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Computer Vision for Interactive Computer Graphics. Mrudang Rawal. Introduction. Human-computer interaction Computers interpret user movements, gestures and glances via fundamental visual algorithms. Visual algorithms: tracking, shape recognition and motion analysis
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Computer Vision for Interactive Computer Graphics Mrudang Rawal
Introduction • Human-computer interaction • Computers interpret user movements, gestures and glances via fundamental visual algorithms. • Visual algorithms: tracking, shape recognition and motion analysis • Interactive apps : response time is fast, algorithms work for different subject and environment, and economical.
Tracking Objects • Interactive applications track objects – large and small • Different methods and techniques used.
Large Object Tracking • Large objects like hand or body tracked. • Object is in front of camera. • Image properties (Image moments), and artificial retina chip do the trick.
Step 1: Shape recognition • Training and Testing of object. • Technique = Orientation Histogram • Set of each shape oriented in possible direction. • Match current shape orientation with the ones in the set.
Step 2: Shape recognition • Optical flow: sense movements & gestures • Frequency of alternation of horizontal and vertical velocity (frame avgs) used to determine gestures. • Fast Flow Optical algorithm: • Temporal difference, current – previous frame • If pixel temporal diff != 0 if -ve motion towards adj pixel with greater luminance in current frame if +ve towards lower luminance in current frame • Apply the 1-d direction estimation rules to four orientations at each pixel • Average out motion estimates at each pixel, then average flow estimate compared to its neighboring 8 pixels
Small Object Tracking • Large objects tracking techniques not adequate. • Track small objects through template based technique – normalized correlation
Normalized Correlation • Examine the fit of an object template to every position in the analyzed image. • The Location of maximum correlation gives the position of the candidate hand. • The value of that correlation indicates how likely the image region is to be a hand.
Example : Television Remote • To turn on the television, the user holds up his hand. • A graphical hand icon with sliders and buttons appears on the graphics display. • Move hand to control the hand icon
Conclusion • Simple vision algorithms with restrictive interactivity allows human-computer interaction possible. • Advances in algorithms and availability of low-cost hardware will make interactive human-computer interactions possible in everyday life.
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