CN100409261C - 实时运动捕捉的方法和设备 - Google Patents

实时运动捕捉的方法和设备 Download PDF

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CN100409261C
CN100409261C CNB2003801102426A CN200380110242A CN100409261C CN 100409261 C CN100409261 C CN 100409261C CN B2003801102426 A CNB2003801102426 A CN B2003801102426A CN 200380110242 A CN200380110242 A CN 200380110242A CN 100409261 C CN100409261 C CN 100409261C
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R·L·马克斯
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Sony Interactive Entertainment Inc
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Abstract

本发明提供了用于控制视频游戏角色的实时运动捕捉方法。在一个实施例中,方法始于定义控制对象的模型。然后,在模型上标识标记的位置。接着,捕捉与控制对象相关的动作。然后,解释与该控制对象相关的动作,以改变模型的姿势。接着,根据模型姿势的改变来控制显示屏上所呈现的角色动作。还提供了计算机可读媒体与使能够通过实时运动捕捉来控制视频角色的处理系统。

Description

实时运动捕捉的方法和设备
技术领域
本发明一般涉及视频处理,更具体地说,涉及追踪图像深度和/或与图像相关的标记以提供视频游戏应用的实时运动捕捉。
背景技术
电影、视频游戏和其它有关的视频产品捕捉距离与维度信息。关于电影,可以分开捕捉演员或运动人物的动作。例如,当执行活动时,可由多台摄像机拍摄运动人物。附在运动人物上的对象(即,球状物)能够追踪动作。追踪的动作然后存储在数据库中,以便随后在电影或视频游戏中使用。这些动作可通过运行数据库中存储的动作的帧来回放。
图1是身体上布满多个球状物以存储其动作的一个人的示意图。人100具有分布于其身上的多个球状物102。然后人100将执行由多个摄像机104捕捉的某些活动。然后捕捉的视频数据可根据需要编辑,以定义视频数据106。然后视频数据106被存储在数据库108中,以随后检索用于插入电影中。
相对图1描述的方案在不需要实时运动捕捉的受控环境下工作良好,例如电影编辑。此外,由于捕捉并存储了人的动作,因此该人只须佩戴一次球状物。然而,关于图1所描述的运动捕捉仅用于被动方式中,即,编辑者在编辑电影时将存储的动作插入电影中。因此,所捕捉的动作不控制电影的任何方面,并随后被插入电影中。对于视频游戏同样成立,即,所捕捉的运动不用于控制视频游戏的任何方面。部分地,复杂的计算能力以及逐点扫描的需要造成无法将所捕捉的运动用于实时控制。
因此,有解决现有技术问题的需要,要提供一种用于提供能够控制视频游戏各个方面(诸如对象和角色动作)的实时运动捕捉的方法和设备。
发明内容
概况地说,本发明通过提供一种通过玩视频游戏人的实时运动捕捉能够控制视频游戏角色和对象的方法与设备来满足上述需要。应理解的是,可以多种方式实现本发明,包括作为方法、系统、计算机可读媒体或装置。下面描述本发明的几个发明的实施例。
在一个实施例中,提供用于实时运动捕捉以便控制视频游戏角色的方法。该方法始于定义控制对象的模型。然后,标识模型上的标记位置。接着,捕捉与控制对象相关的动作。然后,解释与控制对象相关的动作,以改变模型的姿势。接着,根据模型姿势的改变控制显示屏上呈现的角色动作。
在另一实施例中,提供一种通过实时运动捕捉来控制与计算装置通信的显示屏上呈现的对象的方法。该方法始于标识与正追踪对象相关的深度图像。然后,标识与显示屏上所呈现对象及正追踪对象二者相关的模型。接着,将模型拟合到(fit to)深度图像以捕捉与正追踪对象相关的运动。然后,根据模型到深度图像的拟合来实时控制显示屏上呈现的对象。
