As i wanted to do, I've isolated the head and hands, tracked them quite well and put the ellipses from previous tests over the top.
The ellipses are now resizing with depth quite nicely as well.
I guess next is placing 3D tracks of the hands and then working out a good solution to save the tracks to file.
Friday, 30 September 2011
Kinect Skeleton overlayed onto the video stream
I've now tweaked some stuff to get the skeleton working with the depth reading to ensure that it maps properly on top of the person in the video, rather than the issues shown in the last video.
Hopefully next steps are removing the full skeleton, adding some hand glow and then adding the tracks to build the models.... Nice...
Hopefully next steps are removing the full skeleton, adding some hand glow and then adding the tracks to build the models.... Nice...
Thursday, 29 September 2011
Arduino Children's Energy Monitor
This is an energy monitor I put together for my friend: http://elletweedy.wordpress.com/
It's designed to show energy usage in an easy and interesting way for kids.
It uses an Arduino board which measures the power used by an appliance. When the kid keeps the energy within certain boundaries they gain rewards which build up over time.
It's pretty much like sustainable energy Tamagotchi.
Saturday, 24 September 2011
Resizing circles with depth of hands and head with kinect
I've got the kinect all working now, and am tracking my hands and head with some circles. And I've overlaid them on top of the raw video.
Something i noticed with the tutorials:
http://channel9.msdn.com/Series/KinectSDKQuickstarts/Skeletal-Tracking-Fundamentals
Is the fact that the tracking doesn't take into account how far you are from the sensor. So i've added some code that changes the size of the circles depending on the distance.
Next i need to change the code so the circles move less when you are further away. You'll see that, at present, when you get further away, they still try to fill the screen.
Something i noticed with the tutorials:
http://channel9.msdn.com/Series/KinectSDKQuickstarts/Skeletal-Tracking-Fundamentals
Is the fact that the tracking doesn't take into account how far you are from the sensor. So i've added some code that changes the size of the circles depending on the distance.
Next i need to change the code so the circles move less when you are further away. You'll see that, at present, when you get further away, they still try to fill the screen.
Friday, 23 September 2011
Thursday, 15 September 2011
Gesture, Thought & Memory
http://www.columbia.edu/~rmk7/PDF/GestMem.pdf
http://mcneilllab.uchicago.edu/pdfs/gesture.thought.fundamentals.pdf
http://mcneilllab.uchicago.edu/pdfs/gesture.thought.fundamentals.pdf
Data Miming
http://www.christianholz.net/data_miming.html
http://research.microsoft.com/en-us/um/people/awilson/publications/HolzCHI2011/HolzCHI2011.pdf
http://research.microsoft.com/en-us/um/people/awilson/publications/HolzCHI2011/HolzCHI2011.pdf
3D matching papers
http://www.cs.princeton.edu/~funk/sbim08.pdf
https://jhalderm.com/pub/papers/search-tog03.pdf
http://www.cs.jhu.edu/~misha/MyPapers/WEB3D.pdf
https://jhalderm.com/pub/papers/search-tog03.pdf
http://www.cs.jhu.edu/~misha/MyPapers/WEB3D.pdf
Princeton Shape Retrieval and Analysis Group
For describing and searching 3d shapes:
http://gfx.cs.princeton.edu/proj/shape/
http://gfx.cs.princeton.edu/proj/shape/
Friday, 26 August 2011
Sunday, 29 May 2011
Unity car AI with collision avoidance, improved cornering
Cornering:
Before the car picks a new waypoint i.e. makes a turn it works out if it is a left turn.
If it is a left turn then it turns early, otherwise it turns late.
This can then be used for advanced stuff later.
Collision detection:
Now improved, casts a ray in front of the car and stops if stuff is in the way.
I put loads of cars in and most do well, the main problem is the crossroads.
Basically because they don't give way to anything, just stop if something's in front.
This is where the advanced stuff for turns can come in.
Before the car picks a new waypoint i.e. makes a turn it works out if it is a left turn.
If it is a left turn then it turns early, otherwise it turns late.
This can then be used for advanced stuff later.
Collision detection:
Now improved, casts a ray in front of the car and stops if stuff is in the way.
I put loads of cars in and most do well, the main problem is the crossroads.
Basically because they don't give way to anything, just stop if something's in front.
This is where the advanced stuff for turns can come in.
Thursday, 19 May 2011
Unity car AI - with collision avoidance
Simple, simple collision avoidance.
Making better at the moment
Making better at the moment
Car AI Code
Hi, a couple of people have asked for code so here it is: Code
This is for the cars that try and avoid each other.
If you do anything cool with it, please let me know so we can make sure we're not both trying to do the same thing.
Wednesday, 18 May 2011
Even more car AI in unity
Code is now simplified, got rid of gears, neighbours are only searched for once at the beginning, corners are handled better now as well.
Also, if the car ever faces away from its destination it will find a new way round rather than reversing into the front of another car.
A couple of crashes with lots of cars but to be honest that's not too bad considering they all ignore each other. Next step is obstacle avoidance.
Tuesday, 17 May 2011
More Car AI
Some more car AI using Unity 3D using 1 waypoint for each corner.
this is the same as the previous video but using textured roads rather than those stupid cylinders.
A bit of trouble with the random start waypoints causing crashes - possible solution: spawn cars next to first destination
Some wide cornering, maybe due to time taken to find new destination - possible solution: pre-plan next dest when a bit further away, but still switch at the same point.
I can also speed this up by letting all waypoints know their neighbours once at the beginning of the script, rather than searching for them each time a car comes to them.
Monday, 16 May 2011
Start of Dissertation: Some car AI
Here's some car AI using Unity 3D using 1 waypoint for each corner. The hope is that after a while this should make a working traffic system.
Base code from here: http://www.gotow.net/andrew/blog/?page_id=78
The cars do settle into some nice motion at points, however the fact that thy all choose a random starting destination causes some crashes!
Slight tweakage should fix that.
I'll post code when its a bit more stable.
Base code from here: http://www.gotow.net/andrew/blog/?page_id=78
The cars do settle into some nice motion at points, however the fact that thy all choose a random starting destination causes some crashes!
Slight tweakage should fix that.
I'll post code when its a bit more stable.
Subscribe to:
Posts (Atom)