A Framework for Multi-resolution and Multi-touch Systems Presenter: 胡婷婷 多重解析度及多重觸控互動系統之開發 Advisor: 洪一平 教授.

Slides:



Advertisements
Similar presentations
Graphics Pipeline.
Advertisements

Vision-Based Finger Detection and Its Applications 基於電腦視覺之手指偵測及其應用 Yi-Fan Chuang Advisor: Prof. Yi-Ping Hung Prof. Ming-Sui Lee.
Multimedia Specification Design and Production 2012 / Semester 1 / week 6 Lecturer: Dr. Nikos Gazepidis
The Escritoire: a personal projected display for interacting with documents Mark Ashdown Peter Robinson University of.
3D Graphics Rendering and Terrain Modeling
Su-ting, Chuang 2010/8/2. Outline Introduction Related Work System and Method Experiment Conclusion & Future Work 2.
Page 1 SIXTH SENSE TECHNOLOGY Presented by: KIRTI AGGARWAL 2K7-MRCE-CS-035.
KEVAL A JETHI NIKHIL PADHIYAR TY CE-A.  Seeing  Feeling  Smelling  Tasting  Hearing.
By shooting 2009/10/1. outline imTop overview imTop detection Finger Mobile Finger detection evaluation Mobile detection improvement.
Overview: The system contains 3 main components: the tag, the video capturing and processing unit (VCPU), and the software. The tag consists of an IRED.
The Science of Digital Media Microsoft Surface 7May Metropolia University of Applied Sciences Display Technologies Seminar.
Video Object Tracking and Replacement for Post TV Production LYU0303 Final Year Project Spring 2004.
LYU0603 A Generic Real-Time Facial Expression Modelling System Supervisor: Prof. Michael R. Lyu Group Member: Cheung Ka Shun ( ) Wong Chi Kin ( )
Supervised by Prof. LYU, Rung Tsong Michael Department of Computer Science & Engineering The Chinese University of Hong Kong Prepared by: Chan Pik Wah,
Our Publications in SIGCHI  CHI 2009 To Move or Not to Move: A Comparison between Steerable versus Fixed Focus Region Paradigms in Multi-Resolution Tabletop.
Graphics Systems I-Chen Lin’s CG slides, Doug James’s CG slides Angel, Interactive Computer Graphics, Chap 1 Introduction to Graphics Pipeline.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer.
Stanford hci group / cs376 research topics in human-computer interaction I/O Toolkits Scott Klemmer 29 November 2005.
Augmented Reality and 3D modelling Done by Stafford Joemat Supervised by Mr James Connan and Mr Mehrdad Ghaziasgar.
June 10, 2009 – CMPE 123b Project Presentations Jas Condley Eddie Izumoto Kevin Nelson Matt Thrailkill Zach Walker.
“S ixth Sense is a wearable gestural interface device that augments the physical world with digital information and lets people use natural hand gestures.
Supporting Beyond-Surface Interaction for Tabletop Display Systems by Integrating IR Projections Hui-Shan Kao Advisor : Dr. Yi-Ping Hung.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Zhonghua Qu and Ovidiu Daescu December 24, 2009 University of Texas at Dallas.
Multimedia Specification Design and Production 2013 / Semester 2 / week 8 Lecturer: Dr. Nikos Gazepidis
Presentation by: K.G.P.Srikanth. CONTENTS  Introduction  Components  Working  Applications.
Supporting Beyond-surface Interaction for Tabletop Systems by Integrating IR Projections Hui-Shan Kao.
Week 2 - Wednesday CS361.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
CSC 461: Lecture 3 1 CSC461 Lecture 3: Models and Architectures  Objectives –Learn the basic design of a graphics system –Introduce pipeline architecture.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1Computer Graphics Lecture 4 - Models and Architectures John Shearer Culture Lab – space 2
1 The Rendering Pipeline. CS788 Topic of HCI 2 Outline  Introduction  The Graphics Rendering Pipeline  Three functional stages  Example  Bottleneck.
