Hands and face tracking for VR applications

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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 U nidad de Gra´ficos y Visio´n por Ordenador, Dept. de m atematiques i Informatica, Universitat de les Illes Ba lears (UIB), crta. Valldemossa km. 7,5, 07122 Palma de Mallorca, Spain

description

Hands and face tracking for VR applications. 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. - PowerPoint PPT Presentation

Transcript of Hands and face tracking for VR applications

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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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Outline1.Introduction

2. Hands and face tracking algorithm

3.Visualization using H-Anim

4.Conclusion and future work

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1.Introduction

• In order to allow a user to navigate in a 3D-space

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Interactive 3D-space

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• system must detect a new user– entering into the system’s environment– analyse him to set parameters– tracking interesting regions

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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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2.1. Skin-colour segmentation module

• skin-colour detection– necessary to model the actor’s skin-colour in a pre

vious step

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skin-colour sample

• transform these pixels from the RGB-space to HSL-space– hue and saturation values contain the chroma infor

mation

• two main problems– human skin hue values are near the red colour– saturation values are near 0

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skin-colour distribution

• Gaussian model

1{ ,..., ,..., }, ( , )i n i i iX x x x x h s

1

1 n

ii

x xn

1

1( ), ( ) '

n

i ii

x x x xn

1

2

1 1( is skin) exp( ( )| |( )' )

2(2 ) | |p x x x x x

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Contours of skin-colour blobs after the connected components process

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2.2. Data association module

s (p , w , )l l l l

p ( , ):position in the 2D image

w ( , ) : size of the limb in pixels

: angle in the 2D image plane

x yp p

w h

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Next linear scheme of prediction

• that an extreme limb will maintain the same velocity

p( ) p( ) p( 1)

p( ) p( ) p( 1)

t t t

t t t

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Set of hypothesis

{h }, 3,

Where

h (p , w , )

l

l l ll

H l

1{ ,..., ,..., }, : blob with labeli M iB b b b b

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• define an approximation to the distance from the x image pixel to the hypothesis h

• t=x p

n=R t',

where

cos sinR=

sin cos

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calculating the angle

• Normalized image pixel and the hypothesis centre

atan( / )x yn n

c ( , ),crossing point

cos

sin

x y

x

y

c c

c w

c h

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• distance between an image pixel and a hypothesis

• if d( x ,h)<=0 , then x is inside the hypothesis h ,if d( x

,h)>0 , then x is outside the hypothesis h

(x,h) || n || || c ||d

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• a blob with empty intersection with all hypotheses

• a pixel x of a blob is inside a limb hypothesis

x , min{ (x,h)} 0h H

b d

x , x= iff { (x,h)} 0B l d

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Occlusion case solved using multiple labelling

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2.3. 3D-point reconstruction

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Complete procedure: color segmentation, data association and 3D reconstruction

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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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3D position

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4. Conclusion and future work

• proposed a new system

• human–computer interaction

• future work