TWI274295B - Method and apparatus for real time motion capture - Google Patents
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Description
1274295 (1) 玖、發明說明 【發明所屬之技術領域】 本發明一般係關於視頻處理,及更特定於追蹤一影像 的景深及/或其相關的標記,以提供用於視頻遊戲應用的 即時動態影像捕捉。 【先前技術】 電影、視頻遊戲與其他有關的視頻產品係捕捉距離與 空間資訊。關於電影,可以分開捕捉一個演員或運動人物 的動作。例如,當表演一個動作時,可以由數台攝影機拍 攝一個運動人物。連接於該運動人物的物體(例如,圓點 )可追蹤該動作。該追蹤的動作被儲存於資料庫中以便稍 後電影或視頻遊戲中的使用。這些動作可以藉執行儲存在 資料庫中的動作之畫框而重新播放。 圖1係一個人的槪略圖,其身體上佈滿數個圓點以儲 存此人的動作。人1 〇 〇具有數個圓點1 0 2分配於其整個身 體上。然後人1 〇〇將執行由數個攝影機1 04捕捉的某動作 。然後該捕捉的視頻資料可以依需求編輯以定義視頻資料 106。然後儲存視頻資料106於資料庫108中以稍後取出 用於插入一個電影中。 當不需要即時動態影像捕捉時,例如電影編輯,圖1 所示的設計在一個被控制的環境中工作得很好。此外,@ 然人的動作被捕捉及儲存,此人只須穿戴該圓點_次。然、 而,圖1所示的動態影像捕捉係用於被動方式中,例如, -4 - (2) 1274295 編輯者在;p扁輯6亥電影時將此儲存的動作插入電影中。因此 ’所捕捉的動作並無法控制該電影其他任何角度而在稍後 插入電影中。同樣的情況對於視頻遊戲也成立,例如,所 捕捉的動態影像並無法用於控制視頻遊戲任何部份。部份 地’複雜的計算能力以及需要一點一點地掃描造成無法使 用所捕捉的動態影像於即時之控制之用。 結果,需要提供一個方法及裝置以解決先前技術的問 題,該方法及裝置提供足以控制視頻遊戲各個角度(如物 體與角色動作)的即時動態影像捕捉。 【發明內容】 廣泛地說,本發明藉由提供一個方法及裝置以補滿這 些需要,該方法及裝置藉玩此視頻遊戲之人的即時動態影 像捕捉可以控制視頻遊戲角色與物體。本發明的價値在於 可以數種方式# fr ’包括作爲一種方法、一種系統、電腦 可讀取媒體或一種裝置。以下描述本發明幾種發明的實施 例。 在一個實施例中,提供一種即時動態影像捕捉方法以 便控制視頻遊戲角色。該方法以定義一個控制物體的模型 開始。然後,確認該模型上標記的位置。接著,捕捉該控 制物體相關的動作。然後,解譯該控制物體相關的動作以 改變該模型的狀態。接著’根據該模型狀態的改變控制展 示螢幕上所呈現的角色動作。 在另一個實施例中,提供一個經由即時動態影像捕捉 -5 - (3) 1274295 控制展示螢幕(與一電腦裝置溝通)上所呈現之物體的方 法。該方法以確認所追蹤之物體相關的景深影像開始。然 後,確認與展示螢幕上所呈現物體及所追蹤物體二者相關 的模型。接著,安裝該模型至景深影像以捕捉所追蹤物體 相關的動態影像。然後,根據安裝於景深影像的模型即時 控制展示螢幕上所呈現的物體。 然而在另一個實施例中,提供一個經由即時動態影像 捕捉控制展示螢幕上所呈現物體影像之動作的方法。該方 法以定義一個人的模型開始。然後,確認此人之模型上標 記的位置。接著,提供一對應於此人之模型某部份的景深 影像。該模型部份包括標記。然後,結合該標記的位置於 景深影像上的點。接著,以該景深影像架構爲基礎將該模 型部份定位於其上。然後,根據該模型部份之定位控制展 示螢幕上所呈現的視頻角色。 然而在另一個實施例中,提供具有程式指令的電腦可 讀取媒體,該媒體經由即時動態影像捕捉與一電腦裝置溝 通以控制展示螢幕上所呈現的物體。該電腦可讀取媒體包 括確認所追蹤物體景深影像的程式指令及確認與展示螢幕 上所呈現物體及所追蹤物體二者相關之模型的程式指令。 亦包括安裝該模型至景深影像以捕捉所追蹤物體相關之動 態影像的程式指令。並提供根據安裝於景深影像的模型即 時控制展示螢幕上所呈現之物體的程式指令。 在另一個實施例中,提供一個可以控制物體的系統, 該系統係經由與一控制影像相關的即時動態影像捕捉而控 -6 - (4) 1274295 制。該系統包括一電腦裝置。提供一與該電腦裝置溝通的 展示螢幕。該展示螢幕被建構成用以展示物體的影像,其 中藉該電腦裝置提供該物體影像的相關資料至該展示螢幕 。亦包括一與該電腦裝置溝通的視頻捕捉裝置。該視頻捕 捉裝置可以追蹤一控制物體。該視頻捕捉裝置被建構成當 該控制物體動作時,轉換該控制物體相關的動態影像以控 制展示螢幕上所展示物體的動態影像。 然而在另一個實施例中,提供一可以控制視頻角色的 系統,該系統係經由與一控制影像相關的即時動態影像捕 捉而控制。該系統包括一電腦裝置。提供展示來自該電腦 裝置所接收資料之視頻角色影像的機構與捕捉與控制物體 相關之景深影像的機構。包括安裝一模型於該景深影像以 定義該控制物體動作的機構。也包括當該控制物體動作時 ’轉換該控制物體之動作以控制展示螢幕上視頻角色相關 之動態影像的機構。 的其它角度與優點將藉與相關圖共同參照及舉 例1兌明本發明原理,在以下的詳細描述中變得更爲明確, 【實施方式】 ~項可以即時動態影像捕捉以便控制視頻遊戲角 色或物體之系統、裝置與方法的發明。然而明顯地,對於 失:HU S循1中的技巧,本發明可以在沒有某些或全部該等特 定細節下實行。在其他例証中,並不詳細描述已知的處理 (5) 1274295 操作以避免非必要地混淆本發明。圖1描述於章節、、先前 技術〃中。 