在又一实施例中,提供一种通过实时运动捕捉来控制显示屏上所呈现图像的动作的方法。该方法始于定义人的模型。然后,标识此人模型上的标记位置。接着,提供对应于此人模型某部分的深度图像。该模型部分包括标记。然后,将标记的位置与深度图像上的点相关联。接着,基于深度图像的配置定位模型部分。然后,根据该模型部分的定位来控制显示屏上所显示的视频角色。
在再一实施例中,提供具有程序指令的计算机可读媒体,该指令用于通过实时运动捕捉来控制与计算装置通信的显示屏上呈现的对象。所述计算机可读媒体包括:用于标识正追踪对象深度图像的程序指令;以及用于标识与显示屏上所呈现对象及正追踪对象二者相关的模型的程序指令。还包括将模型拟合到深度图像以捕捉与正追踪对象相关的运动的程序指令。还提供了用于根据模型到深度图像的拟合来实时控制显示屏上所呈现对象的程序指令。
在另一实施例中,提供一种能够通过与控制图像相关的实时运动捕捉来控制对象的系统。该系统包括计算装置。提供了与该计算装置通信的显示屏。该显示屏配置为显示对象的图像,其中通过计算装置将对应于对象图像的数据提供给显示屏。包括与该计算装置通信的视频捕捉装置。该视频捕捉装置能够追踪控制对象。视频捕捉装置配置为:当控制对象移动时,转换与该控制对象相关的运动以控制显示屏上所显示对象的运动。
在又一实施例中,提供一种能够通过与控制图像相关的实时运动捕捉来控制视频角色的系统。该系统包括计算装置。提供用于显示来自该计算装置所接收数据的视频角色图像的部件,以及用于捕捉与控制对象相关深度图像的部件。包括用于将模型拟合到深度图像以定义控制对象动作的部件。还包括用于当控制对象移动时转换该控制对象的动作以控制显示屏上与视频角色相关运动的部件。
通过参照附图及举例说明本发明原理,根据下面的详细描述,本发明的其它方面与优点变得更为明显。
附图说明
通过下面参照附图的详细描述易于理解本发明,并且相同的标号指示相同的构件。
图1是身上布有多个球状物以存储其动作的人的示意图。
图2是根据本发明一个实施例的简化示意图,说明用于控制视频游戏角色的实时运动捕捉。
图3是根据本发明的一个实施例的人模型的示意图,其中该模型包括描绘关节角的标记。
图4A至4C说明根据本发明一个实施例可由控制对象作为标记佩戴的示范性图案。
图5是根据本发明一个实施例用于控制与显示屏上所呈现的角色相关的动作的控制对象实时运动捕捉的示意图。
图6A是根据本发明一个实施例具有包含在其上的标记的连体服的示意图。
图6B是图6A连体服的备选实施例。
图7是根据本发明一个实施例说明监视标记图像帧的最佳技术的示意图。
图8是根据本发明一个实施例的模型的示意图,描绘由深度图像填充的区域。
图9是可用于实现本发明实施例的与图形显示器上的对象交互的示范性用户输入系统的框图。
图10说明根据本发明实施例用于用户与图形显示器上的对象交互的输入系统。
图11是配置为实现在此描述的本发明实施例的计算机处理系统的简化框图。
图12是根据本发明实施例用于控制显示屏上所呈现角色的实时运动捕捉的操作方法流程图。
具体实施方式
本发明描述一种允许可用于控制视频游戏角色或对象的实时运动捕捉的系统、设备与方法。然而,对本领域技术人员显然的是,可在没有某些或全部这些具体细节的情况下实现本发明。在其他实例中,没有详细描述公知的过程操作,以避免不必要地混淆本发明。在“背景技术”部分描述了图1。
本发明的实施例提供了一种允许实时运动捕捉以控制视频游戏角色或对象的系统与方法。玩视频游戏人的动作用于控制与该视频游戏相关的显示屏上的角色。因此,玩视频游戏人的实时运动捕捉用来控制显示屏上的角色。在此,与离线编辑并随后在后面的时间点插入到电影中的动作捕捉相反,捕捉玩视频游戏人的原始动作数据,并将其用于实时控制目的。