Lecture 11: Exam Revision 1  Principles of Interactive Graphics  CMSCD2012  Dr David England, Room 718,  ex 2271  Coursework.
Shadow Mapping Chun-Fa Chang National Taiwan Normal University.
Projector Calibration of Interactive Multi-Resolution Display Systems 互動式多重解析度顯示系統之投影機校正 Presenter: 邱柏訊 Advisor: 洪一平 教授.
Interface Opportunities for 3D Data and Media User Interface Software TechNote Panel Virginia Tech CS Fall 2002 Nicholas F. Polys Umur Yilmaz Will Lee.
Stanford hci group / cs376 u Jeffrey Heer · 26 May 2009 User Interface Toolkits.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
Su-ting, Chuang 2010/8/2. Outline Introduction Related Work System and Method Experiment Conclusion & Future Work 2.
Subject Name: Computer Graphics Subject Code: Textbook: “Computer Graphics”, C Version By Hearn and Baker Credits: 6 1.
Su-ting, Chuang 2010/8/2. Outline Introduction Related Works System and Method Experiment Conclusion & Future Work 2.
Su-ting, Chuang 1. Outline Introduction Related work Hardware configuration Detection system Optimal parameter estimation framework Conclusion 2.
Photo VR Editor: A Panoramic and Spherical Environment Map Authoring Tool for Image-Based VR Browsers Jyh-Kuen Horng, Ming Ouhyoung Communications and.
User-Centric Design of a Vision System for Interactive Applications Stanislaw Borkowski, Julien Letessier, François Bérard, and James L. Crowley ICVS’06.
CONTENT FOCUS FOCUS INTRODUCTION INTRODUCTION COMPONENTS COMPONENTS TYPES OF GESTURES TYPES OF GESTURES ADVANTAGES ADVANTAGES CHALLENGES CHALLENGES REFERENCE.
Lecture 7 Midterm Review. OpenGL Libraries gl: Basic OpenGL library, e.g. primitives. glu: OpenGL Utility library, a set of functions to create texture.
By shooting. Optimal parameters estimation Sample collect Various finger size Hard press and soft press Exhaustive search.
Virtual Pointing Device Using Stereo Camera The 6th International Conference on Applications and Principles of Information Science Jan , 2007, Kuala.
Su-ting, Chuang 1. Outline Introduction Related work Hardware configuration Finger Detection system Optimal parameter estimation framework Conclusion.
MULTI TOUCH. Introduction Multi-touch is a human-computer interaction technique. Consists of a touch screen as well as software that recognizes multiple.
Chapter 1 Graphics Systems and Models Models and Architectures.
1 E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012 Models and Architectures 靜宜大學 資訊工程系 蔡奇偉 副教授 2012.
What you need: In order to use these programs you need a program that sends out OSC messages in TUIO format. There are a few options in programs that.
Accelerometer based motion gestures for mobile devices Presented by – Neel Parikh Advisor Committee members Dr. Chris Pollett Dr. Robert Chun Dr. Mark.
Viewing. Classical Viewing Viewing requires three basic elements - One or more objects - A viewer with a projection surface - Projectors that go from.
Enabling Beyond-Surface Interactions for Interactive Surface with An Invisible Projection Li-Wei Chan, Hsiang-Tao Wu, Hui-Shan Kao, Ju-Chun Ko, Home-Ru.
Sai Goud Durgappagari Dr. Yingcai Xiao
3D Graphics Rendering PPT By Ricardo Veguilla.
The Graphics Rendering Pipeline
Programming HCI Yingcai Xiao Yingcai Xiao.
Models and Architectures
Models and Architectures
Models and Architectures
Introduction to Computer Graphics with WebGL
Class Announcements 1 week left until project presentations!
Models and Architectures
I/O Toolkits Scott Klemmer · 16 November 2006.
Models and Architectures
Presentation transcript:

