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{{see also|Terms|Technical Terms}}
:''See also [[Outside-in tracking]], [[Markerless tracking]], [[Positional tracking]]''
:''See also [[Outside-in tracking]], [[Markerless tracking]], [[Positional tracking]]''


==Introduction==
==Introduction==
'''[[Markerless outside-in tracking]]''' is a subtype of [[positional tracking]] used in [[virtual reality]] (VR) and [[augmented reality]] (AR). In this approach, external [[camera]]s or other [[depth sensing]] devices positioned in the environment estimate the six-degree-of-freedom pose of a user or object without relying on any [[fiducial marker]]s. Instead, [[computer vision]] algorithms analyse the incoming colour or depth stream to detect and follow natural scene features or the user’s own body, enabling real-time [[motion capture]] and interaction.<ref name="Shotton2011" />
'''[[Markerless outside-in tracking]]''' is a subtype of [[positional tracking]] used in [[virtual reality]] (VR) and [[augmented reality]] (AR). In this approach, external [[camera]]s or other [[depth sensing]] devices positioned in the environment estimate the six-degree-of-freedom ([[6DOF]]) [[pose]] of a user or object without relying on any [[fiducial marker]]s. Instead, [[computer vision]] algorithms analyse the incoming colour or depth stream to detect and follow natural scene features or the user’s own body, enabling real-time [[motion capture]] and interaction.<ref name="Shotton2011" />


==Underlying technology==
==Underlying technology==
A typical markerless outside-in pipeline combines specialised hardware with software-based human-pose estimation:
A typical markerless outside-in pipeline combines specialised hardware with software-based human-pose estimation:


* **Sensing layer** – One or more fixed [[RGB-D]] or [[infrared]] depth cameras acquire per-frame point clouds. Commodity devices such as the Microsoft Kinect project a [[structured light]] pattern or use [[time-of-flight]] methods to compute depth maps.<ref name="Zhang2012" />
* '''Sensing layer''' – One or more fixed [[RGB-D]] or [[infrared]] depth cameras acquire per-frame point clouds. Commodity devices such as the Microsoft Kinect project a [[structured light]] pattern or use [[time-of-flight]] methods to compute depth maps.<ref name="Zhang2012" />
* **Segmentation** – Foreground extraction or person segmentation isolates user pixels from the static background.
* '''Segmentation''' – Foreground extraction or person segmentation isolates user pixels from the static background.
* **Per-pixel body-part classification** – A machine-learning model labels each pixel as “head”, “hand”, “torso”, and so on (e.g., the Randomised Decision Forest used in the original Kinect).<ref name="Shotton2011" />
* '''Per-pixel body-part classification''' – A machine-learning model labels each pixel as “head”, “hand”, “torso”, and so on (for example the Randomised Decision Forest used in the original Kinect).<ref name="Shotton2011" />
* **Skeletal reconstruction and filtering** – The system fits a kinematic skeleton to the classified pixels and applies temporal filtering to reduce jitter, producing smooth head- and hand-pose data that can drive VR/AR applications.
* '''Skeletal reconstruction and filtering''' – The system fits a kinematic skeleton to the classified pixels and applies temporal filtering to reduce jitter, producing smooth head- and hand-pose data that can drive VR/AR applications.


Although a single camera can suffice, multi-camera rigs extend coverage and mitigate occlusion problems. Open source and proprietary middleware (e.g., [[OpenNI]]/NITE, the Microsoft Kinect SDK) expose joint-stream APIs for developers.<ref name="OpenNI2013" />
Although a single camera can suffice, multi-camera rigs extend coverage and mitigate occlusion problems. Open source and proprietary middleware (for example [[OpenNI]]/NITE, the [[Microsoft Kinect]] SDK) expose joint-stream APIs for developers.<ref name="OpenNI2013" />


==Markerless vs. marker-based tracking==
==Markerless vs. marker-based tracking==
Marker-based outside-in systems (HTC Vive Lighthouse, PlayStation VR) attach active LEDs or retro-reflective spheres to the headset or controllers; external sensors triangulate these explicit targets, achieving sub-millimetre precision and sub-10 ms latency. Markerless alternatives dispense with physical targets, improving user comfort and reducing setup time, but at the cost of:
[[Outside-in tracking|Marker-based outside-in systems]] ([[HTC Vive]] [[Lighthouse]], [[PlayStation VR]) attach active LEDs or retro-reflective spheres to the headset or controllers; external sensors triangulate these explicit targets, achieving sub-millimetre precision and sub-10 ms latency. Markerless alternatives dispense with physical targets, improving user comfort and reducing setup time, but at the cost of:


