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研究生:洪嘉偉
研究生(外文):Jia-Wei Hung
論文名稱:基於指尖追蹤之互動式3D建製系統
論文名稱(外文):An Interactive 3D Modeling System Based on Fingertip Tracking
指導教授:張意政
指導教授(外文):I-Cheng Chang
學位類別:碩士
校院名稱:國立東華大學
系所名稱:資訊工程學系
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2012
畢業學年度:100
論文頁數:33
中文關鍵詞:指尖追蹤變型物件編輯人機互動
外文關鍵詞:fingertip trackingdeformationmodel editinghuman-computer interaction(HCI)
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隨著近幾年人機介面(HCI)科技的發展,藉由身體來操作的互動系統相關的研究越來越受到人們的重視。舉例來說,像是一些多媒體的周邊儀器如Kinect、Wii remote controller跟PlayStation Moven所提供的直覺操控能力,使用者可以藉由擺動他們的雙手或身體來玩遊戲;另外有些行動裝置如iPhone、iPad所提供的觸碰螢幕界面,使用者可以利用手指的滑動或觸碰螢幕來進行操作。直覺且自然的低限制操作方式,在HCI領域裡儼然成為一種趨勢。
在美術產業上,藝術家或設計家可以快速地在短時間內用黏土或石膏捏製出一個粗胚模型。但是如果要創建一個數位模型,藉由編輯軟體如Maya及3dStudio來做,過程將比平常複雜許多。另外,利用2D儀器如滑鼠及手寫板來在電腦中編輯3D模型本身就是不自然且有難度。
本研究的目標即是提出一個即時運作的3D模型編輯系統,並且將它跟一個當為操作介面的指尖追蹤系統進行整合。我們結合這兩個彼此獨立的技術並克服了應用上的一些問題,如追蹤雜訊的去除及系統反應時間的加速。我們打破使用者跟系統之間的隔閡,並希望讓美術家跟藝術家這些不熟悉電腦美術設計的人可以藉由我們系統簡單且方便地創造出數位粗胚模型。實驗結果展示出用我們的系統,使用者可以在短時間內快速創造一個粗胚模型,且建置環境的花費亦較相關研究來的低。
With the development of Human Computer Interaction (HCI) technologies, people pay more attention to the interactive system controlled by human body motion. For instance, some multimedia extending devices such as Kinect, Wii remote controller and PlayStation Move, provide the intuitive controlling ability. With these devices, user can play video games by waving their hands and shaking bodies. Some mobile devices like the iPhone and iPad provide a touching screen interface, and users can control these devices with their fingers by touching or sliding on the screen. Instinctive and natural operating way becomes a tendency in HCI related area.
In art industry, artists and designers can quickly knead a prototype model with clay or gypsum. However, to create a digital model with editing software like Maya and 3dStudio is much more complex than usual case. Besides, it is also unnatural and hard for designers to use a 2D device like a mouse and a graphics tablet to edit a digital 3D model in a computer.
The goal of this research is to present a real time 3D modeling system which integrates a fingertip tracking technique as the operating interface. We successfully combine the tracking and 3D editing modules and propose the improvement approaches related to the application issues like tracking noise removal and response time reduction. We break out the gap between user and system, and hope that artists and designers who are not familiar with computer art designing can create a digital 3D prototype model easily and conveniently with our system. The experiment results show that our system is capable of producing the 3D objects with various shapes and users can quickly create a 3D prototype model with our system.
致謝 i
摘要 ii
Abstract iii
List of Figures vi
List of Tables vii
Chapter 1. Introduction 1
1.1 Motivation 1
1.2 Related works 1
1.2.1 Hand tracking 2
1.2.2 3D modeling 3
1.3 Contribution 4
Chapter 2. Color-based Fingertip Tracking 7
2.1 Preprocessing and preparation 7
2.1.1 Operation environment setting 7
2.1.2 Using adjustment of Kinect 8
2.1.3 Color threshold selection 10
2.2 Tracking algorithm 12
2.2.1 Searching region determination 13
2.2.2 Tracking 13
Chapter 3. Intuitive 3D Modeling 15
3.1 Affine transform operation 15
3.2 Ring-shape based mesh modeling(RMM) 16
3.2.1 B-spline 17
3.2.2 Skeleton path refinement 18
3.2.3 Ring location generation 19
3.2.4 Continuous ring surface construction 19
3.3 Free Form Deformation(FFD) 21
Chapter 4. Experiment and Result 23
4.1 Tracking result 23
4.2 3D modeling results 24
Chapter 5. Conclusion and Future Work 29
5.1 Conclusion 29
5.2 Future work 29
References 30
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[2] Iason Oikonomidis, Nikolaos Kyriazis and Antonis Argyros, “Efficient Model-based 3D Tracking of Hand Articulations Using Kinect”, Proceedings of the 22nd British Machine Vision Conference, BMVC’2011, pages 101.1-101.11, 2011.
[3] Markus Schlattmann, Johannes Broekelschen and Reinhard Klein, “Real-Time Bare-Hands-Tracking for 3D Games”, International Conference Game and Entertainment Technologies, IADIS’ 2009, pages 59-66, June 2009.
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[5] Peng Song, Hang Yu and Stefan Winkler, “Vision-based 3D Finger Interactions for Mixed Reality Games with Physics Simulation”, Proceedings of The 7th ACM SIGGRAPH, VRCAI’2008 International Conference on Virtual-Reality Continuum and Its Applications in Industry,no. 7, 2008.
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[10] Steven Schkolne, Michael Pruett and Peter Schroder, “Surface Drawing: Creating Organic 3D Shapes with the Hand and Tangible Tools”, Proceedings of the SIGCHI conference on Human factors in computing systems, CHI’2001, pages 261-268, 2001.
[11] Jonas Fredriksson, Sven Berg Ryen and Morten Fjeld, “Real-Time 3D Hand-Computer Interaction: Optimization and Complexity Reduction”, Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges, NordiCHI’2008, pages 133-141, 2008.
[12] Tovi Grossman, Daniel Wigdor and Ravin Balakrishnan, “Multi-Finger Gestural Interaction with 3D Volumetric Displays”, Proceedings of ACM SIGGRAPH Transactions on Graphics (TOG), Vol. 24, Issue 3, pages 931-931, July, 2005.
[13] Pranav Mistry, Pattie Maes and Liyan Chang, “WUW – Wear Ur World – A Wearable Gestural Interface”, Proceedings of the 27th International Conference Extended Abstracts on Human Factors in Computing Systems, CHI EA’2009, pages 4111-4116, April, 2009.
[14] Matthias Schwaller, Denis Lalanne and Omar Abou Khaled, “PyGml – Creation and Evaluation of a Portable Gestural Interface”, Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries, NordiCHI’2010, pages 773-776, October 2010.
[15] Kai-Hsuan Chen and Yang-Ming Ou, “A Three Dimensional Mesh Deformation System Using Wii Remote and MotionPlus”, 2010.
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[17] Thomas W. Sederberg and Scott R. Parry, “Free-Form Deformation of Solid Geometric Models”, Proceedings of the 13th Annual Conference on Computer Graphics and Interactive Techniques, Vol. 20, Issue 4, pages 151-160, August, 1986.
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