本發明的實施例提供允許即時動態影像捕捉以便控制 視頻遊戲角色或物體的系統與方法。玩視頻遊戲者的動作 用來控制該視頻遊戲展示螢幕上的角色。因此,玩此視頻 遊戲者的即時動態影像捕捉用以控制展示螢幕上的角色。 在此’相反於離線編輯動作捕捉及在稍後的時間點上插入 電影中,捕捉玩此視頻遊戲者的原始動作資料及用於即時 控制的目的。 在一個實施例中,展示螢幕上所呈現的人物角色之動 作受控於作爲控制物體之使用者或人的動作。該使用者的 動作可以由一個視頻捕捉裝置捕捉’也被視爲一^個影像捕 捉裝置,如網路攝影機或某些其它適合的攝影機型態。在 一個實施例中,該視頻捕捉裝置被建構成捕捉該控制物體 的景深影像。該控制物體的景深影像提供的資料係關於與 該視頻捕捉裝置相關之每個像素的距離或景深。因此,該 控制物體相關的骨架與定義關節角度的位置可以映射出一 個人物角色或甚至一個非人物角色。在另一個實施例中, 該控制物體所穿戴的標記可以用來表示關節角度的位置。 結合該景深影像與使用標記定義位置的骨架以創造一個控 .制物體。接著,該控制物體的動態影像用於控制展示螢幕 上的角色影像。例如,該角色影像可能是來自視頻遊戲的 影像。因此,玩此視頻遊戲者可以控制顯τρ;於展示螢幕上 的角色影像。以下將更詳細地描述,此處所描述本發明的 (6) 1274295 數個實施例,包括藉標記控制視頻角色的即時動態影像捕 捉。在另一個實施例中,被建構成提供景深資訊的視頻捕 捉裝置於控制視頻角色的即時動態影像捕捉時可以使用標 記或不使用標記。如以下所描述,該標記可以包括顏色、 樣式、反反射材質、光源等等。 圖2係根據本發明一個實施例的簡化槪略圖,說明使 用即時動態影像捕捉控制一視頻遊戲的角色。動態影像捕 捉輸入1 2 0儲存於動態影像捕捉資料庫1 2 4中。控制物體 動態影像1 22經由一捕捉裝置捕捉,如網路攝影機,及與 資料庫1 24中所儲存相對應的動態影像捕捉輸入1 20結合 。然後所結合的動態影像捕捉輸入依資料庫1 2 6所表示的 輸出動態影像呈現於展示螢幕上。例如,控制物體動態影 像1 22可以捕捉玩視頻遊戲者的某些動態影像或動作。在 一個實施例中,動態影像捕捉資料庫1 24儲存數個捕捉專 業運動員動態影像的動態影像捕捉輸入檔1 2 0。因此,控 制物體動態影像1 22與一對應於該控制物體動態影像的類 似動態影像捕捉輸入1 2 0結合,及該相似的動態影像捕捉 輸入即時呈現於展示螢幕上。因此,提供該控制物體(例 如,玩視頻遊戲者)即時控制該專業運動員之動態影像或 動作的效能。本發明的價値在於該動態影像捕捉輸入也可 以是動畫資料,例如非人物遊戲角色、動畫角色影像等等 。在另一個實施例中,控制物體動態影像1 22被用作限制 資訊。此處,該限制資訊驅動一角色影像的動畫,因此, 控制物體動態影像】2 2直接控制遊戲角色的動態影像。其 -9 - (7) J274295 價値在於一實際的模擬系統 例中,該遊戲角色反映出該 個實施例中,映射該控制物 同的動作。例如,當該控制 可以映射該肢體動作引發視 値在於控制物體任何型態的 視頻遊戲角色)任何不同型 仍舊參照圖2,在一個 態影像1 2 2可以描述一玩籃 一射球動態影像描述於方塊 態影像與儲存於資料庫1 24 結合。方塊]26a描述展示 於可見螢幕上。因此,玩此 用於即時控制該專業角色表 於所顯示的籃球例子係提出 是說,玩此視頻遊戲者的動 動態影像。更進一步,玩此 非運動動作結合。例如,玩 可以被用來控制動物或其它 戲或甚至無生命物體所展示 圖3係根據本發明_•個 中該模型包括描述關節角度 模型係一骨架影像。如此處 何所追蹤結構的模型及不受 可以完成此特性。在一個實施 控制物體的動態影像。在另一 體特定的動作引發遊戲角色不 物體移動一肢體’手臂或腿, 頻遊戲角色的眉毛動作。其價 動作可以映射出角色影像(如 態的動作。 更特定的例子中,控制物體動 球視頻遊戲者,其中此人表演 1 2 2 a中。方塊1 2 2 a的射球動 中專業籃球員的射球動態影像 該專業籃球員的射球動態影像 視頻遊戲者的動態影像捕捉被 演類似的動態影像。其價値在 作爲說明之用而非限制。也就 態影像可以對應到任何運動的 視頻遊戲者的動態影像可以與 此視頻遊戲者捕捉的動態影像 非人類生物物體(由該視頻遊 )的動作 實施例之人的模型槪略圖,其 的標記。在一個實施例中,該 所使用’ 一骨架影像參照到任 限於有關節的模型(其中該模 -10 - (8) 1274295 型僵硬但具有關節)。更進一步,該骨架影像可以各種的 精確度定義,例如各種的關節限制。當然,越多關節與肢 體結合於骨架影像或模型,需要追蹤越多的相關資料。此 處,標記l4〇a-14(H佈滿於骨架影像142。標記14〇a與 1 4 0 d相當於手腕位置,標記1 4 〇 b與1 4 〇 c相當於眉毛位 置而標記1 4 0 e相當於軀幹位置。標記1 4 0 g與1 4 0 f相當 於膝蓋及位置標記1 4 0 h與1 4 0 i相當於腳踝位置。當然, 此處所描述的實施例並不限制圖3中標記的放置位置或數 量,可以使用較多或較少的標記。例如,可以使用耳機 1 4 1作爲表示該控制物體頭部位置的標記。此項技術中一 個重要的技巧乃係可以使用髮帶作爲標記。此處,可以提 供耳朵可插入式裝置,其中該耳朵可插入式裝置作爲標記 及提供該控制物體聲音。因此,一個視頻捕捉裝置,例如 攝影機,提供玩此視頻遊戲者的影像,其中玩此視頻遊戲 者芽戴該等標。例如,該等標記可以被建構成人能穿戴 的皮帶或該等標記可以倂入此人(例如,控制物體)的衣 服。