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Head tracking funHere's a little thing to impress your friends. It's based off _dust_s HaarKit composition. My question is: I would love to add depth to the head tracking. How do I get depth information from the Apply Haar Cascade or Optical Flow Points patches? If I can get a scaling rectangle for the tracked face, I can infer the z axis, and really improve this. -SW More like this
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You can get depth information with CV. Simply get two points and calculate the distance.
wow that works real good with the new cv tools. running the haar through the optical flow was more or less a dirty patch to the defunct haar patch of old cv tools but that works real well like i said with the new cv tools.
Hiya dust --
I've been through all the QC head trackers, and your implementation -- dirty patch or not is hands down the only one that really does the job :-)
This is what I'm after... http://www.youtube.com/watch?v=Jd3-eiid-Uw#t=2m57s
So, any ideas on getting the depth axis?
All the best -SW
Not sure if this helps, but over the past week I've been experimenting with head tracking in QC using a Wii Remote. Same basic idea as Johnny Lee's video you posted.
With the Wii Remote, the Z Axis (depth) needs to be calculated from the X and Y positions of 2 infrared lights (the sensor bar), as the raw IR data of the Wii Remote doesn't measure a Z value.
Basically, the calculation seems to be:
sqrt((Y2-Y1)^2 + (X1-X2)^2)
There's some additional calculations to scale that data, but that's the backbone of the depth axis.
I couldn't view your file so I have no idea if this helps - but I've attached a .qtz showing what I mean (the part in red notation is the Z Axis calc). This uses the Kineme WiiMote Control patch, of course.
Btw, all credit to Keith Lang for that Z Axis calc (http://www.pixelcorps.tv/macbreak161) - it was the final piece in the puzzle that my shaky maths couldn't quite slot into place.