在一个实施例中,显示屏上所呈现人物角色的动作受控于作为控制对象的用户或人的动作。用户的动作可通过视频捕捉装置(也称为图像捕捉装置,诸如网络摄像机或某些其他合适类型的摄像机)捕捉。在一个实施例中,视频捕捉装置配置为捕捉控制对象的深度图像。控制对象的深度图像提供与距离或深度相关的数据,该距离或深度与相对于视频捕捉装置的各像素相关。因此,与控制对象相关并定义关节角位置的骨架可映射到人物角色乃至非人物角色。在另一实施例中,由控制对象佩戴的标记可用来指示关节角的位置。使用标记定义的位置将深度图像与骨架结合起来,以创建控制对象。控制对象的运动然后又用于控制显示屏上的角色图像。例如,该角色图像可能是来自视频游戏的图像。因此,玩视频游戏者能够控制显示于显示屏上的角色图像。以下将更详细描述,在此描述的本发明的实施例,包括用于通过标记控制视频角色的实时运动捕捉。在另一实施例中,配置为提供深度信息的视频捕捉装置可与用于控制视频角色的实时运动捕捉的标记一起使用或不与之一起使用。如下所述,该标记可包括颜色、图案、反向反射材料、光等。
图2是根据本发明一个实施例的简化示意图,说明用于控制视频游戏角色的实时运动捕捉。运动捕捉输入120存储在运动捕捉数据库124中。控制对象运动122通过捕捉装置(例如网络摄像机)捕捉,并与存储在数据库124中的相应运动捕捉输入120相关联。然后,相关的运动捕捉输入与来自数据库的输出运动126所表示的一样呈现在显示屏上。例如,控制对象运动122可以捕捉玩视频游戏者的某些运动或动作。在一个实施例中,运动捕捉数据库124存储多个捕捉专业运动员运动的运动捕捉输入文件120。因此,控制对象运动122与对应于控制对象运动的类似运动捕捉输入120相关联,并且该类似运动捕捉输入实时呈现于显示屏上。因此,提供了控制对象(例如玩视频游戏者)实时控制专业运动员运动或动作的效果。应该理解到,该运动捕捉输入也可以是艺术家动画数据,例如非人类游戏角色、动画角色图像等。在另一实施例中,控制对象运动122用作限制信息。在此,限制信息驱动角色图像的动画,因此,控制对象运动122直接控制游戏角色的运动。应该理解的是,实际的模拟系统可以完成这个特征。在一个实施例中,游戏角色反映出该控制对象的运动。在另一实施例中,映射控制对象的特定动作,以引起游戏角色的不同动作。例如,当控制对象移动肢体即臂或腿时,可以映射该肢体动作,从而使视频游戏角色的眉毛可以动。应该理解到,任何类型的控制对象动作都可映射到角色图像(例如视频游戏角色)任何不同类型的动作。
仍参照图2,在一个更具体的例子中,控制对象运动122可描绘玩篮球视频游戏的人,其中此人执行如块122a中所描绘的投篮运动。块122a的投篮运动与存储在数据库124中专业篮球运动员的投篮运动相关联。在可视屏幕上显示专业篮球运动员的投篮运动,如块126a描绘的。因此,玩此视频游戏者的运动捕捉用于实时控制执行类似运动的专业角色。应该理解到,给出的篮球例子用于说明性目的而非限制的。也就是说,玩此视频游戏者的运动可对应于任何体育运动。此外,玩此视频游戏者的运动可与非体育运动相关联。例如,捕捉的玩此视频游戏者的运动可用来控制动物或视频游戏显示的其它非人类生物对象乃至无生命对象的动作。
图3是根据本发明一个实施例的人的模型示意图,其中该模型包括描绘关节角的标记。在一个实施例中,该模型是骨架图像。如在此所用的,骨架图像指的是所追踪的任何结构模型,并不局限于模型是硬的但具有关节的关节式模型。而且,可用变化的精度(例如各种关节限制)来定义骨架图像。当然,与骨架图像或模型相关的关节与肢体越多,需要追踪的数据越多。在此,标记140a-140i分布于骨架图像142。标记140a与140d对应于手腕位置,标记140b与140c对应于眉毛位置,而标记140e对应于躯干。标记140g与140f对应于膝盖,而标记140h和140i对应于脚裸。当然,在此描述的实施例并不局限于图3中所示的标记位置或标记数,可使用或多或少的标记。例如,耳机141可用作指示控制对象头部位置的标记。本领域技术人员会理解可用头带作为标记。在此,可以提供耳朵可插入式装置,其中该耳朵可插入式装置作为标记并为控制对象提供声音。因此,例如摄像机的一个视频捕捉装置提供玩视频游戏者的图像,其中玩视频游戏者佩戴了标记。例如,标记可配置为人能佩戴的条带,或可插入此人(即,控制对象)衣服中的标记。然后软件可以分析所捕捉的具有标记的人的图像,以产生具有如标记140a-140i所提供的已知关节角位置的骨架图像142。