然後軟體可以標記分析此人捕捉的影像而產生骨架影 像142 (由標記140^1 4 (Η所提供、具已知關節角度位置 )° 在一個實施例中,該視頻捕捉裝置被建構成提供可用 於塡入骨架影像部份的景深影像與在三度空間中定位該骨 架影像。因此’標記1 4 0 a- 1 4 0 i提供作爲附加物或肢體起 始位置的資料’及來自視頻捕捉裝置的景深影像在三度空 間中塡入該附加物或肢體。如此處所使用,該附加物或肢 -11 - (9) 1274295 體的名稱並不限制爲人,例如,控制物體,可以控制一同 樣藉由景深影像捕捉的物體。因此,該附加物或肢體可以 包括作爲控制物體者所控制的物體。在另一個實施例中, 視頻捕捉裝置不具備景深捕捉能力,及標記將表示出附加 物或肢體起始點在空間中的已知位置。此處,一個手臂、 手 '腿、腳、或某些其它附加物可以從儲存相關附加物之 典型架構的資料庫塡入。例如,可以在起始遊戲之前取出 控制物體的景深影像,及該景深影像可以儲存於資料庫中 作爲模型,以在需要時使用該模型即時控制視頻遊戲角色 。然而在另一個實施例中,用於捕捉玩此視頻遊戲者動態 影像的視頻捕捉裝置沒有標記。此處,爲了轉換用於控制 視頻遊戲角色所捕捉的動態影像,制定關於該物體位置的 特定假設(例如哪一隻手、腳等等係來自左側或右側)。 因此,在以上所描述的每個實施例中,使用所捕捉的動態 影像即時控制視頻遊戲角色相關的動態影像。 其價値在於標記可以各種型式使用。例如,可以使用 具有特定形狀、顏色、樣式、反射能力、或某些其它可分 辨性質的材質致使視頻捕捉裝置可以在空間中藉由標記確 §忍一個點。在此項技術中一個重要的技巧係使用反反射材 質提供分辨反射的能力。此外,可以合倂使用一個視頻影 像捕捉器光源與反反射帶以提供控制物體特定附加物起始 點在空間中的位置。在一個實施例中,標記可以爲閃光光 源型式。此處,該光源可以是不可見光,如紅外線光源。 5亥光源可以在一頻率上閃光,其中該組頻率相對於特定 -12 - (10) 1274295 的人或團隊。 圖4 A至圖4 C說明根據本發明一個實施例,可由該 控制物體穿戴作爲標記的典型樣式。該典型樣式包括圖 4 A的斜紋樣式,圖4 B的方塊樣式與圖4 C的網目樣式。 此項技術中一個明顯的技巧,圖4A-4C所例舉的樣式並 非限制可以被視頻捕捉裝置確認之樣式的任何型態。其價 値在於在一個實施例中,可以使用不同樣式以區分左肢與 右肢。例如,圖3的標記1 4 0 d可以包括圖4 A的樣式’ 然而圖3的標記1 4 0 a可以包括圖4 B的樣式。因此,可以 區分左腕與右腕。此外,可以使用形狀、顏色等等與樣式 合倂以定義一個標記。因此,就算樣式因動作而變形,標 記仍可使用一個備用指示者。 圖5係根據本發明一個實施例之控制物體即時動態影 像捕捉的槪略圖,該控制物體用於控制展示螢幕上所呈現 之角色的動作。骨架影像1 4 2,相當於玩視頻遊戲者,藉 由視頻捕捉裝置1 4 8追蹤。在一個實施例中,視頻捕捉裝 置1 4 8被建構成捕捉每個像素的景深影像。例如,可使用 3DV STSTEMS或CANESTA所提供的景深攝影機作爲此 處所描述之實施例捕捉景深資料的視頻捕捉裝置1 4 8。當 玩此視頻遊戲者穿戴反反射帶作爲標記,攝影機1 4 8包括 光源1 5 0。在一個實施例中,光源〗5 〇可以是紅外線光源 。在另一個實施例中,光源1 5 0係閃光致使可以區分場景 中的固定光源與所追蹤的標記,例如,反射來自反反射帶 的閃光光源。反反射帶反射所有來自光源]5 0的光,因此 -13- 1274295 (11) ’反反射帶在視頻捕捉裝置]4 8所提供的影像資料中將成 爲一個売點。該売點或空缺將表示一結合於標記之附加物 的起$1=1點。例如,丨示g 1 4 0 d結合於右腕及表示包括該右 腕(也可以包括手或前臂)之景深影像的起始點。當然如 上所述,該手可以控制一物體。其價値在於攝影機丨48可 以包括數個不同顏色的閃光光源。此處,可以設計反反射 帶、或任何適合的反射標記成反射不同的顏色,因而允許 區分數個反射標記。 圖5的標記1 4 0 c表示軀幹的位置。如上所述,控制 物體可以在所定義的位置上穿戴任何數量的標記。此項技 術中一個明顯的技巧乃係捕捉裝置可以確認結合於特定附 加物(例如,圖5的手腕或軀幹)的特定標記。當視頻捕 捉裝置1 4 8被建構成提供景深影像,該視頻捕捉裝置提供 資料以便用圖8所示之景深資訊塡入骨架影像1 4 0軀幹的 其餘部份。攝影機1 4 8包括被建構成合倂景深資訊與標記 位置的微處理器1 52以產生及追蹤該控制物體(例如,玩 此視頻遊戲者)的影像。微處理器1 5 2可以完成圖9所示 的處理功能。攝影機1 4 8與電腦裝置1 5 4溝通,接著再與 展示裝置1 5 6溝通。在一個實施例中,電腦裝置〗5 4係一 視頻遊戲控制台(如索尼電腦娛樂公司所製造的、、 PLAYSTATION )。在另一個實施例中,光源150可 以被建構成紅外線光譜中的放射光源以使得直接在控制物 體上的可見光降至最低。 圖6 A係根據本發明一個實施例之連身服的槪略圖, -14 - 1274295 (12) 該連身服包括標記在其中。標記1 6 2 a到1 6 2 i可以整合於 連身服1 6 0中相當於圖3所討論位置的關節處。在一個實 施例中,可以資料(藉特定運動人物、知名者、團隊識別 等等確認穿戴此服裝者)編碼軀幹標記1 6 2 e。_此外,可 以編碼標記以便在視頻遊戲期間提供穿戴此服裝者進一步 的特徵。例如,該連身服可經由更多身體的盔甲或其它強 化提供使用者額外的保護以誘使消費考購買視頻遊戲所使 用的連身服。 圖6B係圖6A之連身服的替代實施例。此處,反反 射材質的超 纖維可織入連身服中,例如,倂入連身服 1 6 0的整個織布。因此,反反射材質佈滿整個連身服。