Markerless outside-in tracking: Difference between revisions
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==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" /> | ||
* | * '''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 (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. | ||
Although a single camera can suffice, multi-camera rigs extend coverage and mitigate occlusion problems. Open source and proprietary middleware ( | 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. | ||
* | * '''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. | | 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. | | 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. | ||
* | * '''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. | ||
* | * '''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. | * '''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== | ||
<ref>Shotton, | <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> | <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> | <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> | <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> | <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>Pfister, | <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> | ||
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<ref>Microsoft News Center | |||
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<ref>Lange, | |||
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<ref>Good, | |||
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