Friday 30 September 2011

KInect fully tracked hands and head, resizing with depth

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.

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...

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.

Skeletal data

http://channel9.msdn.com/Series/KinectSDKQuickstarts/Skeletal-Tracking-Fundamentals

Thursday 15 September 2011

Gesture, Thought & Memory

http://www.columbia.edu/~rmk7/PDF/GestMem.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

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

Princeton Shape Retrieval and Analysis Group

For describing and searching 3d shapes:

http://gfx.cs.princeton.edu/proj/shape/

Friday 26 August 2011

Kinect Interactive Visuals

Kinect Interactive Visuals

Gesture Based Object Recognition – Kinect Data Miming

Gesture Based Object Recognition – Kinect Data Miming

Kinect MS Surface 2.0 SDK for the EVOLUCE Two

Kinect MS Surface 2.0 SDK for the EVOLUCE Two

Kinect MultiTouch Surface with Grasshopper (For Architects)

Kinect MultiTouch Surface with Grasshopper (For Architects)

Kinect Real Time 3D Surface Reconstruction – KinectFusion

Kinect Real Time 3D Surface Reconstruction – KinectFusion

Gigantic Kinect Brick Game on a Building

Gigantic Kinect Brick Game on a Building

Kinect Sand Landscapes Toy

Kinect Sand Landscapes Toy

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.

Thursday 19 May 2011

Unity car AI - with collision avoidance

Simple, simple collision avoidance.

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.