此 處,對景深攝影機該連身服將儘可能顯得最大,但較適用 於攝影機無法捕捉景涂資料的實施例。也就是說,當視頻 捕捉裝置被建構成提供二度空間影像資料,最好儘可能具 有大量控制物體作爲反射之用,以便更容易追蹤用於即時 控制視頻遊戲角色的控制物體。當然,控制物體並不需要 被反射材質如戰略地放置皮帶覆蓋以滿足如上所討論的。 圖7係根據本發明一個實施例,說明監視標記畫框最 佳技術的槪略圖。此處,區域1 7 0定義圍繞骨架影像1 4 2 的範圍。因此,爲了連續的畫框只搜尋圍繞骨架影像1 4 2 所定義的部份畫框,而不搜尋標記資料整個畫框。此處, 將會搜尋部份畫框1 7 4 - 2到1 7 4 - η以增強效能。所顯示的 骨架影像]4 2控制物體1 7 2,其中物體1 7 2是一把劍。其 價値在於當控制物體主要被視爲人時,此人可以控制如劍 -15- (13) 1274295 、球、球棒等等的物體。因此,也可以捕捉與所控制物體 相關的動態影像以便即時控制在展示螢幕上類似的物體, 例如,其中視頻角色控制一把劍。 圖8係根據本發明一個實施例模型的槪略圖,描述藉 景深影像塡入的區域。如圖3所示,視頻捕捉裝置(如攝 影機)提供玩此視頻遊戲者的影像,其中玩此視頻遊戲者 穿戴標記。所捕捉此人的影像藉標記分析以便產生骨架影 像142,同樣也藉標記140a-140i所提供已知的關節角度 位置被視爲一個模型。在一個實施例中,穿戴標記者站在 視頻捕捉裝置前以定義一個控制物體的模型或身體網(以 上述所提之方式儲存)。也就是說,在起始先執行一個校 準步驟以定義控制物體的模型景深影像。然後,使用該景 深影像或部份景深影像塡入骨架影像1 42以便產生一個三 度空間影像。分別的標記定義相對景深影像區域所配置的 位置。例如,左前臂與右前臂分別定義於區域丨80c與 180e中。上半身與下半身分別定義於區域ι8〇(1與180b 中,而左脞骨與右脛骨分別定義於區域180a與180f中。 此外’以下分別以標記1 4 0 a、1 4 0 d、1 4 0 i與Μ 0 h定義手 與腳。因此,爲了即時控制視頻遊戲角色的動態影像,該 等標記定義起始位置及使用景深影像塡入其餘部份以便提 供三度空間的控制物體。 圖9係可用於執行本發明實施例,與圖形展示上物體 互動之典型使用者輸入系統的方塊圖。如圖9中所示,該 使用者輸入系統包含一視頻捕捉裝置2 0 0、一輸入影像處 -16 - (14) 1274295 理器2 Ο 2、一輸出影像處理器2 Ο 4、與一視頻展示裝置 2 0 6。視頻捕捉裝置2 0 0可以是任何能夠捕捉連續視頻影 像的裝置,及在一個實施例中,是一數位視頻攝影機(如 網路攝影機)、或類似的影像捕捉裝置。如上所述,該視 頻捕捉裝置可以被建構成提供景深影像。輸入影像處理器 2 0 2轉換所捕捉的控制物體視頻影像成傳送至輸出影像處 理器的信號。在一個實施例中,輸入影像處理器2 0 2被規 劃成藉由景深影像在所捕捉的視頻影像中從背景分離出控 制物體及產生一回應於控制物體位置及/或動作的輸出信 號。輸出影像處理器2 0 4 (原稿1 〇 6 )被規劃成回應從輸 入影像處理器2 0 2 (原稿1 〇 4 )接收的信號,在視頻展示 裝置206 (原稿108)上引起物體的平移及/或旋轉。 本發明以上及額外角度可以藉由執行軟體指令的一或 多個處理器執行。根據本發明一個實施例,一執行輸入影 像處理與輸出影像處理的單處理器如圖5所示。然而,如 圖中所示及爲了便於說明,所顯示的處理操作在輸入影像 處理器202與輸出影像處理器2 04間分開。請注意,本發 明無法作爲限制任何特定處理器架構的解釋,如超過一個 處理器。圖9中所示多種處理方塊只是爲了便於描述。 圖1 0係根據本發明實施例,說明用於使用者與圖形 展不上物體互動之輸入系統。該輸入系統環境包括控制物 體2 1 2、視頻捕捉裝置2〗4、視頻展示裝置2 1 6、與包含 處理器功能的控制台2 0 8,如一個視頻遊戲機。輸入系統 環境中的控制物體2 1 2應該配置於視頻捕捉裝置2 ] 4視野 (15) 1274295 2 1 〇的範圍內◦處理系統2 Ο 8可以由—娛樂系統或遊戲控 制台執行,如 s〇n.y ⑧ Playstation π 或 Sony ® Playstation ™ :[處理型態與電腦娛樂系統。然而請注意, 處理系統2 〇8可以執行於其它電腦系統型態,如個人電腦 、工作站、筆記型電腦、無線電腦裝置、或任何其它能夠 接收及處理圖形影像資料的電腦裝置型態。當然,控制物 體‘ 2 1 2可以與上述之標記共同作用及/或視頻捕捉裝置 2 1 4可以包括景深捕捉能力。 圖1 1係一簡化的電腦處理系統方塊圖,該系統被建 構成執行本發明此處所描述之實施例。該處理系統可以呈 現一電腦化娛樂系統實施例,該實施例包括耦合於主記億 體220與圖形處理單兀(、、GPU226的中央處理單元 (''CPU" ) 224。CPU224也鍋合於輸入/輸出處理器( I〇P〃 )匯流排22 8。在一個實施例中,Gpu2 2 6包括一 快速處理像素化圖形資料的內部暫存器。此外,G P U 2 2 6 可以包括一輸出處理區或功能以轉換所處理的影像資料成 標準電視頻號,例如N T S C或P A L,而傳輸到連於該娛樂 系統或其元件外部的展示裝置2 2 7。或者,可以提供資料 輸出彳§號至電視顯示器之外的展示裝置,如電腦顯示器、 L C D (液晶展示)裝置、或其它型態的展示裝置。 Ϊ〇Ρ匯流排228耦合CPU224到各種的輸入/輸出裝 置及其它匯流排或裝置。I 〇 Ρ匯流排2 2 8連接於輸入/輸 出處理器記憶體2 3 〇、控制器2 3 2、記憶卡2 3 4、通用序 列連接(USB )埠2 3 6、IEEE 1 3 9 4 (也被視爲火線介面) -18 - 1274295 (16) 埠2 3 8、與匯流排2 5 0。