手柄识别+骨架手跟踪=>稳定变得困难 [英] Grip Recognition + skeleton hand tracking => stabilization becomes difficult

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问题描述

大家下午好,

我目前面临着一些非常奇怪的事情。

I'm currently facing something quite weird.

技术:  - Kinect 1&   C ++(Qt捆绑+ 3D人体解剖模型)

Technologies : - Kinect 1 & C++ (Qt bundle + 3D human anatomical model)

我用右手控制鼠标位置在应用程序上,抓住对象(主要是为了验证模型上的按钮+抓取器官,然后将它们拖放到垃圾箱中)。

I am using my right hand to control the mouse position over the application, and grabbing the objects (mainly to validate buttons + grabbing organs on the model to then drag and drop them into a bin).

我面临的问题是,当我抓住了,我的指针移动到屏幕右下方50像素。由于我的器官非常小,我经常通过点击所需的器官来完成,抓住肺而不是气管,例如。

The problem I'm facing is that when I am grabbing, my pointer moves ~50 pixels to the bottom right of the screen. Since my organs are pretty small, I often finish by clicking right away from the desired organ, grabbing lungs instead of trachea, for exemple.

我认为它来自我的实施,但测试Kinect示例浏览器中的骨架跟踪示例会产生相同的结果。当进行抓取动作时,骨架甚至右臂变小(大约10/20%)。 

I thought that it came from my implementation, but testing the skeleton tracking example in Kinect example browser leads to the same results. When doing the grabbing movement, the skeleton even has the right arm going smaller (around 10/20% in size). 

我发现如果将kinect放在地上在25/27°角度下,这比在我面前更好(虽然在文档中看到,kinect应该在玩家面前......)。 

I have found that if the kinect is placed on the ground with 25/27° angle, this works better than having it right in front of me (while as seen in the documentation, kinect SHOULD be right in front of the player ...). 

另外,对于手部动作检测,由于项目的3D部分(由外部开发人员给出),我不能使用任何其他东西(据我们搜索)而不是骨架跟踪,并且使用骨架来检测手部似乎很好我想,这些动作。

Also, for hand movement detection, I cant use anything else (as far as we have searched) than skeleton tracking because of the 3D part of the project (given by external developers) and it seems fine to use skeleton to detect hand movements, I think.

你对如何解决这个问题有什么想法吗?也许平滑参数,以便在玩家抓握时骨架不被修改?

Do you have any idea about how to fix this ? Maybe smoothing parameters so skeleton doesnt get modified when the players does a grip ? 




推荐答案

取决于用户手的方向,手臂,肩膀可以投射阴影导致关节闭塞。当发生这种情况时,关节将被推断,因此您应该检查关节的状态,以确保您考虑到

depending on the orientation to the user hand, arm, shoulder you can be casting a shadow causing occlusion of joints. When that happens joints will become inferred and therefore you should be checking the state of the joints to ensure you take that into account.

您使用的是交互api吗?

Are you using interactions api's?

关节平滑参数会在考虑到某些因素的情况下改善关节的稳定性。放置传感器将是关键。确保它位于与地面平行的水平表面上。略微向下改变高度使得你获得一个角度
将使跟踪更加稳定。

Joint smoothing parameters will improve a bit on stability of the joints taking some things into account. Placement of the sensor will be key. Ensure it is on a level surface parallel to the floor. Changing the elevation slightly down so you get an angle will stabilize the tracking a bit better.

参见联合平滑白皮书
http://msdn.microsoft.com/en-us/library/jj131429.aspx

http://msdn.microsoft.com/en-us/library/jj131024.aspx


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