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1 Hands and face tracking for VR applications Adviser: Chih-Hung Lin Date:2010/12/14 Speaker: Chin He Hsu Javier Varona, Jose’ M. Buades, Francisco J. Perales Unidad de Gra´ficos y Visio´n por Ordenador, Dept. de matematiques i Informatica, Universitat de les Illes Balears (UIB), crta. Valldemossa km. 7,5, 07122 Palma de Mallorca, Spain
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2 Outline 1.Introduction 2. Hands and face tracking algorithm 3.Visualization using H-Anim 4.Conclusion and future work
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3 1.Introduction In order to allow a user to navigate in a 3D- space
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4 Interactive 3D-space
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5 system must detect a new user –entering into the system’s environment –analyse him to set parameters –tracking interesting regions
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6 2. Hands and face tracking algorithm tracking problem lies in identifying both hands and face in each image –detect skin-colour pixels –data association algorithm
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7 2.1. Skin-colour segmentation module skin-colour detection –necessary to model the actor’s skin-colour in a previous step
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8 skin-colour sample transform these pixels from the RGB-space to HSL-space –hue and saturation values contain the chroma information two main problems –human skin hue values are near the red colour –saturation values are near 0
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10 skin-colour distribution Gaussian model
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12 Contours of skin-colour blobs after the connected components process
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13 2.2. Data association module
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14 Next linear scheme of prediction that an extreme limb will maintain the same velocity
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15 Set of hypothesis
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16 define an approximation to the distance from the x image pixel to the hypothesis h
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17 calculating the angle Normalized image pixel and the hypothesis centre
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19 distance between an image pixel and a hypothesis if d( x,h) 0, then x is outside the hypothesis h
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20 a blob with empty intersection with all hypotheses a pixel x of a blob is inside a limb hypothesis
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21 Occlusion case solved using multiple labelling
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23 2.3. 3D-point reconstruction
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24 Complete procedure: color segmentation, data association and 3D reconstruction
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25 3. Visualization using H-Anim H-Anim (humanoid animation) we use the H-Anim standard, this way we can collaborate with standard VRML (Virtual Reality Modeling Language ) models
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26 3D position
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27 4. Conclusion and future work proposed a new system human–computer interaction future work
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