匯流排2 5 0耦合數種其它系統元 件到 C P U 2 2 4,包括作業系統('' 〇 S " ) R Ο Μ 2 4 0、快閃 記憶體242、聲音處理單元(SPU〃 )244、光碟控制單 元 2 4 6、與硬碟機(HDD〃 )24 8。在本實施例的一個 角度中,視頻捕捉裝置可以直接連接於IQP匯流排22 8以 便經由其傳輸到 C P U 2 2 4 ;其中,可以使用來自視頻捕捉 裝置的資料在GPU22 6中改變或更新用於產生圖形影像的 値。更進一步,本發明的實施例可以使用數種影像處理架 構與技術,如2 0 0 0年5月1 7日發表於美國專利申請案號 第 09 / 5 7 3,1 0 5 號、標題爲 OUTLINE GENERATING DATA,GENERATING METHOD AND APPARTUS 所描述之 內容全部於此參考之。 具體表現本發明之各個角度的程式或電腦指令可由數 種不同方法提供。例如,可用將程式儲存於HDD2 4 8、快 閃記憶體2 4 2、Ο S R Ο Μ 2 4 0、或記憶卡2 3 4 (原稿2 3 2 ) 中的型式提供與圖形影像互動的使用者輸入方法。或者, 該程式可經由一或多個耦合於C P U 2 2 4的輸入埠下載到處 理單元。該定義輸入方法的程式模組設有CPU224所執行 的遊戲或應用程式提供及展示於展示裝置22 7上,或者它 們可分別由如來自區域主記憶體2 2 0執行的應用程式提供 c 本發明的實施例也考慮分散的影像處理架構。例如, 本發明不限於所捕捉的影像及於一或超過兩個位置處理展 示影像,如在C P U中或在c P U與另一個元件中。例如, (17) 1274295 可以同樣容易地於一可完成處理的相關cpU、處理器或裝 置中處理輸入影像;本質上所有的影像處理可以經由聯網 系統而分散。因此’本發明不限於任何特定的影像處理硬 體電路及/或軟體。此處所描述的實施例也不限於任何一 般硬體電路及/或軟體的特定組合,處理元件所執行的指 令也不限於任何特定來源。 圖1 2係根據本發明一個實施例之操作方法的流程圖 ,該即時捕捉動態影像的操作方法用於控制展示螢幕上所 呈現的角色。此方法起始於定義控制物體之骨架影像或模 型的操作2 6 0。該控制物體可以是與呈現於展示螢幕上之 角色相關的玩視頻遊戲者。其價値在於此人可以在該視頻 捕捉裝置視野範圍內站在視頻捕捉裝置前,以便定義上述 的人模型。因此,該骨架影像或模型可以藉由自我校準處 理而定義,其中此人站在視頻捕捉裝置前。然後此方法進 一步到確認骨架影像或模型上標記位置的操作2 6 2,。例 如,如圖3、5與8所示,該等標記可以表示骨架影像或 模型上關節角度的位置。其價値在於此等標記可如此處所 述以各種的格式取用。 然後圖〗2的方法繼續進行捕捉控制物體相關動作的 操作2 6 4。在一個實施例中,該動作藉由被建構成提供景 深影像的攝影機所捕捉,例如,影像資料與z軸的相關如 同與X軸及y軸一樣。在另一個實施例中,在二度空間中 捕捉該動作係藉由數位視頻攝影機,如網路攝影機。然後 本方法移至操作2 6 6,該操作回應控制物體的動作,改變 (18) 1274295 骨架影像或模型的狀態。也就是說,移動骨架影像以配合 控制物體的動作。其價値在於當使用景深攝影機作爲視頻 捕捉裝置,此處可以提供一與骨架影像相對應的景深影像 。定位該骨架影像以配合景深影像的狀態。 爲了舉例與說明的目的,骨架影像可被視爲一配合景 深影像狀態所定位的布娃娃。當控制物體移動時,景深影 像追蹤控制物體的動作,接著,也同樣地移動骨架影像以 便追隨景深影像。因此,控制物體的動作藉由骨架影像重 複。如上所述,可以在沒有景深攝影機的狀況下使用標記 。同樣地,可以在沒有標記的狀況下使用景深攝影機。其 價値在於景深攝影機捕捉三度空間資料,然而,景深攝影 機不具備映射三度空間資料到骨架的能力。標記在空間中 提供已知的資料點,因而標記可以映射景深資料到骨架。 當然,在不使用標記的狀況下,可以宣告特定假設致使景 深資料能映射到骨架。也就是說,標記去除假設實際點, 如關節角度,由標記標示的需求,及相對應的景深資料可 以藉由標記所確認之點的型式塡入。然後本方法進一步到 操作2 6 8,該操作根據骨架影像狀態的改變控制展示螢幕 上所呈現角色的動作。此處,該角色的動作係即時控制。 也就是說,當控制物體移動時,根據使用具景深資訊及/ 或標記的影像資料定位骨架影像。 在一個實施例中,一經由即時動態影像捕捉相關之控 制影像控制物體的系統包含數種以其功能定義名稱的元件 。該系統包括一電腦裝置,例如一遊戲控制台。該系統可 -21 - (19) 1274295 以包括展示自電腦裝置所接收資料之展示物體影像的機構 。此處,展示影像的機構可以是包括電視顯示器之任何適 合的展示螢幕。該系統包括捕捉控制物體相關之景深影像 的機構。在一個實施例中,捕捉景深影像的機構可以由能 夠提供景深資料的攝影機提供,如來自上述可用於3 D V SYSTEMS或CANESTA的攝影機。該系統提供安裝骨架 影像或模型到景深影像的機構以定義控制物體的動作。例 如’微處理器可提供安裝骨架影像或模型到景深影像以定 義控制物體動作的機構。如上所述,這項處理可經由一或 多個微處理器提供。當控制物體移動時,機構轉換控制物 體之動作成展示螢幕上展示物體相關的控制動態影像。此 處再次可用一微處理器(如圖形處理單元)完成轉換控制 物體的動作成展示物體相關之控制動態影像的機構。當然 ’執行上述功能的微處理器可以被包括於一個晶片組內。 