A Framework for Multi-resolution and Multi-touch Systems Presenter: 胡婷婷 多重解析度及多重觸控互動系統之開發 Advisor: 洪一平 教授

A Framework for Multi-Resolution & Multi-Touch Systems Page 2 of 41 Outline  Introduction  Related Work  i-m-Top System  i-m-Top SDK  Application  Conclusion & Future Work

A Framework for Multi-Resolution & Multi-Touch Systems Page 3 of 41 Outline IIntroduction RRelated Work ii-m-Top System ii-m-Top SDK AApplication CConclusion & Future Work

A Framework for Multi-Resolution & Multi-Touch Systems Page 4 of 41 Introduction Motivation  Multi-resolution Variable-resolution nature of human vision Cost-effective large high-res display  Multi-touch Intuitive interaction Computer-vision based approach  Software Toolkit Hide engineering challenges

A Framework for Multi-Resolution & Multi-Touch Systems Page 5 of 41 Introduction i-m-Top  interactive multi-resolution tableTop interactive: multi-touch multi-resolution: fovea + peripheral projectors i-m-Top SDK  Toolkit for rapid prototyping applications Featured on multi-resolution/multi-touch

A Framework for Multi-Resolution & Multi-Touch Systems Page 6 of 41 Overview Introduction Projectors Touch Detection Other sensors Cams User Interface i-m-Top SDK Image Processing Applications Pan-tilt Unit Multimedia

A Framework for Multi-Resolution & Multi-Touch Systems Page 7 of 41 Outline IIntroduction RRelated Work ii-m-Top System ii-m-Top SDK AApplication CConclusion & Future Work

A Framework for Multi-Resolution & Multi-Touch Systems Page 8 of 41 Related Work Multi-Resolution Display  Fovea Plus Context LCD screen (fixed) + projector Baudisch, P., Good, N., and Stewart, P. "Focus Plus Context Screens: Combining Display Technology with Visualization Techniques.“ In proceedings of ACM UIST '01

A Framework for Multi-Resolution & Multi-Touch Systems Page 9 of 41 Related Work Multi-Resolution Display  Fovea-Tablett Tablets as high-res displays Tracked with visual marker Multiple high-res is allowed Cons: physical boundary J. Geisler, R. Eck, N. Rehfeld, E. Peinsipp-Byma, C. Schutz, and S. Geggus, “Fovea- tablette: A new paradigm for the interaction with large screens," in HCI (8), 2007

A Framework for Multi-Resolution & Multi-Touch Systems Page 10 of 41 Related Work Software Development Toolkit  DiamondTouch SDK (C++) Multi-touch, multi-user Esenther, A.; Forlines, C.; Ryall, K.; Shipman, S., "DiamondTouch SDK: Support for Multi-User, Multi-Touch Applications", ACM Conference on CSCW, 2002

A Framework for Multi-Resolution & Multi-Touch Systems Page 11 of 41 Related Work Software Development Toolkit  DiamondSpin (Java): Around-the-table interaction Real-time polar to Cartesian transformation public + personal work areas rotatable circular tabletop Shen, C.; Vernier, F.D.; Forlines, C.; Ringel, M., "DiamondSpin: An Extensible Toolkit for Around-the-Table Interaction", CHI 2004

A Framework for Multi-Resolution & Multi-Touch Systems Page 12 of 41 Related Work Software Development Toolkit  T3 (Java) Multiple projectors → single high-res display Mixed-presence collaboration Philip Tuddenham and Peter Robinson. “T3: Rapid Prototyping of High- Resolution and Mixed-Presence Tabletop Applications”, TABLETOP 2007.

A Framework for Multi-Resolution & Multi-Touch Systems Page 13 of 41 Outline  Introduction  Related Work  i-m-Top System Hardware Configuration Touch Detection  i-m-Top SDK  Application  Conclusion & Future Work

A Framework for Multi-Resolution & Multi-Touch Systems Page 14 of 41 i-m-Top System Peripheral Projector Fovea Projector IR Camera IR Illuminator Mirror Pan-tilt Unit 56” 96 ppi 24 ppi

A Framework for Multi-Resolution & Multi-Touch Systems Page 15 of 41 i-m-Top System

