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This paper presents a comprehensive approach to hands and face tracking in virtual reality applications, key for enabling intuitive user navigation in immersive 3D spaces. It outlines an algorithm that detects skin color pixels and associates data for accurate tracking of hands and face movements. The paper also discusses the visualization of 3D data using the H-Anim standard, allowing for collaboration with VRML models. Concluding with future directions, it emphasizes the potential for improved human-computer interaction through these methodologies.
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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 Adviser: Chih-Hung Lin Date:2010/12/14 Speaker: Chin He Hsu
Outline 1.Introduction 2. Hands and face tracking algorithm 3.Visualization using H-Anim 4.Conclusion and future work
1.Introduction • In order to allow a user to navigate in a 3D-space
system must detect a new user • entering into the system’s environment • analyse him to set parameters • tracking interesting regions
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
2.1. Skin-colour segmentation module • skin-colour detection • necessary to model the actor’s skin-colour in a previous step
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
skin-colour distribution • Gaussian model
Contours of skin-colour blobs after the connected components process
Next linear scheme of prediction • that an extreme limb will maintain the same velocity
define an approximation to the distance from the x image pixel to the hypothesis h
calculating the angle • Normalized image pixel and the hypothesis centre
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
a blob with empty intersection with all hypotheses • a pixel x of a blob is inside a limb hypothesis
Complete procedure: color segmentation, data association and 3D reconstruction
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
4. Conclusion and future work • proposed a new system • human–computer interaction • future work