總之’上述發明描述了提供用於控制視頻遊戲角色之 即時動態影像捕捉的方法與系統。上述的實施例允許可用 於控制視頻遊戲角色或物體的即時動態影像捕捉。追蹤與 才票I己合彳幷;^景深的能力可以提供用於確認所追蹤者(控制 物體)肢體/身體的起始點。然後可以塡入此人如同真實 的角色或人。因此,一旦確認出景深影像,可從具景深影 # @資料庫或視頻捕捉裝置所捕捉的景深影像塡入與景深 影像相關的骨架影像。可以使用各種型式的標記與視頻捕 ί足裝置(可以或不可以捕捉景深影像)結合。可穿戴反反 射帶的放置位置範例可包括如手腕、膝蓋、頭上等等。或 -22 - (20) 1274295 者,可提供連身服或合倂不同標記型式(補釘、可確認的 線等等)的衣服。在一個實施例中,一旦確認(偵測)出 動作,一動作資料庫的參考可以在資料庫中找出一個相對 應的動作。例如,如果遊戲使用者選擇一特定的角色,如 著名的球員,該動作可以像是真的由該著名的球員表演。 這些動作儲存於資料庫中。所得到的資料庫動作將因此用
於控制遊戲中的角色(人/骨架)。在一'個貫施例中,攝 影機或被建構成追蹤景深影像的硬體可以包括一處理器, 特定電路或被建構成用作塡入的D S P,資料庫尋找及轉換 使用者動作成 ''螢幕上〃的動作。如以上所討論,稱爲骨 架影像者可廣泛地定義爲任何被追蹤物體的任何模型,不 論此物體是否爲人、有生命或無生命的物體。
回想上述的實施例,應了解本發明可以使用各種包含 儲存於電腦系統中資料的電腦執行操作。這些操作包?舌需 要實際處理實際量的操作。雖然不是必要,通常以電子或 磁信號的型式儲存、轉換、合倂、比較與其它處理這些量 。更進一步,所執行的處理通常以如產生、確認、決定、 或比較的名稱參照之。 上述的發明可以與其它電腦系統架橇一起實現,包括 ί鶴帶式裝置、微處理器系統、微處理器式或可程式消費電 本發明亦可於分 置(經通訊網路 子、迷你電腦、大型電腦與其類似產品。 散式電腦環境中實現,其中藉遠端處理裝 相連)執行工作。 «明亦可具體化爲電腦可„體上的電腦可讀碼。 -23 - (21) 1274295 電腦可讀媒體係任何可儲存電腦系統稍後可讀取之資料的 資料儲存裝置。電腦可讀媒體的範例包括硬碟機、網路附 加儲存(N A S )、唯5買日己彳思體、隨機存取記憶體、〇0· ROM、CD-R、CD-RW、磁帶、及其它光學與非光學資料 儲存裝置。該電腦可讀媒體亦可分佈於耦合電腦系統的網 路,致使電腦可讀碼可以分散的方式儲存與執行。 雖然爲了淸楚了解的目的,前面已經詳細描述了發明 ’明顯的特定改變與調整可以在附加的申請專利範圍中實 現。因此,所提出的實施例被視爲舉例而非限制,及本發 明並不受限於此處所給的細節,但可在附加之申請專利的 範圍與同等物中調整。除非在申請專利範圍中明確說明, 在申請專利範圍中,元件及/或步驟並不意味任何特定的 操作順序。 【圖式簡單說明】 本發明將藉由以下參照相關圖的詳細描述而易於了解 ’及同類的參照數字指定給同類的結構元件。 圖1係一個人的槪略圖,其身體上佈滿數個圓點以儲 存此人的動作。 圖2係根據本發明一個實施例的簡化槪略圖,說明用 於控制視頻遊戲角色的即時動態影像捕捉。 圖3係根據本發明一個實施例之一個人的模型槪略圖 ’其中S亥丨吴型包括描述關節角度的標記。 圖4 A至圖4 C說明根據本發明一個實施例,可由該 -24 - (22) 1274295 控制物體穿戴作爲標記的典型樣式。 圖5係根據本發明一個實施例之控制物體即時動態影 W捕捉的槪略U] ’該控制物體用於控制展示螢幕上所呈現 之角色的動作。 圖6 A係根據本發明一個實施例包括標記在其中之連 身服的槪略圖。 圖係圖6A之連身服的替代實施例。 圖7係根據本發明一個實施例說明監視標記影像畫框 最佳技術的槪略圖。 圖8係根據本發明一個實施例模型的槪略圖,描述藉 景深影像塡入的區域。 圖9係可用於執行本發明之實施例,.與.‘圖形展示上物 體互動之典型使用者輸入系統的方塊圖。 圖1 0係根據本發明實施例說明用於使用者與圖形展 示上物體互動的輸入系統。 圖11係一簡化的電腦處理系統方塊圖,該系統被建 構成執行本發明此處所描述之實施例。 圖1 2係根據本發明實施例之操作方法的流程圖,該 即時捕捉動態影像的操作方法可控制展示螢幕上所呈現的 角色。 主要元件對照表 1 00 人 1 02 圓點 -25 - (23) 1274295 1 04 攝影機 1 06 視頻資料 10 8 資料庫 1 20 動態影像捕捉 1 22 控制物體動態 122a 方塊 1 24 動態影像捕捉 1 26 資料庫 126a 方塊 1 40a〜140i 標記 14 1 耳機 142 骨架影像 14 8 視頻捕捉裝置 1 50 光源 1 52 微處理器 1 54 電腦裝置 1 56 展示裝置 1 60 連身服 1 62a-162i 標記 1 70 區域 1 72 物體 1 7 4 - 1 〜n 畫框 1 8 0 a - 1 8 0 f 區域 200 視頻捕捉裝置 輸入檔 影像 資料庫 -26 - (24)1274295 202 輸 入 影 像 處 理 πα 益 204 輸 出 影 像 處 理 器 206 視 頻 展 示 裝 置 2 0 8 控 制 台 2 10 視 野 2 12 控 制 物 體 2 14 視 頻 捕 捉 裝 置 2 16 視 頻 展 示 裝 置 220 主 記 憶 體 224 中 央 處 理 單 元 226 圖 形 處 理 σ 口 早 元 227 展 示 裝 置 228 輸 入 / 輸 出 處 理 器 匯 23 0 輸 入 / 輸 出 處 理 器 記 232 控 制 器 234 記 憶 卡 23 6 通 用 序 列 連 接 埠 23 8 IEEE ;1 3 94 .ί阜 240 作 業 系 統 唯 讀 記 憶 體 242 快 閃 記 憶 體 244 音 處 理 單 元 246 光 碟 控 制 早 元 24 8 硬 碟 機 250 匯 排 -27 - (25)1274295 260 操 作 262 操 作 264 操 作 266 操 作 268 操 作