A Framework for Multi-Resolution & Multi-Touch Systems Page 16 of 41 Touch Detection i-m-Top System Background Subtraction Opening Down- scale Opening Connected Component Palm Tracking Connected Component PCA Analysis Palm-finger Association Finger Tracking Connected Component PCA Analysis Palm Association Finger Fusion Background Subtraction - - Opening - fingerpalm

A Framework for Multi-Resolution & Multi-Touch Systems Page 17 of 41 Outline  Introduction  Related Work  i-m-Top System  i-m-Top SDK Design Principles Architecture Implementation  Application  Conclusion & Future Work

A Framework for Multi-Resolution & Multi-Touch Systems Page 18 of 41 i-m-Top SDK Design Principles  Efficient prototyping Hide engineering details Use metaphors Provide reusable components  Touch-detection module independent Vision-based & electronic-based approaches  Real-time requirement Touch event handling + UI rendering  Extensibility Integrate with other components

A Framework for Multi-Resolution & Multi-Touch Systems Page 19 of 41 i-m-Top SDK Architecture Virtual Director Scene ViewNode Scene ViewNode Scene Node Viewport / Virtual Camera Position / Textures / Event Handlers / Animation Effects Global Coordinate Local Coordinate Node Virtual Camera (Fovea View) Virtual Camera (Peripheral View)

A Framework for Multi-Resolution & Multi-Touch Systems Page 20 of 41 i-m-Top SDK Architecture Scene Touch Detection View Application Node Other Sensors Projector PTU Speaker Socket Window Message COM Message Parser OpenGL c# Device Control Virtual Director Event queue LED Light CamNode

A Framework for Multi-Resolution & Multi-Touch Systems Page 21 of 41 i-m-Top SDK Loop of virtual director Check Inputs Update States Render Scenes Multimedia Output Affiliated Timer Functions Sleep 1/fps Time spent 1/fps-T T 0

A Framework for Multi-Resolution & Multi-Touch Systems Page 22 of 41 i-m-Top SDK Sample Code  A scene with a photo InitScenes( ){ oScene scene = new oScene();//construct a scene director.AddScene(scene);//add scene to director oView view = new View(0, 0, 1280, 720);//construct a view scene.AddView(view);//add view to scene oPhoto photo = new oPhoto(0,0,-100,640,480,”sun.png”);//construct a photo scene.AddNode(photo);//add to scene }

A Framework for Multi-Resolution & Multi-Touch Systems Page 23 of 41 i-m-Top SDK Implementation  Multi-resolution Handling  Touch-event Processing  Reusable Components

A Framework for Multi-Resolution & Multi-Touch Systems Page 24 of 41 Implementation Multi-resolution Handling  Calibration Homography of fovea & peripheral projections Run-time warping  Masking  Steerable fovea projection Region/Object oriented  Multi-presented Information

A Framework for Multi-Resolution & Multi-Touch Systems Page 25 of 41 Calibration  Homography of fovea & peripheral projections Provide tools for manual calibration Save homography/ center point /pan-tilt of PTU Implementation F1F1 F2F2 F3F3 F4F4 V1V1 V2V2 V3V3 V4V4 Y X V2V2 V1V1 V3V3 V4V4 P1P1 P4P4 P2P2 P3P3 Y X F1F1 F2F2 F3F3 F4F4 V1V1 V2V2 V3V3 V4V4

A Framework for Multi-Resolution & Multi-Touch Systems Page 26 of 41 Calibration  Run-time warping Adapt OpenGL rendering pipeline Implementation Projection Matrix Perspective Division Viewport Transformation Model-View Matrix Local coordinate Global coordinate Eye coordinate Clipping coordinate Normalized device coordinate Window coordinate Warping Homography Matrix

A Framework for Multi-Resolution & Multi-Touch Systems Page 27 of 41 Masking Implementation fovea peripheralfovea

A Framework for Multi-Resolution & Multi-Touch Systems Page 28 of 41 Masking  Find maximum region in fovea Utilize Stencil buffer in OpenGL Implementation Apply arbitrary masks Set ‘0’ in mask regions Set ‘1’ in the fovea region Invert pixels in fovea region

