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公开(公告)号:US20120196679A1
公开(公告)日:2012-08-02
申请号:US13017587
申请日:2011-01-31
申请人: Richard Newcombe , Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Pushmeet Kohli , Andrew Fitzgibbon , Stephen Edward Hodges , David Alexander Butler
发明人: Richard Newcombe , Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Pushmeet Kohli , Andrew Fitzgibbon , Stephen Edward Hodges , David Alexander Butler
CPC分类号: A63F13/00 , A63F13/06 , A63F2300/1087 , A63F2300/69 , G06K9/00 , G06K9/00664 , G06T7/251 , G06T7/30 , G06T2207/10028 , G06T2207/10048 , G06T2207/30244
摘要: Real-time camera tracking using depth maps is described. In an embodiment depth map frames are captured by a mobile depth camera at over 20 frames per second and used to dynamically update in real-time a set of registration parameters which specify how the mobile depth camera has moved. In examples the real-time camera tracking output is used for computer game applications and robotics. In an example, an iterative closest point process is used with projective data association and a point-to-plane error metric in order to compute the updated registration parameters. In an example, a graphics processing unit (GPU) implementation is used to optimize the error metric in real-time. In some embodiments, a dense 3D model of the mobile camera environment is used.
摘要翻译: 描述使用深度图的实时相机跟踪。 在一个实施例中,深度图帧由移动深度相机以每秒20帧的速度捕获,并且用于实时动态地更新一组注册参数,这些参数指定移动深度相机已经移动。 在实例中,实时相机跟踪输出用于计算机游戏应用和机器人。 在一个例子中,迭代最近点处理与投影数据关联和点到平面误差度量一起使用,以便计算更新的注册参数。 在一个例子中,使用图形处理单元(GPU)实现来实时优化误差度量。 在一些实施例中,使用移动照相机环境的密集3D模型。
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公开(公告)号:US20120113140A1
公开(公告)日:2012-05-10
申请号:US12940322
申请日:2010-11-05
申请人: Otmar Hilliges , David Kim , Shahram Izadi , David Molyneaux , Stephen Edward Hodges , David Alexander Butler
发明人: Otmar Hilliges , David Kim , Shahram Izadi , David Molyneaux , Stephen Edward Hodges , David Alexander Butler
IPC分类号: G09G5/00
CPC分类号: G06F3/011 , A63F13/06 , A63F13/20 , G02B27/0101 , G02B2027/0138 , G02B2027/014 , G02B2027/0145 , G06F3/012 , G06F3/013 , G06F3/017 , G06F3/0304 , G06T19/006 , H04N13/30 , H04N13/366
摘要: Augmented reality with direct user interaction is described. In one example, an augmented reality system comprises a user-interaction region, a camera that captures images of an object in the user-interaction region, and a partially transparent display device which combines a virtual environment with a view of the user-interaction region, so that both are visible at the same time to a user. A processor receives the images, tracks the object's movement, calculates a corresponding movement within the virtual environment, and updates the virtual environment based on the corresponding movement. In another example, a method of direct interaction in an augmented reality system comprises generating a virtual representation of the object having the corresponding movement, and updating the virtual environment so that the virtual representation interacts with virtual objects in the virtual environment. From the user's perspective, the object directly interacts with the virtual objects.
摘要翻译: 描述了与直接用户交互的增强现实。 在一个示例中,增强现实系统包括用户交互区域,捕获用户交互区域中的对象的图像的相机以及将虚拟环境与用户交互区域的视图组合的部分透明显示设备 ,这样两者都可以同时显示给用户。 处理器接收图像,跟踪对象的移动,计算虚拟环境中的相应移动,并且基于相应的移动来更新虚拟环境。 在另一示例中,增强现实系统中的直接交互的方法包括生成具有相应移动的对象的虚拟表示,并且更新虚拟环境,使得虚拟表示与虚拟环境中的虚拟对象交互。 从用户的角度来看,对象直接与虚拟对象进行交互。
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公开(公告)号:US09053571B2
公开(公告)日:2015-06-09
申请号:US13154288
申请日:2011-06-06
申请人: Jamie Daniel Joseph Shotton , Shahram Izadi , Otmar Hilliges , David Kim , David Molyneaux , Pushmeet Kohli , Andrew Fitzgibbon , Stephen Edward Hodges
发明人: Jamie Daniel Joseph Shotton , Shahram Izadi , Otmar Hilliges , David Kim , David Molyneaux , Pushmeet Kohli , Andrew Fitzgibbon , Stephen Edward Hodges
CPC分类号: G06T7/251 , G06T17/10 , G06T2200/08 , G06T2207/10028
摘要: Generating computer models of 3D objects is described. In one example, depth images of an object captured by a substantially static depth camera are used to generate the model, which is stored in a memory device in a three-dimensional volume. Portions of the depth image determined to relate to the background are removed to leave a foreground depth image. The position and orientation of the object in the foreground depth image is tracked by comparison to a preceding depth image, and the foreground depth image is integrated into the volume by using the position and orientation to determine where to add data derived from the foreground depth image into the volume. In examples, the object is hand-rotated by a user before the depth camera. Hands that occlude the object are integrated out of the model as they do not move in sync with the object due to re-gripping.
