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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 both [[virtual reality]] (VR) and [[augmented reality]] (AR). It places external [[camera]]s or other [[depth sensing]] devices around the play area and estimates a user’s six-degree-of-freedom pose without any worn [[fiducial marker]]s. Instead, the system runs [[computer vision]] algorithms—most famously the per-pixel body-part classifier introduced for Microsoft’s Kinect—to create a real-time [[motion capture]] skeleton.<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 CVPR 2011''. IEEE, 2011.</ref>
'''[[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 includes:
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 (e.g., the first-generation [[Kinect]]) acquire point-cloud frames. Depth is measured with [[structured light]] or [[time-of-flight]] illumination.<ref name="Zhang2012">Zeng, W.; Zhang, Z. “Microsoft Kinect Sensor and Its Effect.” ''IEEE MultiMedia'', 19 (2), 2012, pp. 4–10.</ref><ref name="StructuredLight">“Structured-light 3D scanner.” ''Wikipedia''. Accessed 1 May 2025.</ref>
* '''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 isolates user pixels from the static background.
* '''Segmentation''' – Foreground extraction or person segmentation isolates user pixels from the static background.
* '''Body-part classification''' – A decision-forest classifier labels each depth pixel as head, hand, torso, and so on, following Shotton ''et al.''<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 fitting and filtering''' – Joint hypotheses are fitted to a kinematic model and temporally smoothed, generating continuous head- and hand-pose streams.
* '''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.


Open software stacks such as [[OpenNI]]/NITE expose these joint streams to developers.<ref name="OpenNI2013">OpenNI Foundation. ''OpenNI 1.5.2 User Guide''. 2013.</ref>
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 reflective spheres to the headset or controllers, achieving millimetre-level accuracy. Markerless systems remove that hardware layer but incur:
[[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:


* Susceptibility to occlusion and environmental lighting.
* '''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.
* Higher positional noise and latency (~20–30 ms end-to-end).<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'', 129 (2022) 110844.</ref>
* '''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==
{| class="wikitable"
{| class="wikitable"
! Year !! System !! Technical note
! Year !! System !! Notes
|-
|-
| 2003 || [[EyeToy]] (PlayStation 2) || 2-D silhouette tracking with a single RGB webcam.<ref name="EyeToy2003">Pham, A. “EyeToy Springs From One Man’s Vision.” ''Los Angeles Times'', 27 Nov 2003.</ref>
| 2003 || [[EyeToy]] (PlayStation 2) || 2-D silhouette tracking with a single RGB camera for casual gesture-based games.
|-
|-
| 2010 || [[Kinect]] for Xbox 360 || Structured-light depth sensor providing full-body skeletons for up to six users.<ref name="Kinect2010">Microsoft News Center. “The Future of Entertainment Starts Today as Kinect for Xbox 360 …”, 4 Nov 2010.</ref>
| 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" />
|-
|-
| 2011 || Kinect + FAAST middleware || Demonstrated low-cost VR interaction with markerless tracking.<ref name="Lange2011">Lange, B.; Rizzo, A.; Chang, C-Y.; Suma, E.; Bolas, M. “Markerless Full Body Tracking: Depth-Sensing Technology within Virtual Environments.” ''I/ITSEC 2011''.</ref>
| 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 ceased manufacturing Kinect as industry moved to other tracking paradigms.<ref name="KinectDead2017">Good, O. “Kinect is officially dead. Really. Officially. It’s dead.” ''Polygon'', 25 Oct 2017.</ref>
| 2017 || Kinect production ends || Microsoft discontinued Kinect hardware as commercial VR shifted toward marker-based and inside-out solutions.<ref name="Microsoft2017" />
|}
|}


==Applications==
==Applications==
* **Gaming and entertainment** – Titles such as ''Kinect Sports'' map whole-body gestures to avatars; hobbyists still use Kinect for full-body VR chat 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** Depth-based pose tracking supports remote physiotherapy and balance-training systems.<ref name="Pfister2022" />
* '''Rehabilitation and Exercise''' Clinicians employ depth-based pose tracking to monitor range-of-motion exercises without encumbering patients with sensors.
* **Interactive exhibits** – Museums mount depth cameras to create “magic-mirror” AR overlays.
* '''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-camera arrays stream volumetric avatars into shared virtual spaces.
* '''Telepresence''' – Multi-Kinect arrays stream volumetric representations of remote participants into shared virtual spaces.


==Advantages==
==Advantages==
* No wearable markers, enhancing comfort.
* '''No wearable markers''' – Users remain unencumbered, enhancing comfort and lowering entry barriers.
* Quick single-sensor setup and lower hardware cost.
* '''Rapid setup''' – A single sensor covers an entire play area; no lighthouse calibration or reflector placement is necessary.
* Ability to track multiple users at once.
* '''Multi-user support''' – Commodity depth cameras distinguish and skeletonise several people simultaneously.
* '''Lower hardware cost''' – RGB or RGB-D sensors are inexpensive compared with professional optical-mocap rigs.


==Disadvantages==
==Disadvantages==
* Occlusion sensitivity and limited camera field-of-view.
* '''Occlusion sensitivity''' – Furniture or other players can block the line of sight, causing intermittent loss of tracking.
* Lower accuracy than marker-based alternatives.<ref name="Remocapp2024">Remocapp. “Marker vs Markerless Motion Capture by Accuracy and Detail Level.” Blog post, 2024.</ref>
* '''Reduced accuracy and jitter''' – Compared with marker-based solutions, joint estimates exhibit higher positional noise, especially during fast or complex motion.
* Performance degradation in bright sunlight or on reflective surfaces.
* '''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.


==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]]