A Framework for Multi-Resolution & Multi-Touch Systems Page 29 of 41 Implementation Steerable Fovea Projection  Region-oriented Spotlight on a specific region Steered by finger gestures  Object-oriented Spotlight on a specific object Move with object  Real-time update Steer the mirror Retrieve homography Apply mask

A Framework for Multi-Resolution & Multi-Touch Systems Page 30 of 41 Multi-presented Information  Different content in fovea and peripheral regions Eg. Google Map Automatically change Implementation oRectangle multi_presentation = new oRectangle(0, 0,-100, 200, 200); multi_presentation.LoadTexture(“context.png");//load low-resolution image multi_presentation.LoadHighTexture(“detail.png");//load high-resolution image

A Framework for Multi-Resolution & Multi-Touch Systems Page 31 of 41 Touch-event Processing Virtual Director Implementation Touch Detection Pass Message Parser Node i-m-Top SDK Touch events ReceiveCheckDispatchHandle (by event handler)

A Framework for Multi-Resolution & Multi-Touch Systems Page 32 of 41 Implementation Touch-event Processing  Receive & parse Run on background threads  Pass to director Gather all events in one detection frame before pass if rendering rate < detection rate » Keep vital events: ‘Up’, ‘Down’ » Discard other events: ‘Move’ Virtual Director Pass Message Parser Node i-m-Top SDK Receive

A Framework for Multi-Resolution & Multi-Touch Systems Page 33 of 41 Implementation Touch-event Processing  Check ‘Down’: Test if hit some node By SELECTION mode in OpenGL If yes: add to TargetTable (event id → node) ‘Move’, ‘Up’: Check if there is a target Hit TargetTable by event id ‘Up’ : Remove from TargetTable  Dispatch Dispatch events to each node Virtual Director Dispatch Message Parser Node i-m-Top SDK Check

A Framework for Multi-Resolution & Multi-Touch Systems Page 34 of 41 Implementation Touch-event Processing  Define event handler Node decides how to act Default handler Move/Scale/Rotate under ‘Move’ events Redefine handler InitScenes( ){ //…… //add new event handlers to the photo object photo.MultiFingerEvent += new MultiFingerHandler(MyMultiFingerHandler); photo.FingerClick += new FingerClickHandler(MyFingerClickHandler); } Virtual Director Handle Message Parser Node i-m-Top SDK

A Framework for Multi-Resolution & Multi-Touch Systems Page 35 of 41 P4P4 Rotation: R Implementation P1P1 P2P2 P3P3 P4P4 Translation: T Scaling: S P 12 P3P3 P4P4 P3P3 P 34 P3P3 P4P4 P1P1 P2P2

A Framework for Multi-Resolution & Multi-Touch Systems Page 36 of 41 Implementation Reusable components  Multimedia Video/audio Camera capture  UI components Virtual keyboard Text-pad Button, scrollbar…

A Framework for Multi-Resolution & Multi-Touch Systems Page 37 of 41 Outline  Introduction  Related Work  i-m-Top System  i-m-Top SDK  Application  Conclusion & Future Work

A Framework for Multi-Resolution & Multi-Touch Systems Page 38 of 41 Application Map Browser  Different content in the fovea & peripheral Photo Browser  Object/Region oriented fovea projection Emotion Player  Interactive art c

A Framework for Multi-Resolution & Multi-Touch Systems Page 39 of 41 Outline  Introduction  Related Work  i-m-Top System  i-m-Top SDK  Application  Conclusion & Future Work

A Framework for Multi-Resolution & Multi-Touch Systems Page 40 of 41 Conclusion i-m-Top  Multi-resolution Accommodating to human vision Cost-effective large high-res display  Multi-touch Intuitive interaction i-m-Top SDK  Hide engineering challenges Rapid prototyping applications Investigating new interfaces / interactions

A Framework for Multi-Resolution & Multi-Touch Systems Page 41 of 41 Future Work  Attentive computing Combine with gaze-tracking  3D interaction Surface to space  Auto calibration Vision-based Continuous pan-tilt / homography map

Thanks for your listening