摘要翻译: 描述生成3D对象的计算机模型。 在一个示例中,使用由基本上静态的深度相机拍摄的对象的深度图像来生成存储在三维体积中的存储器设备中的模型。 确定与背景相关的深度图像的部分被去除以留下前景深度图像。 通过与前一个深度图像进行比较来跟踪前景深度图像中的对象的位置和方向,并且通过使用位置和方向来将前景深度图像集成到卷中,以确定在哪里添加从前景深度图像导出的数据 进入卷。 在示例中,该对象在深度相机之前由用户手动旋转。 闭合对象的手从模型中集成出来,因为它们不会因为重新抓取而与对象同步移动。
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公开(公告)号:US08570320B2
公开(公告)日:2013-10-29
申请号:US13017729
申请日:2011-01-31
申请人: Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Pushmeet Kohli , Andrew Fitzgibbon , Stephen Edward Hodges , David Alexander Butler
发明人: Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Pushmeet Kohli , Andrew Fitzgibbon , Stephen Edward Hodges , David Alexander Butler
CPC分类号: G06F3/011 , A63F13/65 , A63F2300/1087 , A63F2300/6009 , G06T7/20 , G06T17/00 , G06T2207/10016 , G06T2207/10028 , G06T2207/30244
摘要: Use of a 3D environment model in gameplay is described. In an embodiment, a mobile depth camera is used to capture a series of depth images as it is moved around and a dense 3D model of the environment is generated from this series of depth images. This dense 3D model is incorporated within an interactive application, such as a game. The mobile depth camera is then placed in a static position for an interactive phase, which in some examples is gameplay, and the system detects motion of a user within a part of the environment from a second series of depth images captured by the camera. This motion provides a user input to the interactive application, such as a game. In further embodiments, automatic recognition and identification of objects within the 3D model may be performed and these identified objects then change the way that the interactive application operates.
摘要翻译: 描述了在游戏中使用3D环境模型。 在一个实施例中,移动深度相机被用来捕获一系列深度图像,因为它被移动,并且从该系列深度图像生成环境的密集3D模型。 这种密集的3D模型被并入在诸如游戏的交互式应用中。 然后将移动深度相机放置在用于交互式相位的静态位置,在一些示例中为游戏画面,并且系统从相机拍摄的第二系列深度图像中检测环境部分内的用户的运动。 该运动向诸如游戏的交互式应用提供用户输入。 在另外的实施例中,可以执行3D模型内的对象的自动识别和识别,并且这些识别的对象然后改变交互式应用程序的操作方式。
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公开(公告)号:US20120194644A1
公开(公告)日:2012-08-02
申请号:US13017474
申请日:2011-01-31
申请人: Richard Newcombe , Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Pushmeet Kohli , Andrew Fitzgibbon , Stephen Edward Hodges , David Alexander Butler
发明人: Richard Newcombe , Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Pushmeet Kohli , Andrew Fitzgibbon , Stephen Edward Hodges , David Alexander Butler
IPC分类号: H04N5/225
CPC分类号: G06T7/20 , G06T7/74 , G06T2207/10016 , G06T2207/10021 , G06T2207/10024 , G06T2207/10028 , G06T2207/30244
摘要: Mobile camera localization using depth maps is described for robotics, immersive gaming, augmented reality and other applications. In an embodiment a mobile depth camera is tracked in an environment at the same time as a 3D model of the environment is formed using the sensed depth data. In an embodiment, when camera tracking fails, this is detected and the camera is relocalized either by using previously gathered keyframes or in other ways. In an embodiment, loop closures are detected in which the mobile camera revisits a location, by comparing features of a current depth map with the 3D model in real time. In embodiments the detected loop closures are used to improve the consistency and accuracy of the 3D model of the environment.