在一个实施例中,视频捕捉装置配置为提供深度图像,该深度图像可用于填充骨架图像部分,并在三维空间定位该骨架图像。因此,标记140a-140i提供关于附件或肢体起始位置的数据,并且来自视频捕捉装置的深度图像能在三维空间填充该附件或肢体。在此所用的术语附件和肢体并不意味着限制为人(即,控制对象),可控制同样由深度图像捕捉的对象。因此,该附件或肢体可包括作为控制对象的人所控制的对象。在另一实施例中,视频捕捉装置不具备深度捕捉能力,并且标记将指示附件或肢体起始点在空间中的已知位置。在此,臂、手、腿、脚或某些其它附件可从存储相关附件典型配置的数据库填入。例如,可在开始游戏之前获得控制对象的深度图像,并且该深度图像可作为模型存储在数据库中,以在需要时用于实时控制视频游戏角色。在又一实施例中,使用视频捕捉装置来捕捉没有标记的玩视频游戏者的运动。在此,作出关于对象位置的某种假设,例如哪只手、脚等是来自左侧或右侧,以便转换用于控制视频游戏角色所捕捉的运动。由此,在上述每个实施例中,所捕捉的运动用于实时控制与视频游戏角色相关的运动。
应当理解标记可采用各种形式。例如,可使用具有特定形状、颜色、图案、反射能力或某些其它有区别质量的材料,以使视频捕捉装置能通过标记在空间中识别一个点。本领域技术人员会理解到,可使用反向反射材料提供有区别的反射能力。此外,与视频捕捉装置相关的光可与反向反射带结合使用,以提供控制对象特定附件的起始点在空间中的位置。在一个实施例中,标记可采用闪光的形式。在此,该光可以是不可见光,如红外光。该光可在设定频率闪烁,其中该设定频率对应于特定的人或团队。
图4A至4C说明根据本发明一个实施例可由控制对象作为标记佩戴的示范性图案。该示范性图案包括图4A的斜纹图案、图4B的方块图案与图4C的网状线图案。对本领域技术人员将显而易见的是,图4A-4C所示图案并不意味着限制于此,可使用能够由视频捕捉装置识别的任何类型图案。应该理解到,在一个实施例中,可使用不同图案来区分左右肢。例如,图3的标记140d可包括图4A的图案,而图3的标记140a可包括图4B的图案。因此,可以区分左右腕。此外,可与图案结合使用形状、颜色等来定义标记。因此,即使图案因动作而变形,标记仍可使用备用指示器。
图5是根据本发明一个实施例用于控制与显示屏上呈现的角色相关的动作的控制对象实时运动捕捉的示意图。对应于玩视频游戏者的骨架图像142由一个视频捕捉装置148追踪。在一个实施例中,一个视频捕捉装置148配置为捕捉每个像素的深度数据。例如,可使用3DV STSTEMS或CANESTA所提供的深度摄像机作为在此描述实施例的捕捉深度数据的视频捕捉装置148。在玩视频游戏者作为标记佩戴反向反射带的情况下,摄像机148包括光150。在一个实施例中,光150可以是红外光。在另一个实施例中,光150是闪光,以便可以区分场景中永久光与要追踪的标记,即,来自反向反射带的闪光反射。反向反射带反射来自光150的所有光,因此,反向反射带在由视频捕捉装置148提供的图像数据中将是亮点。该亮点或空白将指示与标记相关的附件的起点。例如,标记140d与右腕相关,并将指示包括右腕(也可包括手或前臂)的深度图像的起点。当然,手可控制如上所述的对象。应该理解到,摄像机148可包括几个不同颜色的闪光。在此,反向反射带或任何合适的反射标记可设计成反射不同的颜色,由此使得可以区分多个反射标记。
图5的标记140c指示躯干的位置。如上所述,控制对象可在所定义的位置佩戴任何数量的标记。对本领域技术人员显而易见的是,捕捉装置可将特定标记标识为与特定附件(即,相对于图5的手腕或躯干)相关联。在一个视频捕捉装置148配置为提供深度图像的情况下,该视频捕捉装置提供数据,以用参照图8所述的深度信息填充骨架图像140的身体其余部分。摄像机148包括配置为将深度信息与标记位置结合的微处理器152,以产生并追踪控制对象(即,玩视频游戏的人)的图像。微处理器152可以执行参照图9所述的处理功能。摄像机148与计算装置154通信,计算装置154又与显示装置156通信。在一个实施例中,计算装置154是视频游戏控制台,诸如索尼计算机娱乐公司制造的“PLAYSTATION 2”
