Alexey Ignatenko
Samsung
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Publication
Featured researches published by Alexey Ignatenko.
IEEE Transactions on Circuits and Systems for Video Technology | 2004
Leonid Levkovich-Maslyuk; Alexey Ignatenko; Alexander Olegovich Zhirkov; Anton Konushin; Inkyu Park; Mahn-Jin Han; Yuri Matveevich Bayakovski
This paper describes a new family of three-dimensional (3-D) representations for computer graphics and animation, called depth image-based representations (DIBR), which have been adopted into MPEG-4 Part16: Animation Framework eXtension (AFX). Idea of the approach is to build a compact and photorealistic representation of a 3-D object or scene without using polygonal mesh. Instead, images accompanied by depth values for each pixel are used. This type of representation allows us to build and render novel views of objects and scene with an interactive rate. There are many different methods for the image-based rendering with depths, and the DIBR format is designed to efficiently represent the information necessary for such methods. The main formats of the DIBR family are SimpleTexture (an image together with depth array), PointTexture (an image with multiple pixels along each line of sight), and OctreeImage (octree-like data structure together with a set of images containing viewport parameters). In order to store and transmit the DIBR object, we develop a compression algorithm and bitstream format for OctreeImage representation.
international conference on image processing | 2002
Yuri Matveevich Bayakovski; Leonid Levkovich-Maslyuk; Alexey Ignatenko; Anton Konushin; Dmitri Alexandrovich Timasov; Alexander Olegovich Zhirkov; Mahn-Jin Han; In Kyu Park
We describe a novel depth image-based representation (DIBR) that has been adopted into the MPEG-4 animation framework extension (AFX). The idea of this approach is to build a compact representation of a 3D object or scene without storing the geometry information in traditional polygonal form. The main formats of the DIBR family are simple texture (an image together with depth array), point texture (a view of a scene from a single input camera but with multiple pixels along each line of sight), and octree image (octree data structure together with a set of images and their viewport parameters). The designed node specifications and rendering algorithms are addressed. The experimental results show the efficacy and fidelity of the proposed approach.
Archive | 2002
Alexander Zhirkov; Leonid Ivanovich Levkovich-Maslyuk; Inkyu Park; Alexey Ignatenko; Mahn-Jin Han; Yuri Matveevich Bayakovski; Anton Konouchine; Dmitri Alexandrovich Timasov
Archive | 2004
Inkyu Park; Joo-Yeon Han; Mahn-Jin Han; Alexey Ignatenko; Anton Konouchine; Leonid Ivanovich Levkovich-Maslyuk
Archive | 2002
Mahn-Jin Han; Alexey Ignatenko
Archive | 2003
Alexey Ignatenko; Anton Konushin
Archive | 2002
Mahn-Jin Han; Alexey Ignatenko
Archive | 2003
Mahn-Jin Han; Alexey Ignatenko
Archive | 2002
Mahn-Jin Han; Alexey Ignatenko
Archive | 2009
Yuri Matveevich Bayakovski; Mahn-Jin Han; Alexey Ignatenko; Anton Konouchine; Leonid Levkovich-Maslyuk; Inkyu Park; Dmitri Alexandrovich Timasov; Alexander Olegovich Zhirkov; オレゴヴィッチ ジアコヴ アレクサンダー; ヴィクトロヴィッチ イグナチェンコ アレクセイ; コノウチン アントン; アレクザンドロヴィッチ チマソフ ドミトリ; マトヴィヴィッチ バヤコヴィスキ ユーリ; イヴァノビッチ レヴコビッチ−マスリユク レオニド