摘要翻译: 使用深度图的移动摄像机定位被描述为机器人,沉浸式游戏,增强现实和其他应用。 在一个实施例中,移动深度相机在环境中跟踪,同时使用感测的深度数据形成环境的3D模型。 在一个实施例中,当相机跟踪失败时,检测到该相机并且通过使用先前收集的关键帧或以其它方式来重新定位相机。 在一个实施例中,通过将当前深度图与3D模型的特征实时比较,检测到环路闭合,其中移动摄像机重新访问位置。 在实施例中,检测到的环路闭合用于改善环境的3D模型的一致性和准确性。
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公开(公告)号:US20120113223A1
公开(公告)日:2012-05-10
申请号:US12940383
申请日:2010-11-05
申请人: Otmar Hilliges , David Kim , Shahram Izadi , David Molyneaux , Stephen Edward Hodges , David Alexander Butler
发明人: Otmar Hilliges , David Kim , Shahram Izadi , David Molyneaux , Stephen Edward Hodges , David Alexander Butler
CPC分类号: G06F3/017 , G06F3/011 , G06F3/04815
摘要: Techniques for user-interaction in augmented reality are described. In one example, a direct user-interaction method comprises displaying a 3D augmented reality environment having a virtual object and a real first and second object controlled by a user, tracking the position of the objects in 3D using camera images, displaying the virtual object on the first object from the user's viewpoint, and enabling interaction between the second object and the virtual object when the first and second objects are touching. In another example, an augmented reality system comprises a display device that shows an augmented reality environment having a virtual object and a real user's hand, a depth camera that captures depth images of the hand, and a processor. The processor receives the images, tracks the hand pose in six degrees-of-freedom, and enables interaction between the hand and the virtual object.
摘要翻译: 描述了增强现实中用户交互的技术。 在一个示例中,直接用户交互方法包括显示具有虚拟对象的3D增强现实环境和由用户控制的真实的第一和第二对象,使用相机图像在3D中跟踪对象的位置,将虚拟对象显示在 从用户的角度看第一个对象,并且当第一和第二个对象接触时,使第二个对象和虚拟对象之间能够进行交互。 在另一示例中,增强现实系统包括显示装置,其显示具有虚拟对象和实际用户的手的增强现实环境,捕获手的深度图像的深度相机和处理器。 处理器接收图像,以六自由度跟踪手姿势,并且实现手和虚拟对象之间的交互。
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公开(公告)号:US08587583B2
公开(公告)日:2013-11-19
申请号:US13017690
申请日:2011-01-31
申请人: Richard Newcombe , Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Stephen Edward Hodges , David Alexander Butler , Andrew Fitzgibbon , Pushmeet Kohli
发明人: Richard Newcombe , Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Stephen Edward Hodges , David Alexander Butler , Andrew Fitzgibbon , Pushmeet Kohli
CPC分类号: G06T17/00 , G06T2200/08
摘要: Three-dimensional environment reconstruction is described. In an example, a 3D model of a real-world environment is generated in a 3D volume made up of voxels stored on a memory device. The model is built from data describing a camera location and orientation, and a depth image with pixels indicating a distance from the camera to a point in the environment. A separate execution thread is assigned to each voxel in a plane of the volume. Each thread uses the camera location and orientation to determine a corresponding depth image location for its associated voxel, determines a factor relating to the distance between the associated voxel and the point in the environment at the corresponding location, and updates a stored value at the associated voxel using the factor. Each thread iterates through an equivalent voxel in the remaining planes of the volume, repeating the process to update the stored value.
摘要翻译: 描述了三维环境重建。 在一个示例中,在由存储在存储器件上的体素组成的3D体积中生成真实世界环境的3D模型。 该模型是从描述相机位置和方向的数据构建的,以及具有指示从相机到环境中的点的距离的像素的深度图像。 单独的执行线程被分配给卷的平面中的每个体素。 每个线程使用摄像机位置和方向来确定其相关体素的相应深度图像位置,确定与相关体素和相应位置处的环境中的点之间的距离有关的因子,并更新相关联的体素的存储值 体素使用因子。 每个线程遍历卷的剩余平面中的等效体素,重复更新存储值的过程。
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公开(公告)号:US20120194517A1
公开(公告)日:2012-08-02
申请号:US13017729
申请日:2011-01-31
申请人: Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Pushmeet Kohli , Andrew Fitzgibbon , Stephen Edward Hodges , David Alexander Butler
发明人: Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Pushmeet Kohli , Andrew Fitzgibbon , Stephen Edward Hodges , David Alexander Butler
IPC分类号: G06T17/00
CPC分类号: G06F3/011 , A63F13/65 , A63F2300/1087 , A63F2300/6009 , G06T7/20 , G06T17/00 , G06T2207/10016 , G06T2207/10028 , G06T2207/30244
摘要: Use of a 3D environment model in gameplay is described. In an embodiment, a mobile depth camera is used to capture a series of depth images as it is moved around and a dense 3D model of the environment is generated from this series of depth images. This dense 3D model is incorporated within an interactive application, such as a game. The mobile depth camera is then placed in a static position for an interactive phase, which in some examples is gameplay, and the system detects motion of a user within a part of the environment from a second series of depth images captured by the camera. This motion provides a user input to the interactive application, such as a game. In further embodiments, automatic recognition and identification of objects within the 3D model may be performed and these identified objects then change the way that the interactive application operates.
