In this paper, we propose a Charuco board-based omnidirectional camera calibration method to solve the problem of conventional methods requiring overly complicated calibration procedures. Specifically, the proposed method can easily and precisely provide two-dimensional and three-dimensional coordinates of patterned feature points by arranging the omnidirectional camera in the Charuco board-based cube structure. Then, using the coordinate information of the feature points, an intrinsic calibration of each camera constituting the omnidirectional camera can be performed by estimating the perspective projection matrix. Furthermore, without an additional calibration structure, an extrinsic calibration of each camera can be performed, even though only part of the calibration structure is included in the captured image. Compared to conventional methods, the proposed method exhibits increased reliability, because it does not require additional adjustments to the mirror angle or the positions of several pattern boards. Moreover, the proposed method calibrates independently, regardless of the number of cameras comprising the omnidirectional camera or the camera rig structure. In the experimental results, for the intrinsic parameters, the proposed method yielded an average reprojection error of 0.37 pixels, which was better than that of conventional methods. For the extrinsic parameters, the proposed method had a mean absolute error of 0.90° for rotation displacement and a mean absolute error of 1.32 mm for translation displacement.
ABSTRACT⎯In this letter, we present a layered structure of the Korean terrestrial Digital Multimedia Broadcasting (T-DMB) transmission system for multimedia broadcasting service and introduce a device called the Ensemble Remultiplexer which is designed to remultiplex the Ensemble Transport Interface (ETI) for T-DMB service. This letter describes the remultiplexing process of the Ensemble Remultiplexer.
In this paper, we present motivation, system concept, and implementation details of stereoscopic 3D visual services on T-DMB. We have developed two types of 3D visual service : one is '3D video service', which provides 3D depth feeling for a video program by sending left and right view video streams, and the other is '3D data service', which provides presentation of 3D objects overlaid on top of 2D video program. We have developed several highly efficient and sophisticated transmission schemes for the delivery of 3D visual data in order to meet the system requirements such as(1) minimization of bitrate overhead to comply with the strict constraint of T-DMB channel bandwidth; (2) backward and forward compatibility with existing T-DMB; (3) maximize the eye-catching effect of 3D visual representation while reducing eye fatigue. We found that, in contrast to conventional way of providing a stereo version of a program as a whole, the proposed scheme can lead to variety of efficient and effective 3D visual services which can be adapted to many business models.
In this paper, we introduce our experience on the development of a three-dimensional audio-visual(3D AV) service system based on the terrestrial digital multimedia broadcasting (T-DMB) system. 3D AV service is now much more feasible than before with the fast advancement of hardware technologies, especially 3D flat panel display, processors and memory. 3D AV service over DMB system is very attractive due to the facts that (1) glassless 3D viewing with small display is relatively easy to implement and more suitable to the single user environment like DMB, (2) DMB is a new media and thus has more flexibility in adding new services on the existing ones, (3) 3D AV handling capability of 3D DMB terminal has lots of potential to generate new types of services if it is added with other components like built-in stereo camera. In order to provide successful 3D DMB services over existing DMB system, we need to solve several issues like (1) guaranteeing backward compatibility with the T-DMB system, (2) minimizing the overhead on the transmitted bit-rate and the required processing power of the terminal, (3) providing good 3D depth perception without a noticeable eye strain. We propose a very efficient and backward compatible system architecture for the 3D DMB, and show how we can get better depth perception with the limited bit budget of the DMB system.
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