Figure C20038011024200131
。在另一实施例中,光150可配置为发射红外光谱内的光,以使指向控制对象的可见光最少。
图6A是根据本发明一个实施例的连体服的示意图,在该连体服中包含有标记。标记162a至162i可结合在连体服160中对应于参照图3讨论的位置的关节位置。在一个实施例中,可用标识穿着具有某体育人物、名人、团队标识等衣服的人的数据对躯干标记162e编码。此外,可对标记编码,以在视频游戏期间为穿此衣服的人提供增强特征。例如,该连体服可通过更多的身体盔甲或其它强化为用户提供额外的保护,这会诱使消费者购买视频游戏所用的连体服。
图6B是图6A连体服的备选实施例。在此,反向反射材料的微纤维织入了连体服中,即,结合到整个连体服160的织物中。因此,反向反射材料遍布整个连体服。在此,连体服对深度摄像机会表现为最大,但优选用于摄像机不能捕捉深度数据的实施例。也就是说,在视频捕捉装置配置为提供二维图像数据的情况下,最好具有尽可能多的作为反射的控制对象,以便更容易追踪用于实时控制视频游戏角色的控制对象。当然,如在关键部位放置的带的反射材料所要覆盖的控制对象不必满足如上讨论的。
图7是根据本发明一个实施例说明监视标记的图像帧的最佳技术示意图。这里,区域170定义骨架图像142周围的区域。因此,不是搜索标记的全部数据帧,只在围绕骨架图像142所定义的部分帧搜索连续帧。在此,将搜索部分帧174-2至174-n,以提高性能。骨架图像142显示为控制对象172,其中对象172是一把剑。应该理解到,当控制对象主要指人时,此人可以控制如剑、球、球拍等的对象。因此,也可捕捉与所控制对象相关的运动,以实时控制显示屏上的类似对象,例如,在视频角色控制一把剑的情况下。
图8是根据本发明一个实施例描绘由深度图像填充区域的模型的示意图。如参考图3讨论的,例如摄像机的视频捕捉装置提供玩视频游戏者的图像,其中玩视频游戏者佩戴有标记。用标记分析捕捉的此人图像,以创建具有如标记140a-140i所提供的已知关节角位置的骨架图像142,也称为模型。在一个实施例中,佩戴标记者站在视频捕捉装置前面,以定义如上所述方式存储的控制对象的模型或身体网。也就是说,最初执行校准步骤,以定义控制对象的模型深度图像。然后,使用该深度图像或部分深度图像填入骨架142中以创建三维图像。各个标记定义要定位的相应深度图像部分的位置。例如,左右前臂分别定义于区域180c与180e中。上半身与下半身分别定义于区域180d与180b中,而左胫部与右胫部分别定义于区域180a与180f中。此外,分别以标记140a、140d、140i与140h定义手与脚。因此,标记定义起始位置,并使用深度图像填入其余部分以提供三维控制对象,以便实时控制视频游戏角色的运动。
图9是可用于实现本发明实施例的与图形显示器上对象交互的示范性用户输入系统框图。如图9所示,用户输入系统由视频捕捉装置200、输入图像处理器202、输出图像处理器204和视频显示装置206组成。视频捕捉装置200可以是能够捕捉连续视频图像的任何装置,并且在一个实施例中,是视频摄像机(诸如“网络摄像机”)或类似的图像捕捉装置。如上所述,视频捕捉装置可配置为提供深度图像。输入图像处理器202将捕捉的控制对象视频图像转换成传送至输出图像处理器的信号。在一个实施例中,输入图像处理器202被编程为通过深度信息在捕捉的视频图像中从背景分离出控制对象,并响应控制对象的姿势和/或动作生成输出信号。输出图像处理器106被编程为响应从输入图像处理器104接收的信号在视频显示装置108上引起对象的平移和/或旋转运动。
本发明的这些及附加方面可通过执行软件指令的一个或多个处理器实现。根据本发明的一个实施例,单处理器执行如图5所示的输入图像处理与输出图像处理。然而,如图中所示并为了便于描述,在输入图像处理器202与输出图像处理器204之间分开示出了处理操作。应当注意,本发明决不解释为限制于任何特定的处理器配置,例如多于一个处理器。给出图9所示的多处理块只是为了便于描述。
