使用Kinect SDK进行头部跟踪



使用Kinect可以检测到我是否转动或倾斜头部。
最好是Kinect SDK。我知道《极限竞速4》会有一些头部追踪功能,但这能通过SDK实现吗?

查看第九频道关于这类主题的教程。你会去看骨骼基础视频。但是如果你想节省时间,这里有一些代码。
XAML

<Window x:Class="SkeletalTracking.MainWindow"
    xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
    xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    Title="MainWindow" Height="600" Width="800" Loaded="Window_Loaded" 
    xmlns:my="clr-namespace:Microsoft.Samples.Kinect.WpfViewers;assembly=Microsoft.Samples.Kinect.WpfViewers" 
    Closing="Window_Closing" WindowState="Maximized">       
<Canvas Name="MainCanvas">
    <my:KinectColorViewer Canvas.Left="0" Canvas.Top="0" Width="640" Height="480" Name="kinectColorViewer1" 
                          Kinect="{Binding ElementName=kinectSensorChooser1, Path=Kinect}" />
    <Ellipse Canvas.Left="0" Canvas.Top="0" Height="50" Name="leftEllipse"  Width="50" Fill="#FF4D298D" Opacity="1" Stroke="White" />
    <Ellipse Canvas.Left="100" Canvas.Top="0" Fill="#FF2CACE3" Height="50" Name="rightEllipse" Width="50" Opacity="1" Stroke="White" />
    <my:KinectSensorChooser Canvas.Left="250" Canvas.Top="380" Name="kinectSensorChooser1" Width="328" />
    <Image Canvas.Left="66" Canvas.Top="90" Height="87" Name="headImage" Stretch="Fill" Width="84" Source="/SkeletalTracking;component/c4f-color.png" />
</Canvas>

内部代码

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Kinect;
using Coding4Fun.Kinect.Wpf; 
namespace SkeletalTracking
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
    public MainWindow()
    {
        InitializeComponent();
    }
    bool closing = false;
    const int skeletonCount = 6; 
    Skeleton[] allSkeletons = new Skeleton[skeletonCount];
    private void Window_Loaded(object sender, RoutedEventArgs e)
    {
        kinectSensorChooser1.KinectSensorChanged += new DependencyPropertyChangedEventHandler(kinectSensorChooser1_KinectSensorChanged);
    }
    void kinectSensorChooser1_KinectSensorChanged(object sender, DependencyPropertyChangedEventArgs e)
    {
        KinectSensor old = (KinectSensor)e.OldValue;
        StopKinect(old);
        KinectSensor sensor = (KinectSensor)e.NewValue;
        if (sensor == null)
        {
            return;
        }


        var parameters = new TransformSmoothParameters
        {
            Smoothing = 0.3f,
            Correction = 0.0f,
            Prediction = 0.0f,
            JitterRadius = 1.0f,
            MaxDeviationRadius = 0.5f
        };
        //sensor.SkeletonStream.Enable(parameters);
        sensor.SkeletonStream.Enable();
        sensor.AllFramesReady += new EventHandler<AllFramesReadyEventArgs>(sensor_AllFramesReady);
        sensor.DepthStream.Enable(DepthImageFormat.Resolution640x480Fps30); 
        sensor.ColorStream.Enable(ColorImageFormat.RgbResolution640x480Fps30);
        try
        {
            sensor.Start();
        }
        catch (System.IO.IOException)
        {
            kinectSensorChooser1.AppConflictOccurred();
        }
    }
    void sensor_AllFramesReady(object sender, AllFramesReadyEventArgs e)
    {
        if (closing)
        {
            return;
        }
        //Get a skeleton
        Skeleton first =  GetFirstSkeleton(e);
        if (first == null)
        {
            return; 
        }

        //set scaled position
        //ScalePosition(headImage, first.Joints[JointType.Head]);
        ScalePosition(leftEllipse, first.Joints[JointType.HandLeft]);
        ScalePosition(rightEllipse, first.Joints[JointType.HandRight]);
        GetCameraPoint(first, e); 
    }
    void GetCameraPoint(Skeleton first, AllFramesReadyEventArgs e)
    {
        using (DepthImageFrame depth = e.OpenDepthImageFrame())
        {
            if (depth == null ||
                kinectSensorChooser1.Kinect == null)
            {
                return;
            }

