• Title/Summary/Keyword: Kinect 깊이 카메라

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Body Segment Length and Joint Motion Range Restriction for Joint Errors Correction in FBX Type Motion Capture Animation based on Kinect Camera (키넥트 카메라 기반 FBX 형식 모션 캡쳐 애니메이션에서의 관절 오류 보정을 위한 인체 부위 길이와 관절 가동 범위 제한)

  • Jeong, Ju-heon;Kim, Sang-Joon;Yoon, Myeong-suk;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.25 no.3
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    • pp.405-417
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    • 2020
  • Due to the popularization of the Extended Reality, research is actively underway to implement human motion in real-time 3D animation. In particular, Microsoft developed Kinect cameras for 3D motion information can be obtained without the burden of facilities and with simple operation, real-time animation can be generated by combining with 3D formats such as FBX. Compared to the marker-based motion capture system, however, Kinect has low accuracy due to its lack of estimated performance of joint information. In this paper, two algorithms are proposed to correct joint estimation errors in order to realize natural human motion in motion capture animation system in Kinect camera-based FBX format. First, obtain the position information of a person with a Kinect and create a depth map to correct the wrong joint position value using the human body segment length constraint information, and estimate the new rotation value. Second, the pre-set joint motion range constraint is applied to the existing and estimated rotation value and implemented in FBX to eliminate abnormal behavior. From the experiment, we found improvements in human behavior and compared errors between algorithms to demonstrate the superiority of the system.

Using Robust Surface Normal Vector Acquisition Method (잡음에 강건한 표면 법선 벡터 획득 방법을 이용한 차원 장면 복원)

  • Shin, Dong-Won;Ho, Yo-Sung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.4-5
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    • 2016
  • 최근 현실 세계의 기반 위에 가상의 정보를 증강하여 사용자와 상호작용하며 즐기는 증강 현실 컨텐츠가 대중들에게 많은 인기를 얻고 있다. 이러한 증강 현실 콘텐츠는 현실 세계를 기반으로 한다는 점에서 실제의 3차원 공간을 정확하게 복원하는 것이 중요하다. 초기의 3차원 복원 방법으로 RGB-D 카메라를 이용한 KinectFusion 방법이 제안되었고 많은 연구자들에 의해 다루어지고 있다. 하지만 기존의 방법은 시간이 흐름에 따라 누적되는 오차에 의해 3차원 모델이 정확하게 복원되지 않는 객체 표류 문제가 발생한다. 이러한 문제는 깊이 카메라 센서의 잡음 때문에 정확하지 않은 표면 법선 벡터가 계산되는 것에 기인한다. 본 논문에서는 이러한 문제를 해결하기 위해 잡음에 강건한 표면 법선 벡터를 계산하는 방법을 제안한다. 실험결과에서는 기존의 방법과 비교하여 제안하는 방법이 절대 궤적 오차 (absolute trajectory error)가 감소하는 것을 확인 했고 카메라 궤적이 정확하게 예측되는 것을 확인할 수 있었다.

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Real-Time Free Viewpoint TV System Using CUDA (CUDA 를 이용한 실시간 Free Viewpoint TV System 구현)

  • Yang, Yun Mo;Lee, Jin Hyeok;Oh, Byung Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.11a
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    • pp.71-73
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    • 2015
  • In this paper, we propose the Real-Time Free Viewpoint TV System with multiple Microsoft Kinects and CUDA of NVidia GPGPU library. It generates a virtual view between two views by using color and depth image acquired by Kinect in real time. In order to reduce complexity of coordinate transformations and nearest neighbor method for hole filling caused by IR pattern interference, we parallelize this process using CUDA. Finally, it is observed that CUDA based system generates more frames than using CPU based system in the same time.

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Face Detection Using Adaboost and Template Matching of Depth Map based Block Rank Patterns (Adaboost와 깊이 맵 기반의 블록 순위 패턴의 템플릿 매칭을 이용한 얼굴검출)

  • Kim, Young-Gon;Park, Rae-Hong;Mun, Seong-Su
    • Journal of Broadcast Engineering
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    • v.17 no.3
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    • pp.437-446
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    • 2012
  • A face detection algorithms using two-dimensional (2-D) intensity or color images have been studied for decades. Recently, with the development of low-cost range sensor, three-dimensional (3-D) information (i.e., depth image that represents the distance between a camera and objects) can be easily used to reliably extract facial features. Most people have a similar pattern of 3-D facial structure. This paper proposes a face detection method using intensity and depth images. At first, adaboost algorithm using intensity image classifies face and nonface candidate regions. Each candidate region is divided into $5{\times}5$ blocks and depth values are averaged in each block. Then, $5{\times}5$ block rank pattern is constructed by sorting block averages of depth values. Finally, candidate regions are classified as face and nonface regions by matching the constructed depth map based block rank patterns and a template pattern that is generated from training data set. For template matching, the $5{\times}5$ template block rank pattern is prior constructed by averaging block ranks using training data set. The proposed algorithm is tested on real images obtained by Kinect range sensor. Experimental results show that the proposed algorithm effectively eliminates most false positives with true positives well preserved.

A Comparison Study on Related Work for Improving the Performance of Hand Gesture Recognition on Kinect Devices (키넥트의 손동작인식성능 개선방안 관련연구 분석)

  • Park, So-Hyun;Park, Eun-Young;Park, Young-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.918-921
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    • 2015
  • 최근, 기계와 사람이 상호작용을 하는 HCI(Human-Computer Interaction) 기술이 중요해지고 있다. 그 중에서도 연구가들 사이에서 신체의 골격을 인식하는 동작인식 카메라인 키넥트를 활용한 연구들이 급증하고 있다. 키넥트를 사람과 배경의 깊이를 인식 및 분석한 후 사람인지를 인지한다. 하지만 사람과 배경의 깊이 단계가 같을 경우 사람을 인식하기 힘들다는 한계점이 있다. 본 논문에서는, 이와 같은 한계점을 해결하기 위한 관련 논문을 비교, 분석하고자 한다.