* **Lower positional accuracy and higher latency** – Depth-sensor noise and computational overhead introduce millimetre- to centimetre-level error and ~20–30 ms end-to-end latency.<ref name="Baker2016" />
* '''Lower positional accuracy and higher latency''' – Depth-sensor noise and computational overhead introduce millimetre- to centimetre-level error and ~20–30 ms end-to-end latency.
* **Sensitivity to occlusion** – If a body part leaves the camera’s line of sight, the model loses track until the part re-enters view.
* '''Sensitivity to occlusion''' – If a body part leaves the camera’s line of sight, the model loses track until the part re-enters view.


==History and notable systems==
==History and notable systems==
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! Year !! System !! Notes
! Year !! System !! Notes
|-
|-
| 2003 || [[EyeToy]] (PlayStation 2) || 2-D silhouette tracking with a single RGB camera for casual gesture-based games.<ref name="Sony2003" />
| 2003 || [[EyeToy]] (PlayStation 2) || 2-D silhouette tracking with a single RGB camera for casual gesture-based games.
|-
|-
| 2010 || [[Kinect]] for Xbox 360 || Consumer launch of a structured-light depth sensor delivering real-time full-body skeletons (up to six users).<ref name="Microsoft2010" />
| 2010 || [[Kinect]] for Xbox 360 || Consumer launch of a structured-light depth sensor delivering real-time full-body skeletons (up to six users).<ref name="Microsoft2010" />
|-
|-
| 2014 – 2016 || Research prototypes || Studies showed Kinect V2 could supply 6-DOF head, hand, and body input to DIY VR HMDs.<ref name="KinectVRStudy" />
| 2014 – 2016 || Research prototypes || Studies showed Kinect V2 could supply 6-DOF head, hand, and body input to DIY VR HMDs.
|-
|-
| 2017 || Kinect production ends || Microsoft discontinued Kinect hardware as commercial VR shifted toward marker-based and inside-out solutions.<ref name="Microsoft2017" />
| 2017 || Kinect production ends || Microsoft discontinued Kinect hardware as commercial VR shifted toward marker-based and inside-out solutions.<ref name="Microsoft2017" />
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==Applications==
==Applications==
* **Gaming and Entertainment** – Titles like ''Kinect Sports'' mapped whole-body actions directly onto avatars. Enthusiast VR chat platforms still use Kinect skeletons to animate full-body avatars.
* '''Gaming and Entertainment''' – Titles like ''Kinect Sports'' mapped whole-body actions directly onto avatars. Enthusiast VR chat platforms still use Kinect skeletons to animate full-body avatars.
* **Rehabilitation and Exercise** – Clinicians employ depth-based pose tracking to monitor range-of-motion exercises without encumbering patients with sensors.<ref name="Baker2016" />
* '''Rehabilitation and Exercise''' – Clinicians employ depth-based pose tracking to monitor range-of-motion exercises without encumbering patients with sensors.
* **Interactive installations** – Museums deploy wall-mounted depth cameras to create “magic-mirror” AR exhibits that overlay virtual costumes onto visitors in real time.
* '''Interactive installations''' – Museums deploy wall-mounted depth cameras to create “magic-mirror” AR exhibits that overlay virtual costumes onto visitors in real time.
* **Telepresence** – Multi-Kinect arrays stream volumetric representations of remote participants into shared virtual spaces.
* '''Telepresence''' – Multi-Kinect arrays stream volumetric representations of remote participants into shared virtual spaces.