图10是根据本发明实施例说明用于用户与图形显示器上的对象交互的输入系统。该输入系统环境包括控制对象212、视频捕捉装置214、视频显示装置216和包含处理器功能的控制台208,例如视频游戏机。输入系统环境中的控制对象212应位于视频捕捉装置214的视野210内。处理系统208可由娱乐系统或游戏控制台实现,例如处理与计算机娱乐系统SonyPlaystationTM II或Sony
Figure C20038011024200152
PlaystationTM I型。然而应当注意,处理系统208可以在其它计算机系统类型中实现,如个人计算机、工作站、膝上型计算机、无线计算装置或能够接收并处理图形图像数据的任何其它类型计算装置。当然,控制对象212可以结合如上所述的标记,和/或视频捕捉装置214可包括深度捕捉能力。
图11是配置为实现在此描述的本发明实施例的计算机处理系统的简化框图。该处理系统可以表示基于计算机的娱乐系统实施例,其包括耦合到主存储器220与图形处理单元(GPU)226的中央处理单元(CPU)224。CPU 224还耦合到输入/输出处理器(IOP)总线228。在一个实施例中,GPU 226包括快速处理基于像素的图形数据的内部缓冲器。此外,GPU 226可以包括输出处理部分或功能,以将处理的图像数据转换成标准电视频号,例如NTSC或PAL,以便传输到连接于娱乐系统或其元件外部的显示装置227。备选地,可将数据输出信号提供给除电视监视器之外的显示装置,如计算机监视器、LCD(液晶显示)装置或其它类型显示装置。
IOP总线228将CPU 224耦合到各种输入/输出装置及其它总线或装置。IOP总线228连接到输入/输出处理器存储器230、控制器232、存储卡234、通用串行总线(USB)端口236、IEEE1394(也被称为火线接口)端口238和总线250。总线250将几个其它系统构件耦合到CPU 224,包括操作系统(OS)ROM 240、闪速存储器242、声音处理单元(SPU)244、光盘控制单元246和硬盘驱动器(HDD)248。在本实施例的一个方面,视频捕捉装置可直接连接到IOP总线228,以便通过其传输到CPU 224;其中可使用来自视频捕捉装置的数据改变或更新在GPU 226中用于生成图形图像的值。而且,本发明的实施例可使用本领域已知的任何适当的图像处理配置与技术。
实施本发明各方面的程序或计算机指令可由几种不同方法提供。例如,可以存储在HDD 248、闪速存储器242、OS ROM 240或存储卡232中的程序的形式提供与图形图像交互的用户输入方法。备选地,可通过一个或多个耦合到CPU 224的输入端口将该程序下载到处理单元。定义输入方法的程序模块可提供有由CPU 224执行并在显示装置227上显示的游戏或应用程序,或者它们可与应用程序分开提供,诸如用于从局部主存储器220执行。
本发明的实施例还考虑了分布式图像处理配置。例如,本发明不限于捕捉的图像和在一个乃至两个位置进行显示图像处理,如在CPU中或在CPU与另一元件中。例如,可同样容易地在可执行处理的相关CPU、处理器或装置中进行输入图像处理;本质上所有图像处理都可遍布互连系统。因此,本发明不限于任何特定图像处理硬件电路和/或软件。在此描述的实施例也不限于任何通用硬件电路和/或软件的特定组合,也不限于由处理构件执行的指令的任何特定源。
图12是根据本发明一个实施例用于控制显示屏上所呈现角色的实时运动捕捉的方法操作流程图。该方法始于操作260,在此定义控制对象的骨架图像或模型。控制对象可以是与呈现于显示屏上的角色相关的玩视频游戏者。应当理解,此人可站在视频捕捉装置前面的视频捕捉装置视野内,以便定义如上所述人的模型。因此,骨架图像或模型可通过自校准过程来定义,其中人站在视频捕捉装置前。然后此方法进一步到操作262,在此标识骨架图像或模型上的标记位置。例如,如参照图3、5和8所描述的,标记可指示骨架图像或模型上关节角的位置。应理解,标记可采用如本文所述的各种形式。
然后图12的方法继续到操作264,在此捕捉与控制对象相关的动作。在一个实施例中,该动作通过配置为提供深度图像(即,与z轴及x轴和y轴相关的图像数据)的摄像机捕捉。在另一实施例中,通过如网络摄像机的数字视频摄像机在二维空间中捕捉动作。然后本方法到操作266,在此响应控制对象的动作,改变骨架图像或模型的姿势。也就是说,移动骨架图像以与控制对象的动作一致。应当理解,当使用深度摄像机作为视频捕捉装置时,在此可提供与骨架图像相对应的深度图像。定位骨架图像以与深度图像的姿势一致。