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Claims (1)
- (1) 1274295 拾、申請專利範圍 1 · 一種用於控制視頻遊戲角色的即時動態影像捕捉 方法,包含: 定義一控制物體的模型; 確認該模型上標記的位置; 捕捉該控制物體相關的動作; 解譯該控制物體相關的動作以改變該模型的狀態;及 根據該模型位置的改變控制展示螢幕上所呈現角色的 動作。 2 .如申請專利範圍第1項之方法,其中該控制物體 是一人及該模型是此人的骨架影像。 3 .如申請專利範圍第1項之方法,其中該捕捉該控 制物體相關動作的操作包括, 捕捉該控制物體所控制之物體的動作。 4. 如申請專利範圍第1項之方法,其中解譯該控制 物體相關動作以改變該模型狀態的操作包括, 存取具對應於該模型之景深影像的資料庫。 5. 如申請專利範圍第1項之方法,進一步包含: 繼續捕捉該控制物體相關的動作,解譯該控制物體相 關的動作以便改變該模型的位置及根據該模型位置的改變 控制展示螢幕上所呈現角色的動作。 6. 一種經由即時動態影像捕捉與電腦裝置通訊以控 制展示螢幕上所呈現之物體的方法,包含: 確認所追蹤之物體相關的景深影像; -29- (2) 1274295 確認與展示螢幕上所呈現物體及所追蹤物體二者相關 的模型; 安裝該模型至景深影像以捕捉所追蹤物體相關的動態 影像; 根據安裝於景深影像的模型即時控制展示螢幕上所呈 現的物體。 7 .如申請專利範圍第6項之方法,其中所追蹤之物 體係一與該電腦裝置互動的人及該模型係此人之骨架影像 〇 8 .如申請專利範圍第 6項之方法,其中該電腦裝置 係一視頻遊戲控制台。 9. 如申請專利範圍第6項之方法,其中展示螢幕上 所呈現之物體係一視頻遊戲角色。 10. 如申請專利範圍第6項之方法,其中該方法確認 所追蹤物體相關之景深影像的操作包括, 經由可以提供景深資料的視頻捕捉裝置捕捉景深影像 〇 11. 如申請專利範圍第6項之方法,其中該方法確認 所追蹤物體相關之景深影像的操作包括, 從與電腦裝置相關的資料庫取出該景深影像。 1 2 . —種經由即時動態影像捕捉控制展示螢幕上所呈 現影像之動作的方法,包含: 定義一人的模型; 確認此人之模型上標記的位置; -30 - (3) 1274295 提供一對應於此人之模型某部份的景深影像,該部份 包括該標記; 結合該標記的位置於該景深影像的點; 以該景深影像架構爲基礎將該模型部份定位於其上; 及 根據該模型部份定位控制展示螢幕上所呈現的視頻角 色。 1 3 .如申請專利範圍第1 2項之方法,其中從包含顏 色、樣式、反反射材質、與光源裝置的群組中選擇該標記 〇 1 4 .如申請專利範圍第1 2項之方法,其中該景深影 像由被建構成確認景深資料的視頻捕捉裝置提供。 15. 如申請專利範圍第1 2項之方法,其中該標記係 一反反射材質,該反反射材質在景深影像上以一個空缺出 現。 16. 一種具有程式指令的電腦可讀取媒體,經由即時 動態影像捕捉與一電腦裝置溝通以控制展示螢幕上所呈現 的物體,包含: 確認所追蹤物體景深影像的程式指令; 確認與展示螢幕上所呈現物體及所追蹤物體二者相關 之模型的程式指令; 安裝該模型至景深影像以捕捉所追蹤物體相關之動態 影像的程式指令; 根據安裝於景深影像的模型即時控制展示螢幕上所呈 -31 - (4) 1274295 現之物體的程式指令。 17. 如申請專利範圍第1 6項之電腦可讀取媒體,其 中所追蹤的物體是一人。 18. 如申請專利範圍第1 6項之電腦可讀取媒體,其 中展示螢幕上所呈現的物體係一視頻遊戲角色。 1 9 ·如申請專利範圍第1 6項之電腦可讀取媒體,其 中景深影像藉由一能夠提供景深資料的視頻捕捉裝置所捕 捉。 2 0. —種藉控制影像相關之即時動態影像捕捉而控制 物體的系統,包含: 一電腦裝置; 一與該電腦裝置溝通的展示螢幕,該展示螢幕被建構 成用以展示物體的影像,對應於該物體影像的資料由該電 腦裝置提供; 一與該電腦裝置溝通的視頻捕捉裝置,該視頻捕捉裝 置可以追蹤一控制物體,該視頻捕捉裝置被建構成當該控 制物體移動時,轉換該控制物體相關的動態影像以控制展 示螢幕上所展示物體的動態影像。 2 1.如申請專利範圍第2 0項之系統,其中該電腦裝 置係一視頻遊戲控制台。 22.如申請專利範圍第20項之系統,進一步包含: 被建構成該控制物體所穿戴的標記,該標記表示展示 螢幕上所展示物體相關之模型上景深影像的位置,該景深 影像由該視頻捕捉裝置提供。 -32 - (5) 1274295 23. 如申請專利範圍第2 0項之系統,其中該控制物 體是一人。 24. 如申請專利範圍第 20項之系統,其中該視頻捕 捉裝置可以提供該控制物體影像相關的景深資料。 2 5. —種藉控制影像相關的即時動態影像捕捉而控制 視頻角色的系統,包含: 一電腦裝置; 展示來自該電腦裝置所接收資料之視頻角色影像的機 構; 捕捉控制物體相關之景深影像的機構; 安裝模型至該景深影像以定義該控制物體動作的機構 •,及 於該控制物體移動時轉換該控制物體之動作以控制展 示螢幕上該視頻角色相關之.動態影像的機構。 2 6.如申請專利範圍第 2 5項之系統,其中該電腦裝 置係一遊戲控制台。 27.如申請專利範圍第 2 5項之系統,其中該控制物 體係一與該電腦裝置互動的人。 2 8.如申請專利範圍第2 5項之系統,其中安裝模型 至該景深影像以定義該控制物體動作的機構包括, 確認標記的機構,該標記表示對應於該景深影像與該 模型二者之點的位置。 2 9.如申請專利範圍第 2 8項之系統,其中從包含顏 色、樣式、反反射材質、與光源裝置的群組中選擇該標記 -33 - (6) 1274295 3 〇 .如申請專利範圍第2 8項之系統,其中該模型係一 骨架影像。-34 -
