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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" />
* '''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 (e.g., 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 (e.g., [[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.
* '''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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==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.
* '''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==