as the Extension of Distance 48 5.3. Handling Hole Blocks 49 5.4. Framework of the Proposed Motion Compensated Frame Interpolation 50 5.5. Experimental Results 51 Chapter 6. Video Frame Interpolation with a Stack of Deep CNN 56 6.1. Problem Statement 56 6.2. The Proposed Network for Video Frame Interpolation 57 6.2.1. A Stack of Synthesis Networks 57 6.2.2. Intermediate Optical Flow Derivation Module 60 6.2.3. Warping Operations 62 6.2.4. Training and Loss Function 63 6.2.5. Network Architecture 64 6.2.6. Experimental Results 64 6.2.6.1. Frame Interpolation Evaluation 64 6.2.6.2. Ablation Experiments 77 6.3. Extension for Quality Enhancement for Compressed Videos Task 83 6.4. Extension for Improving the Coding Efficiency of HEVC based Low Bitrate Encoder 88 Chapter 7. Conclusion 94 References 97Docto

    Results of magnetospheric barium ion cloud experiment of 1971

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    The barium ion cloud experiment involved the release of about 2 kg of barium at an altitude of 31 482 km, a latitude of 6.926 N., and a longitude of 74.395 W. Significant erosion of plasma from the main ion core occurred during the initial phase of the ion cloud expansion. From the motion of the outermost striational filaments, the electric field components were determined to be 0.19 mV/m in the westerly direction and 0.68 mV/m in the inward direction. The differences between these components and those measured from balloons flown in the proximity of the extremity of the field line through the release point implied the existence of potential gradients along the magnetic field lines. The deceleration of the main core was greater than theoretically predicted. This was attributed to the formation of a polarization wake, resulting in an increase of the area of interaction and resistive dissipation at ionospheric levels. The actual orientation of the magnetic field line through the release point differed by about 10.5 deg from that predicted by magnetic field models that did not include the effect of ring current

    Autonomous flight and remote site landing guidance research for helicopters

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    Automated low-altitude flight and landing in remote areas within a civilian environment are investigated, where initial cost, ongoing maintenance costs, and system productivity are important considerations. An approach has been taken which has: (1) utilized those technologies developed for military applications which are directly transferable to a civilian mission; (2) exploited and developed technology areas where new methods or concepts are required; and (3) undertaken research with the potential to lead to innovative methods or concepts required to achieve a manual and fully automatic remote area low-altitude and landing capability. The project has resulted in a definition of system operational concept that includes a sensor subsystem, a sensor fusion/feature extraction capability, and a guidance and control law concept. These subsystem concepts have been developed to sufficient depth to enable further exploration within the NASA simulation environment, and to support programs leading to the flight test

    Single View Modeling and View Synthesis

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    This thesis develops new algorithms to produce 3D content from a single camera. Today, amateurs can use hand-held camcorders to capture and display the 3D world in 2D, using mature technologies. However, there is always a strong desire to record and re-explore the 3D world in 3D. To achieve this goal, current approaches usually make use of a camera array, which suffers from tedious setup and calibration processes, as well as lack of portability, limiting its application to lab experiments. In this thesis, I try to produce the 3D contents using a single camera, making it as simple as shooting pictures. It requires a new front end capturing device rather than a regular camcorder, as well as more sophisticated algorithms. First, in order to capture the highly detailed object surfaces, I designed and developed a depth camera based on a novel technique called light fall-off stereo (LFS). The LFS depth camera outputs color+depth image sequences and achieves 30 fps, which is necessary for capturing dynamic scenes. Based on the output color+depth images, I developed a new approach that builds 3D models of dynamic and deformable objects. While the camera can only capture part of a whole object at any instance, partial surfaces are assembled together to form a complete 3D model by a novel warping algorithm. Inspired by the success of single view 3D modeling, I extended my exploration into 2D-3D video conversion that does not utilize a depth camera. I developed a semi-automatic system that converts monocular videos into stereoscopic videos, via view synthesis. It combines motion analysis with user interaction, aiming to transfer as much depth inferring work from the user to the computer. I developed two new methods that analyze the optical flow in order to provide additional qualitative depth constraints. The automatically extracted depth information is presented in the user interface to assist with user labeling work. In this thesis, I developed new algorithms to produce 3D contents from a single camera. Depending on the input data, my algorithm can build high fidelity 3D models for dynamic and deformable objects if depth maps are provided. Otherwise, it can turn the video clips into stereoscopic video

    Characteristics of flight simulator visual systems

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    The physical parameters of the flight simulator visual system that characterize the system and determine its fidelity are identified and defined. The characteristics of visual simulation systems are discussed in terms of the basic categories of spatial, energy, and temporal properties corresponding to the three fundamental quantities of length, mass, and time. Each of these parameters are further addressed in relation to its effect, its appropriate units or descriptors, methods of measurement, and its use or importance to image quality