Development of Wave Height Field Measurement System Using a Depth Camera (깊이카메라를 이용한 파고장 계측 시스템의 구축)

  • Kim, Hoyong;Jeon, Chanil;Seo, Jeonghwa
    • Journal of the Society of Naval Architects of Korea
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    • v.58 no.6
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    • pp.382-390
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    • 2021
  • The present study suggests the application of a depth camera for wave height field measurement, focusing on the calibration procedure and test setup. Azure Kinect system is used to measure the water surface elevation, with a field of view of 800 mm × 800 mm and repetition rate of 30 Hz. In the optimal optical setup, the spatial resolution of the field of view is 288 × 320 pixels. To detect the water surface by the depth camera, tracer particles that float on the water and reflects infrared is added. The calibration consists of wave height scaling and correction of the barrel distortion. A polynomial regression model of image correction is established using machine learning. The measurement results by the depth camera are compared with capacitance type wave height gauge measurement, to show good agreement.

HEVC Encoder Optimization using Depth Information (깊이정보를 이용한 HEVC의 인코더 고속화 방법)

  • Lee, Yoon Jin;Bae, Dong In;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.640-655
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    • 2014
  • Many of today's video systems have additional depth camera to provide extra features such as 3D support. Thanks to these changes made in multimedia system, it is now much easier to obtain depth information of the video. Depth information can be used in various areas such as object classification, background area recognition, and so on. With depth information, we can achieve even higher coding efficiency compared to only using conventional method. Thus, in this paper, we propose the 2D video coding algorithm which uses depth information on top of the next generation 2D video codec HEVC. Background area can be recognized with depth information and by performing HEVC with it, coding complexity can be reduced. If current CU is background area, we propose the following three methods, 1) Earlier stop split structure of CU with PU SKIP mode, 2) Limiting split structure of CU with CU information in temporal position, 3) Limiting the range of motion searching. We implement our proposal using HEVC HM 12.0 reference software. With these methods results shows that encoding complexity is reduced more than 40% with only 0.5% BD-Bitrate loss. Especially, in case of video acquired through the Kinect developed by Microsoft Corp., encoding complexity is reduced by max 53% without a loss of quality. So, it is expected that these techniques can apply real-time online communication, mobile or handheld video service and so on.

Temporally-Consistent High-Resolution Depth Video Generation in Background Region (배경 영역의 시간적 일관성이 향상된 고해상도 깊이 동영상 생성 방법)

  • Shin, Dong-Won;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.20 no.3
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    • pp.414-420
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    • 2015
  • The quality of depth images is important in the 3D video system to represent complete 3D contents. However, the original depth image from a depth camera has a low resolution and a flickering problem which shows vibrating depth values in terms of temporal meaning. This problem causes an uncomfortable feeling when we look 3D contents. In order to solve a low resolution problem, we employ 3D warping and a depth weighted joint bilateral filter. A temporal mean filter can be applied to solve the flickering problem while we encounter a residual spectrum problem in the depth image. Thus, after classifying foreground andbackground regions, we use an upsampled depth image for a foreground region and temporal mean image for background region.Test results shows that the proposed method generates a time consistent depth video with a high resolution.

3D Depth Camera-based Obstacle Detection in the Active Safety System of an Electric Wheelchair (전동휠체어 주행안전을 위한 3차원 깊이카메라 기반 장애물검출)

  • Seo, Joonho;Kim, Chang Won
    • Journal of Institute of Control, Robotics and Systems
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    • v.22 no.7
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    • pp.552-556
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    • 2016
  • Obstacle detection is a key feature in the safe driving control of electric wheelchairs. The suggested obstacle detection algorithm was designed to provide obstacle avoidance direction and detect the existence of cliffs. By means of this information, the wheelchair can determine where to steer and whether to stop or go. A 3D depth camera (Microsoft KINECT) is used to scan the 3D point data of the scene, extract information on obstacles, and produce a steering direction for obstacle avoidance. To be specific, ground detection is applied to extract the obstacle candidates from the scanned data and the candidates are projected onto a 2D map. The 2D map provides discretized information of the extracted obstacles to decide on the avoidance direction (left or right) of the wheelchair. As an additional function, cliff detection is developed. By defining the "cliffband," the ratio of the predefined band area and the detected area within the band area, the cliff detection algorithm can decide if a cliff is in front of the wheelchair. Vehicle tests were carried out by applying the algorithm to the electric wheelchair. Additionally, detailed functions of obstacle detection, such as providing avoidance direction and detecting the existence of cliffs, were demonstrated.

A Study on User Interface for Quiz Game Contents using Gesture Recognition (제스처인식을 이용한 퀴즈게임 콘텐츠의 사용자 인터페이스에 대한 연구)

  • Ahn, Jung-Ho
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.91-99
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    • 2012
  • In this paper we introduce a quiz application program that digitizes the analogue quiz game. We digitize the quiz components such as quiz proceeding, participants recognition, problem presentation, volunteer recognition who raises his hand first, answer judgement, score addition, winner decision, etc, which are manually performed in the normal quiz game. For automation, we obtained the depth images from the kinect camera which comes into the spotlight recently, so that we located the quiz participants and recognized the user-friendly defined gestures. Analyzing the depth distribution, we detected and segmented the upper body parts and located the hands' areas. Also, we extracted hand features and designed the decision function that classified the hand pose into palm, fist or else, so that a participant can select the example that he wants among presented examples. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.