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2003
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- 2003-10-06 DE DE60329424T patent/DE60329424D1/de not_active Expired - Lifetime
- 2003-10-06 CN CNB2003801102426A patent/CN100409261C/zh not_active Expired - Lifetime
- 2003-10-06 EP EP03773138A patent/EP1593096B1/en not_active Expired - Lifetime
- 2003-10-06 WO PCT/US2003/031502 patent/WO2004072909A1/en active Application Filing
- 2003-10-06 AU AU2003279810A patent/AU2003279810B2/en not_active Expired
- 2003-10-06 AT AT03773138T patent/ATE443903T1/de not_active IP Right Cessation
- 2003-10-06 JP JP2004568305A patent/JP4723863B2/ja not_active Expired - Lifetime
- 2003-10-06 KR KR1020057014813A patent/KR100965348B1/ko active IP Right Grant
- 2003-10-08 TW TW092127982A patent/TWI274295B/zh not_active IP Right Cessation
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2015
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Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
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TWI497346B (zh) * | 2009-10-07 | 2015-08-21 | Microsoft Technology Licensing Llc | 人體追蹤系統 |
US9659377B2 (en) | 2009-10-07 | 2017-05-23 | Microsoft Technology Licensing, Llc | Methods and systems for determining and tracking extremities of a target |
US9821226B2 (en) | 2009-10-07 | 2017-11-21 | Microsoft Technology Licensing, Llc | Human tracking system |
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WO2004072909A1 (en) | 2004-08-26 |
CN1764931A (zh) | 2006-04-26 |
AU2003279810B2 (en) | 2008-06-19 |
ATE443903T1 (de) | 2009-10-15 |
DE60329424D1 (de) | 2009-11-05 |
US9881382B2 (en) | 2018-01-30 |
US20040155962A1 (en) | 2004-08-12 |
CN100409261C (zh) | 2008-08-06 |
US20180158196A1 (en) | 2018-06-07 |
EP1593096B1 (en) | 2009-09-23 |
JP4723863B2 (ja) | 2011-07-13 |
AU2003279810A1 (en) | 2004-09-06 |
EP1593096A1 (en) | 2005-11-09 |
US10410359B2 (en) | 2019-09-10 |
US20160027188A1 (en) | 2016-01-28 |
JP2006514366A (ja) | 2006-04-27 |
US9177387B2 (en) | 2015-11-03 |
TW200415527A (en) | 2004-08-16 |
KR100965348B1 (ko) | 2010-06-22 |
KR20050099547A (ko) | 2005-10-13 |
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