{"title":"Dynamics based 3D skeletal hand tracking","authors":"S. Melax, L. Keselman, Sterling Orsten","doi":"10.1145/2448196.2448232","DOIUrl":null,"url":null,"abstract":"Natural human computer interaction motivates hand tracking research, preferably without requiring the user to wear special hardware or markers. Ideally, a hand tracking solution would provide not only points of interest, but the full state of an entire hand. [Oikonomidis et al. 2011] demonstrated a particle swarm optimization that tracked a 3D skeletal hand model from a single depth camera, albeit using significant computing resources. In contrast, we track the hand from a single depth camera using an efficient physical simulation, which incrementally updates a model's fit and explores alternative candidate poses based on a variety of heuristics. Our approach enables real-time, robust 3D skeletal tracking of a user's hand, while utilizing a single x86 CPU core for processing.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"33 1","pages":"184"},"PeriodicalIF":0.0000,"publicationDate":"2013-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"194","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2448196.2448232","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 194
Abstract
Natural human computer interaction motivates hand tracking research, preferably without requiring the user to wear special hardware or markers. Ideally, a hand tracking solution would provide not only points of interest, but the full state of an entire hand. [Oikonomidis et al. 2011] demonstrated a particle swarm optimization that tracked a 3D skeletal hand model from a single depth camera, albeit using significant computing resources. In contrast, we track the hand from a single depth camera using an efficient physical simulation, which incrementally updates a model's fit and explores alternative candidate poses based on a variety of heuristics. Our approach enables real-time, robust 3D skeletal tracking of a user's hand, while utilizing a single x86 CPU core for processing.