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

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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. - PowerPoint PPT Presentation

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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

2

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

11

12

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