为了示范与说明的目的,骨架图像可被视为定位为与深度图像姿势一致的布娃娃。当控制对象移动时,深度图像追踪控制对象的移动,反过来,也同样移动骨架图像以追随深度图像。因此,控制对象的动作由骨架图像重复。如上所述,可在没有深度摄像机的情况下使用标记。类似地,可在没有标记的情况下使用深度摄像机。应当理解,深度摄像机捕捉三维数据,然而,深度摄像机不具备将三维数据映射到骨架的能力。标记提供了空间中已知的数据点,因而标记使深度数据能够映射到骨架。当然,在不使用标记的情况下可进行某种假设,使得深度数据可映射到骨架。也就是说,标记消除了这种假设的需要:诸如关节角的实际点由标记标注,并且相应的深度数据可从标记所标识的点填入。然后该方法进到操作268,在此根据骨架姿势的改变控制显示屏上所呈现角色的动作。在此,实时控制角色的动作。也就是说,当控制对象移动时,由此通过使用具深度信息和/或标记的图像数据定位骨架。
在一个实施例中,使能通过与控制图像相关的实时运动捕捉来控制对象的系统包含根据各构件功能定义的各种构件。该系统包括计算装置,例如游戏控制台。该系统可包括用于显示来自计算装置所接收数据的显示对象图像的部件。在此,用于显示图像的部件可以是包括电视监视器的任何适合的显示屏。包括用于捕捉与控制对象相关的深度图像的部件。在一个实施例中,用于捕捉深度图像的部件可以由能够提供深度数据的摄像机提供,例如可从上述3DVSYSTEMS或CANESTA得到的摄像机。提供将骨架图像或模型拟合到深度图像以定义控制对象动作的部件。例如,微处理器可提供将骨架图像拟合到深度图像以定义控制对象动作的部件。如上所述,这种处理可通过一个或多个微处理器提供。提供了当控制对象移动时用于转换控制对象的动作以控制显示屏上与显示对象相关运动的部件。在此又是微处理器(如图形处理单元)可实现用于转换控制对象的动作以控制与显示对象相关运动的部件。当然,用于执行上述功能的微处理器可包含在芯片组内。
总之,上述发明描述了提供用于控制视频游戏角色的实时运动捕捉的方法与系统。上述实施例允许可用于控制视频游戏角色或对象的实时运动捕捉。结合标记追踪深度的能力可提供用于标识正追踪人(控制对象)肢体/身体的起始点。然后填入此人,以类似真实的角色或人。因此,一旦标识出深度图像,就可从具有深度图像的数据库或通过视频捕捉装置捕捉的深度图像填入与深度图像相关的骨架图像。可结合可以或不可以捕捉深度图像的视频捕捉装置使用各种形式的标记。实例可包括固定放置的可佩戴反向反射带,例如放置在手腕、膝盖、头上等。备选地,可提供结合不同类型标记(补片、可标识的线等)的连体服或衣服。在一个实施例中,一旦标识(或检测)出动作,对动作数据库的参考就可在数据库中定位相应的动作。例如,如果游戏用户选择特定角色,例如著名球员,则该动作可以像由该真实的著名球员所执行的。这些动作将存储在数据库中。所获得的数据库动作由此将用于控制是游戏部分的角色(人/骨架)。在一个实施例中,配置为追踪深度的摄像机或硬件可包括配置为进行填入的处理器、专用电路或DSP,数据库查找用户的动作,并将其转换成“屏幕上”的动作。如上所述,术语骨架图像可广泛定义为包括任何被追踪对象的任何模型,不论此对象是人、有生命还是无生命的对象。
回想上述实施例,应理解到,本发明可采用各种计算机实现的涉及存储在计算机系统中数据的操作。这些操作包括需要物理处理物理量的操作。通常,虽然不是必要的,这些量采用能够被存储、传送、组合、比较及其它处理的电或磁信号的形式。而且,所执行的处理通常指的是诸如生产、标识、确定或比较等术语。
上述发明可用其它计算机系统配置实践,包括手持式装置、微处理器系统、基于微处理器或可编程消费电子设备、迷你计算机、大型计算机等。本发明也可在分布式计算机环境中实践,其中由通过通信网络链接的远程处理装置执行任务。
本发明也可实施为计算机可读媒体上的计算机可读代码。计算机可读媒体是可存储计算机系统随后可读取数据的任何数据存储装置。计算机可读媒体的实例包括硬盘驱动器、网络附加存储(NAS)、只读存储器、随机存取存储器、CD-ROM、CD-R、CD-RW、磁带及其它光学与非光学数据存储装置。计算机可读媒体也可分布于耦合计算机系统的网络上,以使计算机可读代码以分布方式存储和执行。
