scholarly journals Real-Time Capture of Snowboarder’s Skiing Motion Using a 3D Vision Sensor

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Zhipeng Li ◽  
Jun Wang ◽  
Tao Zhang ◽  
Dave Balne ◽  
Bing Li ◽  
...  

Due to the influence of environmental interference and too fast speed, there are some problems in ski motion capture, such as inaccurate motion capture, motion delay, and motion loss, resulting in the inconsistency between the actual motion of later athletes and the motion of virtual characters. To solve the above problems, a real-time skiing motion capture method of snowboarders based on a 3D vision sensor is proposed. This method combines the Time of Fight (TOF) camera and high-speed vision sensor to form a motion acquisition system. The collected motion images are fused to form a complete motion image, and the pose is solved. The pose data is bound with the constructed virtual character model to drive the virtual model to synchronously complete the snowboarding motion and realize the real-time capture of skiing motion. The results show that the motion accuracy of the system is as high as 98.6%, which improves the capture effect, and the motion matching proportion is better and more practical. It is also excellent in the investigation of motion delay and motion loss.

10.5772/61348 ◽  
2015 ◽  
Vol 12 (11) ◽  
pp. 156 ◽  
Author(s):  
Sobers Lourdu Xavier Francis ◽  
Sreenatha G. Anavatti ◽  
Matthew Garratt ◽  
Hyunbgo Shim

2015 ◽  
Vol 76 (12) ◽  
Author(s):  
Bukhari Ilias ◽  
Shazmin Aniza Abdul Shukor ◽  
Sazali Yaacob ◽  
Abdul Hamid Adom ◽  
Mohd Firdaus Haja Hussain

The needs of having locations identification are so important in this technological era. Locations identification has been implemented in so many areas nowadays. The challenge in this system is to identify location in real-time. Here, real-time refers to the process of capturing the location and recognize it at the same time. This research proposes a location identification system using Kinect, which is a high speed vision sensor that has been used for Xbox 360 video games. This research is to evaluate the optimum image detection distance, image size and processing time in identifying the locations that have been trained. The algorithm uses the Point Matching Features from the MATLAB software. From here, features are generated from both real time and training images being compared and the matching points between them will be used to identify the locations.


2007 ◽  
Vol 6 (4) ◽  
pp. 11-20 ◽  
Author(s):  
Frank Hülsken ◽  
Christian Eckes ◽  
Roland Kuck ◽  
Jörg Unterberg ◽  
Sophie J�rg

We report on the workflow for the creation of realistic virtual anthropomorphic characters. 3D-models of human heads have been reconstructed from real people by following a structured light approach to 3D-reconstruction. We describe how these high-resolution models have been simplified and articulated with blend shape and mesh skinning techniques to ensure real-time animation. The full-body models have been created manually based on photographs. We present a system for capturing whole body motions, including the fingers, based on an optical motion capture system with 6 DOF rigid bodies and cybergloves. The motion capture data was processed in one system, mapped to a virtual character and visualized in real-time. We developed tools and methods for quick post processing. To demonstrate the viability of our system, we captured a library consisting of more than 90 gestures.


1995 ◽  
Author(s):  
Rod Clark ◽  
John Karpinsky ◽  
Gregg Borek ◽  
Eric Johnson
Keyword(s):  

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