Real-Time Marker Tracking with Microsoft Kinect

dc.contributor.authorGunter, Alexanderen_US
dc.contributor.authorRobb, Andrewen_US
dc.contributor.authorJones, J. Adamen_US
dc.contributor.editorTom Coffin and Gabriel Zachmann and Akihiko Shirai and Regis Kopper and Pedro Morilloen_US
dc.date.accessioned2016-12-07T07:45:05Z
dc.date.available2016-12-07T07:45:05Z
dc.date.issued2016
dc.description.abstractIn this document, we discuss a work-in-progress which will implement real-time marker tracking with the Microsoft Kinect. The Kinect uses an infrared depth sensor to capture 3D video, and retroreflective surfaces are not visible to this sensor. Thus we can adhere anular markers made of retroreflective material to a surface and identify them in the depth sensor's output. By placing a non-reflective surface at the marker's center and identifying it in the depth image, we can track the marker a surface and map it to a point in a virtual space. We are able to identify potential markers using an optimized and modified version of the flood fill algorithm, and we will filter out noise by validating potential markers against the known topology and dimensions of the markers.Our goal is to demonstrate real-time tracking and virtual representation of the marker using the Unity Game Engine.en_US
dc.description.sectionheadersPosters
dc.description.seriesinformationICAT-EGVE 2016 - Posters and Demos
dc.identifier.doi10.2312/egve.20161451
dc.identifier.isbn978-3-03868-027-7
dc.identifier.pages15-16
dc.identifier.urihttps://doi.org/10.2312/egve.20161451
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20161451
dc.publisherThe Eurographics Associationen_US
dc.subjectI.4.8 [Computer Graphics]
dc.subjectScene Analysis
dc.subjectTracking
dc.titleReal-Time Marker Tracking with Microsoft Kinecten_US
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