computer vision for interactive computer graphics
DESCRIPTION
Presentation of a thesis work on Computer Vision for Interactive Computer GraphicsTRANSCRIPT
Name: Alam Shah
ID:10-17685-3
Course Instructor:
KHAN, MD. AL-FARABI
Computer Vision for Interactive
Computer Graphics
A thesis work done by the
authors-
M. Roth, K. Tanaka, C.
Weissman, W. Yerazunis
TR99-02 January 1999
What is computer Vision?
Computer vision is a field that includes
methods for acquiring, processing,
analyzing and understanding images and
high-dimensional data from the real world
in order to produce numerical or symbolic
information
Why we use computer Vision?
• Human-computer interaction
• Computers interpret user movements, gestures
and glances via fundamental visual algorithms.
• Visual algorithms: tracking, shape recognition
and motion analysis
• Interactive apps : response time is fast,
algorithms work for different subject and
environment and economical.
Tracking Objects
• Different methods and techniques are
used to track objects from the real world
• Interactive applications can track two
types of objects –
1. Large objects
2. Small objects
Large Object Tracking
• Large objects like
hand or body tracked.
• Object is in front of
camera.
• Image properties
(Image moments),
and artificial retina
chip do the trick.
Small Object Tracking
• Large objects tracking
techniques not
adequate.
• Track small objects
through template
based technique –
normalized correlation
Normalized Correlation
• Examine the fit of an object template to every position in the analyzed image.
• The Location of maximum correlation gives the position of the candidate hand.
• The value of that correlation indicates how likely the image region is to be a hand.
Example : Television Remote
• To turn on the television, the user holds up his hand.
• A graphical hand icon with sliders and buttons appears on the graphics display.
• Move hand to control the hand icon
Conclusion
• Simple vision algorithms with restrictive
interactivity allows human-computer
interaction possible.
• Advances in algorithms and availability of
low-cost hardware will make interactive
human-computer interactions possible in
everyday life.
References[1] R. Bajcsy. Active perception. IEEE Proceedings, 76(8):996-1006, 1988.
[2] A. Blake and M. Isard. 3D position, attitude and shape input using video tracking of hands and lips. In Proc. SIGGRAPH 94,pages 185{192, 1994. In Computer Graphics, Annual Conference Series.
[3] T. Darrell, P. Maes, B. Blumberg, and A. P.Pentland. Situated vision and behavior for interactive environments. Technical Report 261, M.I.T. Media Laboratory, Perceptual Computing Group, 20 Ames St., Cambridge, MA 02139, 1994.
[4] I. Essa, editor. International Workshop on Automatic Face- and Gesture-Recognition.IEEE Computer Society, Killington, Vermont, 1997.
[5] W. T. Freeman and M. Roth. Orientation histograms for hand gesture recognition. In M. Bichsel, editor, Intl. Workshop on automatic face and gesture-recognition, Zurich, Switzerland, 1995. Dept. of Computer Science, University of Zurich, CH-8057.
[6] W. T. Freeman and C. Weissman. Television control by hand gestures. In M. Bichsel, editor, Intl. Workshop on automatic face and gesture recognition, Zurich, Switzerland, 1995. Dept. of Computer Science, University of Zurich, CH-8057.
End of the Presentation
Thank You