虽然出于清楚理解的目的,已详细描述了本发明,但显而易见的是,在所附权利要求书的范围内可实践某些变化与修改。因此,所提出的实施例被认为是说明性的而非限制性的,并且本发明并不局限于在此给出的细节,而是可在所附权利要求书的范围与等效物内进行修改。在权利要求书中,元件和/或步骤并不意味任何特定的操作顺序,除非在权利要求书中明确说明。

Claims (20)

1. 一种通过实时运动捕捉来控制与计算装置通信的显示屏上所呈现对象的方法,包括:
通过单视频捕捉装置捕捉与正被追踪的对象相关的深度图像;
标识与显示屏上所呈现对象和正追踪对象二者相关的模型;
将所述模型拟合到所述深度图像以捕捉与正追踪对象相关的运动;以及
根据所述模型到所述深度图像的拟合来实时控制显示屏上所呈现的对象。
2. 如权利要求1所述的方法,其中所述正追踪对象是与所述计算装置交互的人,并且所述模型是所述人的骨架图像。
3. 如权利要求1所述的方法,其中所述计算装置是视频游戏控制台。
4. 如权利要求1所述的方法,其中在显示屏上呈现的所述对象是视频游戏角色。
5. 如权利要求1所述的方法,其中标识与正追踪对象相关的深度图像的方法操作包括:
通过使能够提供深度数据的视频捕捉装置来捕捉所述深度图像。
6. 如权利要求1所述的方法,其中标识与正追踪对象相关的深度图像的所述方法操作包括:
从与所述计算装置相关联的数据库中检索所述深度图像。
7. 如权利要求1所述的方法,其中标识与正追踪对象相关的深度图像的所述方法操作包括:
通过与所述对象相关联的标记来追踪所述对象的动作。
8. 如权利要求7所述的方法,其中通过与所述对象相关联的标记来追踪所述对象动作的方法操作包括:
标识由所述标记引起的无效区域。
9. 一种用于实时运动捕捉来控制视频游戏角色的方法,包括:
定义控制对象的模型;
标识所述模型上的标记的位置;
通过单视频捕捉装置捕捉与所述控制对象相关的动作;
解释与所述控制对象相关的动作以改变所述模型的姿势;以及
根据所述模型的姿势的改变来控制显示屏上呈现的角色的动作。
10. 如权利要求9所述的方法,其中所述控制对象是人,所述模型是所述人的骨架图像。
11. 如权利要求9所述的方法,其中捕捉与所述控制对象相关的动作的方法操作包括:
捕捉与所述控制对象控制的对象相关的动作。
12. 如权利要求9所述的方法,其中解释与所述控制对象相关的动作以改变所述模型的姿势的方法操作包括:
对具有与所述模型对应的深度图像的数据库进行存取。
13. 如权利要求9所述的方法,还包括:
继续捕捉与所述控制对象相关的动作,解释与所述控制对象相关的动作以改变所述模型的姿势,以及根据所述模型的姿势的改变来控制显示屏上呈现的角色的动作。
14. 如权利要求9所述的方法,其中,使所述单视频捕捉装置能够提供与所述控制对象相关的深度数据。
15. 一种使能够通过与控制图像相关的实时运动捕捉来控制对象的系统,包括:
计算装置;
与所述计算装置通信的显示屏,所述显示屏配置为显示对象的图像,对应于所述对象图像的数据由所述计算装置提供;
与所述计算装置通信的单视频捕捉装置,所述单视频捕捉装置使能够追踪控制对象,所述视频捕捉装置配置为:当所述控制对象移动时,转换与所述控制对象相关的运动以控制所述显示屏上所显示对象的运动。
16. 如权利要求15所述的系统,其中所述计算装置是视频游戏控制台。
17. 如权利要求15所述的系统,还包括:
配置为由所述控制对象佩戴的标记,所述标记指示与所述显示屏上所显示对象相关的模型上的深度图像的位置,所述深度图像由所述视频捕捉装置提供。
18. 如权利要求15所述的系统,其中所述控制对象是人。
19. 如权利要求15所述的系统,其中所述视频捕捉装置能够提供与所述控制对象图像相关的深度数据。
20. 如权利要求17所述的系统,其中所述标记是从由颜色、图案、反向反射材料和发光器件组成的组中选择的。
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