C#Kinect v2 - 头部俯仰角和偏航角(参照系) [英] C# Kinect v2 - Head Pitch and Yaw angle (frame of reference)

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问题描述

Good Morining,


我对此有疑问俯仰角和俯仰角的参照系


出现的角度 ,间距
偏航, 角度
形成 行之间 " -
kinect "人员的 凝视


我的kinect倾向于+ Q度。 (向上,参考地面/楼层)




我想要 能够识别 坐标
x ,y
在飞机上看起来
但是 I不知道
如何解释 俯仰和偏航

如何创建 3D矢量
从头部开始
点(x,y,z),知道 俯仰和偏航 角度?

您有 任何建议吗?



感谢您的合作。

解决方案

您可以从Kinect通过body 框架的floorClipPlane属性了解正确的方向。从那里你可以根据它来纠正身体关节/方向和头部方向。您可以在矢量/四元数上进行搜索,但是这个链接的
可能会有所帮助:


http://www.gamedev.net/topic/544275-quaternion-rotation-based-on-forward-vector-andor-velocity/


Good Morining,

I have a doubt about the frame of reference of pitch and yaw angle of head

The angle that appears, pitch or yaw, is the angle formed between the line "person - kinect" and gaze of the person?

I also have the kinect inclined of +Q degrees. (upward, in reference to the ground/floor)

I would like able to identify the coordinates (x, y) of the point where the person looks on a plane.
But I do not know how to interpret the values of pitch and yaw.
How can i create the 3D vector, that start from the head point (x,y,z), knowing the pitch and yaw angles?
Have you any suggestions?

Thank you for your cooperation.

解决方案

You know up and right directions from the Kinect via the floorClipPlane property from the body frame. From there you can correct the body joint/orientations and head orientation based on that. You can do a search on Vectors/Quaternions, but this link might help:

http://www.gamedev.net/topic/544275-quaternion-rotation-based-on-forward-vector-andor-velocity/


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