    A practical comparison between two powerful PCC codecโ€™s

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    Recent advances in the consumption of 3D content creates the necessity of efficient ways to visualize and transmit 3D content. As a result, methods to obtain that same content have been evolving, leading to the development of new methods of representations, namely point clouds and light fields. A point cloud represents a set of points with associated Cartesian coordinates associated with each point(x, y, z), as well as being able to contain even more information inside that point (color, material, texture, etc). This kind of representation changes the way on how 3D content in consumed, having a wide range of applications, from videogaming to medical ones. However, since this type of data carries so much information within itself, they are data-heavy, making the storage and transmission of content a daunting task. To resolve this issue, MPEG created a point cloud coding normalization project, giving birth to V-PCC (Video-based Point Cloud Coding) and G-PCC (Geometry-based Point Cloud Coding) for static content. Firstly, a general analysis of point clouds is made, spanning from their possible solutions, to their acquisition. Secondly, point cloud codecs are studied, namely VPCC and G-PCC from MPEG. Then, a state of art study of quality evaluation is performed, namely subjective and objective evaluation. Finally, a report on the JPEG Pleno Point Cloud, in which an active colaboration took place, is made, with the comparative results of the two codecs and used metrics.Os avanรงos recentes no consumo de conteรบdo 3D vรชm criar a necessidade de maneiras eficientes de visualizar e transmitir conteรบdo 3D. Consequentemente, os mรฉtodos de obtenรงรฃo desse mesmo conteรบdo tรชm vindo a evoluir, levando ao desenvolvimento de novas maneiras de representaรงรฃo, nomeadamente point clouds e lightfields. Um point cloud (nรบvem de pontos) representa um conjunto de pontos com coordenadas cartesianas associadas a cada ponto (x, y, z), alรฉm de poder conter mais informaรงรฃo dentro do mesmo (cor, material, textura, etc). Este tipo de representaรงรฃo abre uma nova janela na maneira como se consome conteรบdo 3D, tendo um elevado leque de aplicaรงรตes, desde videojogos e realidade virtual a aplicaรงรตes mรฉdicas. No entanto, este tipo de dados, ao carregarem com eles tanta informaรงรฃo, tornam-se incrivelmente pesados, tornando o seu armazenamento e transmissรฃo uma tarefa hercรบleana. Tendo isto em mente, a MPEG criou um projecto de normalizaรงรฃo de codificaรงรฃo de point clouds, dando origem ao V-PCC (Video-based Point Cloud Coding) e G-PCC (Geometry-based Point Cloud Coding) para conteรบdo estรกtico. Esta dissertaรงรฃo tem como objectivo uma anรกlise geral sobre os point clouds, indo desde as suas possรญvei utilizaรงรตes ร  sua aquisiรงรฃo. Seguidamente, รฉ efectuado um estudo dos codificadores de point clouds, nomeadamente o V-PCC e o G-PCC da MPEG, o estado da arte da avaliaรงรฃo de qualidade, objectiva e subjectiva, e finalmente, sรฃo reportadas as actividades da JPEG Pleno Point Cloud, na qual se teve uma colaboraรงรฃo activa

    A practical vision system for the detection of moving objects

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    The main goal of this thesis is to review and offer robust and efficient algorithms for the detection (or the segmentation) of foreground objects in indoor and outdoor scenes using colour image sequences captured by a stationary camera. For this purpose, the block diagram of a simple vision system is offered in Chapter 2. First this block diagram gives the idea of a precise order of blocks and their tasks, which should be performed to detect moving foreground objects. Second, a check mark () on the top right corner of a block indicates that this thesis contains a review of the most recent algorithms and/or some relevant research about it. In many computer vision applications, segmenting and extraction of moving objects in video sequences is an essential task. Background subtraction has been widely used for this purpose as the first step. In this work, a review of the efficiency of a number of important background subtraction and modelling algorithms, along with their major features, are presented. In addition, two background approaches are offered. The first approach is a Pixel-based technique whereas the second one works at object level. For each approach, three algorithms are presented. They are called Selective Update Using Non-Foreground Pixels of the Input Image , Selective Update Using Temporal Averaging and Selective Update Using Temporal Median , respectively in this thesis. The first approach has some deficiencies, which makes it incapable to produce a correct dynamic background. Three methods of the second approach use an invariant colour filter and a suitable motion tracking technique, which selectively exclude foreground objects (or blobs) from the background frames. The difference between the three algorithms of the second approach is in updating process of the background pixels. It is shown that the Selective Update Using Temporal Median method produces the correct background image for each input frame. Representing foreground regions using their boundaries is also an important task. Thus, an appropriate RLE contour tracing algorithm has been implemented for this purpose. However, after the thresholding process, the boundaries of foreground regions often have jagged appearances. Thus, foreground regions may not correctly be recognised reliably due to their corrupted boundaries. A very efficient boundary smoothing method based on the RLE data is proposed in Chapter 7. It just smoothes the external and internal boundaries of foreground objects and does not distort the silhouettes of foreground objects. As a result, it is very fast and does not blur the image. Finally, the goal of this thesis has been presenting simple, practical and efficient algorithms with little constraints which can run in real time
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