==Advantages==
==Advantages==
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==Disadvantages==
==Disadvantages==
* '''Occlusion sensitivity''' – Furniture or other players can block the line of sight, causing intermittent loss of tracking.
* '''Occlusion sensitivity''' – Furniture or other players can block the line of sight, causing intermittent loss of tracking.
* '''Reduced accuracy and jitter''' – Compared with marker-based solutions, joint estimates exhibit higher positional noise, especially during fast or complex motion.<ref name="Baker2016" />
* '''Reduced accuracy and jitter''' – Compared with marker-based solutions, joint estimates exhibit higher positional noise, especially during fast or complex motion.
* '''Environmental constraints''' – Bright sunlight, glossy surfaces, and feature-poor backgrounds degrade depth or feature extraction quality.
* '''Environmental constraints''' – Bright sunlight, glossy surfaces, and feature-poor backgrounds degrade depth or feature extraction quality.
* '''Limited range and FOV''' – Most consumer depth cameras operate effectively only within 0.8–5 m; beyond that, depth resolution and skeleton stability decrease.
* '''Limited range and FOV''' – Most consumer depth cameras operate effectively only within 0.8–5 m; beyond that, depth resolution and skeleton stability decrease.


==References==
==References==
<references />
<ref name="Shotton2011">Shotton, J.; Fitzgibbon, A.; Cook, M.; Sharp, T.; Finocchio, M.; Moore, R.; Kipman, A.; Blake, A. “Real‑Time Human Pose Recognition in Parts from a Single Depth Image.” *Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition (CVPR)*, 2011, pp. 1297–1304. DOI: 10.1109/CVPR.2011.5995316. Available at: https://ieeexplore.ieee.org/document/5995316 (accessed 3 May 2025).</ref>
<ref name="Zhang2012">Zhang, Z. “Microsoft Kinect Sensor and Its Effect.” *IEEE MultiMedia*, vol. 19, no. 2, 2012, pp. 4–10. DOI: 10.1109/MMUL.2012.24. Available at: https://dl.acm.org/doi/10.1109/MMUL.2012.24 (accessed 3 May 2025).</ref>
<ref name="OpenNI2013">OpenNI Foundation. *OpenNI 1.5.2 User Guide*, 2010. PDF. Available at: https://www.cs.rochester.edu/courses/577/fall2011/kinect/openni-user-guide.pdf (accessed 3 May 2025).</ref>
<ref name="Pfister2022">Pfister, A.; West, N.; et al. “Applications and Limitations of Current Markerless Motion Capture Methods for Clinical Gait Biomechanics.” *Journal of Biomechanics*, vol. 129, 2022, Article 110844. DOI: 10.1016/j.jbiomech.2021.110844. Available at: https://pubmed.ncbi.nlm.nih.gov/35237469/ (accessed 3 May 2025).</ref>
<ref name="Pham2004">Pham, A. “EyeToy Springs From One Man’s Vision.” *Los Angeles Times*, 18 Jan 2004. Available at: https://www.latimes.com/archives/la-xpm-2004-jan-18-fi-eyetoy18-story.html (accessed 3 May 2025).</ref>
<ref name="Microsoft2010">Microsoft News Center. “The Future of Entertainment Starts Today as Kinect for Xbox 360 Leaps and Lands at Retailers Nationwide.” Press release, 4 Nov 2010. Available at: https://news.microsoft.com/2010/11/04/the-future-of-entertainment-starts-today-as-kinect-for-xbox-360-leaps-and-lands-at-retailers-nationwide/ (accessed 3 May 2025).</ref>
<ref name="Lange2011">Lange, B.; Rizzo, A.; Chang, C.-Y.; Suma, E. A.; Bolas, M. “Markerless Full Body Tracking: Depth‑Sensing Technology within Virtual Environments.” *Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)*, 2011. PDF. Available at: http://ict.usc.edu/pubs/Markerless%20Full%20Body%20Tracking-%20Depth-Sensing%20Technology%20within%20Virtual%20Environments.pdf (accessed 3 May 2025).</ref>
<ref name="Microsoft2017">Good, O. S. “Kinect Is Officially Dead. Really. Officially. It’s Dead.” *Polygon*, 25 Oct 2017. Available at: https://www.polygon.com/2017/10/25/16543192/kinect-discontinued-microsoft-announcement (accessed 3 May 2025).</ref>
 
 


[[Category:Terms]]
[[Category:Terms]]
[[Category:Technical Terms]]
[[Category:Technical Terms]]
[[Category:Tracking]]
[[Category:Tracking Types]]