1,870 research outputs found

    Kinect Range Sensing: Structured-Light versus Time-of-Flight Kinect

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    Recently, the new Kinect One has been issued by Microsoft, providing the next generation of real-time range sensing devices based on the Time-of-Flight (ToF) principle. As the first Kinect version was using a structured light approach, one would expect various differences in the characteristics of the range data delivered by both devices. This paper presents a detailed and in-depth comparison between both devices. In order to conduct the comparison, we propose a framework of seven different experimental setups, which is a generic basis for evaluating range cameras such as Kinect. The experiments have been designed with the goal to capture individual effects of the Kinect devices as isolatedly as possible and in a way, that they can also be adopted, in order to apply them to any other range sensing device. The overall goal of this paper is to provide a solid insight into the pros and cons of either device. Thus, scientists that are interested in using Kinect range sensing cameras in their specific application scenario can directly assess the expected, specific benefits and potential problem of either device.Comment: 58 pages, 23 figures. Accepted for publication in Computer Vision and Image Understanding (CVIU

    A multi-projector CAVE system with commodity hardware and gesture-based interaction

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    Spatially-immersive systems such as CAVEs provide users with surrounding worlds by projecting 3D models on multiple screens around the viewer. Compared to alternative immersive systems such as HMDs, CAVE systems are a powerful tool for collaborative inspection of virtual environments due to better use of peripheral vision, less sensitivity to tracking errors, and higher communication possibilities among users. Unfortunately, traditional CAVE setups require sophisticated equipment including stereo-ready projectors and tracking systems with high acquisition and maintenance costs. In this paper we present the design and construction of a passive-stereo, four-wall CAVE system based on commodity hardware. Our system works with any mix of a wide range of projector models that can be replaced independently at any time, and achieves high resolution and brightness at a minimum cost. The key ingredients of our CAVE are a self-calibration approach that guarantees continuity across the screen, as well as a gesture-based interaction approach based on a clever combination of skeletal data from multiple Kinect sensors.Preprin

    Cross-calibration of Time-of-flight and Colour Cameras

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    Time-of-flight cameras provide depth information, which is complementary to the photometric appearance of the scene in ordinary images. It is desirable to merge the depth and colour information, in order to obtain a coherent scene representation. However, the individual cameras will have different viewpoints, resolutions and fields of view, which means that they must be mutually calibrated. This paper presents a geometric framework for this multi-view and multi-modal calibration problem. It is shown that three-dimensional projective transformations can be used to align depth and parallax-based representations of the scene, with or without Euclidean reconstruction. A new evaluation procedure is also developed; this allows the reprojection error to be decomposed into calibration and sensor-dependent components. The complete approach is demonstrated on a network of three time-of-flight and six colour cameras. The applications of such a system, to a range of automatic scene-interpretation problems, are discussed.Comment: 18 pages, 12 figures, 3 table

    RGBD Datasets: Past, Present and Future

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    Since the launch of the Microsoft Kinect, scores of RGBD datasets have been released. These have propelled advances in areas from reconstruction to gesture recognition. In this paper we explore the field, reviewing datasets across eight categories: semantics, object pose estimation, camera tracking, scene reconstruction, object tracking, human actions, faces and identification. By extracting relevant information in each category we help researchers to find appropriate data for their needs, and we consider which datasets have succeeded in driving computer vision forward and why. Finally, we examine the future of RGBD datasets. We identify key areas which are currently underexplored, and suggest that future directions may include synthetic data and dense reconstructions of static and dynamic scenes.Comment: 8 pages excluding references (CVPR style

    Real-time marker-less multi-person 3D pose estimation in RGB-Depth camera networks

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    This paper proposes a novel system to estimate and track the 3D poses of multiple persons in calibrated RGB-Depth camera networks. The multi-view 3D pose of each person is computed by a central node which receives the single-view outcomes from each camera of the network. Each single-view outcome is computed by using a CNN for 2D pose estimation and extending the resulting skeletons to 3D by means of the sensor depth. The proposed system is marker-less, multi-person, independent of background and does not make any assumption on people appearance and initial pose. The system provides real-time outcomes, thus being perfectly suited for applications requiring user interaction. Experimental results show the effectiveness of this work with respect to a baseline multi-view approach in different scenarios. To foster research and applications based on this work, we released the source code in OpenPTrack, an open source project for RGB-D people tracking.Comment: Submitted to the 2018 IEEE International Conference on Robotics and Automatio

    3D Data Acquisition and Registration using Two Opposing Kinects

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