            //Map a joint location to a point on the depth map
            //head
            DepthImagePoint headDepthPoint =
                depth.MapFromSkeletonPoint(first.Joints[JointType.Head].Position);
            //left hand
            DepthImagePoint leftDepthPoint =
                depth.MapFromSkeletonPoint(first.Joints[JointType.HandLeft].Position);
            //right hand
            DepthImagePoint rightDepthPoint =
                depth.MapFromSkeletonPoint(first.Joints[JointType.HandRight].Position);

            //Map a depth point to a point on the color image
            //head
            ColorImagePoint headColorPoint =
                depth.MapToColorImagePoint(headDepthPoint.X, headDepthPoint.Y,
                ColorImageFormat.RgbResolution640x480Fps30);
            //left hand
            ColorImagePoint leftColorPoint =
                depth.MapToColorImagePoint(leftDepthPoint.X, leftDepthPoint.Y,
                ColorImageFormat.RgbResolution640x480Fps30);
            //right hand
            ColorImagePoint rightColorPoint =
                depth.MapToColorImagePoint(rightDepthPoint.X, rightDepthPoint.Y,
                ColorImageFormat.RgbResolution640x480Fps30);

            //Set location
            CameraPosition(headImage, headColorPoint);
            CameraPosition(leftEllipse, leftColorPoint);
            CameraPosition(rightEllipse, rightColorPoint);
        }        
    }

    Skeleton GetFirstSkeleton(AllFramesReadyEventArgs e)
    {
        using (SkeletonFrame skeletonFrameData = e.OpenSkeletonFrame())
        {
            if (skeletonFrameData == null)
            {
                return null; 
            }

            skeletonFrameData.CopySkeletonDataTo(allSkeletons);
            //get the first tracked skeleton
            Skeleton first = (from s in allSkeletons
                                     where s.TrackingState == SkeletonTrackingState.Tracked
                                     select s).FirstOrDefault();
            return first;
        }
    }
    private void StopKinect(KinectSensor sensor)
    {
        if (sensor != null)
        {
            if (sensor.IsRunning)
            {
                //stop sensor 
                sensor.Stop();
                //stop audio if not null
                if (sensor.AudioSource != null)
                {
                    sensor.AudioSource.Stop();
                }

            }
        }
    }
    private void CameraPosition(FrameworkElement element, ColorImagePoint point)
    {
        //Divide by 2 for width and height so point is right in the middle 
        // instead of in top/left corner
        Canvas.SetLeft(element, point.X - element.Width / 2);
        Canvas.SetTop(element, point.Y - element.Height / 2);
    }
    private void ScalePosition(FrameworkElement element, Joint joint)
    {
        //convert the value to X/Y
        //Joint scaledJoint = joint.ScaleTo(1280, 720); 
        //convert & scale (.3 = means 1/3 of joint distance)
        //Joint scaledJoint = joint.ScaleTo(1280, 720, .3f, .3f);
        Canvas.SetLeft(element, scaledJoint.Position.X);
        Canvas.SetTop(element, scaledJoint.Position.Y); 
    }

    private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)
    {
        closing = true; 
        StopKinect(kinectSensorChooser1.Kinect); 
    }

   }
}

现在很明显,你不会想要在你的情况下手部跟踪,但我决定添加它在那里。我个人会推荐大家看视频,因为它们解释了一切。祝你的项目好运!

微软最近发布了一个面部跟踪API,作为其最新SDK和附加工具包的一部分。下载这里链接的两个文件:

http://www.microsoft.com/en-us/kinectforwindows/develop/developer-downloads.aspx

包含了一些示例,尽管我发现要将它们集成到我自己的代码中有点困难。我发现这篇文章对于理解如何使用人脸跟踪API更有用:

http://www.codeproject.com/Articles/394975/How-To-Use-Kinect-Face-Tracking-SDK

对于我的用例,MS面部跟踪不像我需要的那样工作。不要误解我的意思,它是非常优秀的面部跟踪,包括面部表情等,但它需要人比我们想要的更接近相机,而且它依赖于照明条件,在我们的情况下,照明很差,所以跟踪到处都是小的跳跃和错误。我还发现了这个方法:

相关的

http://youtube.com/watch?v=AJHYxdTj3iQ&特性=

虽然没有对如何实现该方法的深入描述,但它们确实对如何实现该方法给出了一个很好的高层次概述。它不会追踪面部表情……只有头部方向。所以它不像MS Face Tracking那样功能齐全,但它似乎可以很好地跟踪头部方向,并且比大多数头部姿势估计技术更容易实现。