摘要翻译: 描述了在游戏中使用3D环境模型。 在一个实施例中,移动深度相机被用来捕获一系列深度图像,因为它被移动,并且从该系列深度图像生成环境的密集3D模型。 这种密集的3D模型被并入在诸如游戏的交互式应用中。 然后将移动深度相机放置在用于交互式相位的静态位置,在一些示例中为游戏画面,并且系统从相机拍摄的第二系列深度图像中检测环境部分内的用户的运动。 该运动向诸如游戏的交互式应用提供用户输入。 在另外的实施例中,可以执行3D模型内的对象的自动识别和识别,并且这些识别的对象然后改变交互式应用程序的操作方式。
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公开(公告)号:US20120194516A1
公开(公告)日:2012-08-02
申请号:US13017690
申请日:2011-01-31
申请人: Richard Newcombe , Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Stephen Edward Hodges , David Alexander Butler , Andrew Fitzgibbon , Pushmeet Kohli
发明人: Richard Newcombe , Shahram Izadi , David Molyneaux , Otmar Hilliges , David Kim , Jamie Daniel Joseph Shotton , Stephen Edward Hodges , David Alexander Butler , Andrew Fitzgibbon , Pushmeet Kohli
IPC分类号: G06T17/00
CPC分类号: G06T17/00 , G06T2200/08
摘要: Three-dimensional environment reconstruction is described. In an example, a 3D model of a real-world environment is generated in a 3D volume made up of voxels stored on a memory device. The model is built from data describing a camera location and orientation, and a depth image with pixels indicating a distance from the camera to a point in the environment. A separate execution thread is assigned to each voxel in a plane of the volume. Each thread uses the camera location and orientation to determine a corresponding depth image location for its associated voxel, determines a factor relating to the distance between the associated voxel and the point in the environment at the corresponding location, and updates a stored value at the associated voxel using the factor. Each thread iterates through an equivalent voxel in the remaining planes of the volume, repeating the process to update the stored value.
摘要翻译: 描述了三维环境重建。 在一个示例中,在由存储在存储器件上的体素组成的3D体积中生成真实世界环境的3D模型。 该模型是从描述相机位置和方向的数据构建的,以及具有指示从相机到环境中的点的距离的像素的深度图像。 单独的执行线程被分配给卷的平面中的每个体素。 每个线程使用摄像机位置和方向来确定其相关体素的相应深度图像位置,确定与相关体素和相应位置处的环境中的点之间的距离有关的因子,并更新相关联的体素的存储值 体素使用因素。 每个线程遍历卷的剩余平面中的等效体素,重复更新存储值的过程。
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公开(公告)号:US20120117514A1
公开(公告)日:2012-05-10
申请号:US12939891
申请日:2010-11-04
CPC分类号: G06F3/011 , G06F3/017 , G06F3/0304
摘要: Three-dimensional user interaction is described. In one example, a virtual environment having virtual objects and a virtual representation of a user's hand with digits formed from jointed portions is generated, a point on each digit of the user's hand is tracked, and the virtual representation's digits controlled to correspond to those of the user. An algorithm is used to calculate positions for the jointed portions, and the physical forces acting between the virtual representation and objects are simulated. In another example, an interactive computer graphics system comprises a processor that generates the virtual environment, a display device that displays the virtual objects, and a camera that capture images of the user's hand. The processor uses the images to track the user's digits, computes the algorithm, and controls the display device to update the virtual objects on the display device by simulating the physical forces.
摘要翻译: 描述三维用户交互。 在一个示例中,生成具有虚拟对象的虚拟环境和由联合部分形成的数字的用户的手的虚拟表示,跟踪用户手的每个数字上的点,并且将虚拟表示的数字控制为对应于 用户。 使用算法来计算接合部分的位置,并且模拟在虚拟表示和对象之间作用的物理力。 在另一示例中,交互式计算机图形系统包括生成虚拟环境的处理器,显示虚拟对象的显示设备和捕获用户手的图像的相机。 处理器使用图像跟踪用户的数字,计算算法,并控制显示设备通过模拟物理力量来更新显示设备上的虚拟对象。
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