使用Kinect的对象高度

时间:2011-12-02 05:38:33

标签: kinect measurement

例如,我站在我的Kinect前面。 Kinect可以识别关节,并将它们作为数据结构公开。直到这一点我很清楚。

那么,我们可以将高度定义为头部关节 - ((LeftAnkle + RightAnkle)/ 2)之间的差异吗?

我尝试过三角公式,但我面临两个问题。一个是识别视图中的人。第二个是确定头顶和脚底的确切位置。

我尝试过点云,但是在如何生成特定于某人的点云方面却迷失了方向。我的意思是不包括背景对象。

请提出一些有关如何使用Kinect计算人物身高的建议?

4 个答案:

答案 0 :(得分:4)

您可以将头部关节转换为全局坐标系。没有必要做任何数学运算。全局坐标中的y坐标将是他的身高。

您需要做的就是检查头部关节的像素,并将像素+深度信息转换为以mm为单位的字坐标空间。

我不知道你正在使用什么API,但是如果它能够分割人类并返回他的关节,那么你可能正在使用OpenNI / NITE或Microsoft SDK。它们都具有将像素+深度坐标转换为mm,y,z的函数。我不确切知道它们的功能是什么,但它们的名称类似于:depth_to_mm或disparity_to_mm。您需要检查两个文档才能找到它,或者您可以自己完成。 该网站提供了有关如何将深度转换为mm的信息:http://nicolas.burrus.name/index.php/Research/KinectCalibration

答案 1 :(得分:3)

我已经提取了两个点 - 头部和左脚(或右脚),然后我发现这些点之间的欧氏距离给出了4英寸变化的距离。我的测试结果令人满意,因此我们使用这种方法作为临时工作。

答案 2 :(得分:1)

一个老问题,但我找到了一个非常好的解释和例子here。 它还解释了身高不是头部和脚踝点的函数,而是以下线段的函数:

  • Head - ShoulderCenter
  • ShoulderCenter - Spine
  • Spine - HipCenter
  • HipCenter - KneeLeft或KneeRight
  • KneeLeft / KneeRight - AnkleLeft / AnkleRight
  • AnkleLeft / AnkleRight - FootLeft / FootRight

答案 3 :(得分:0)

以下是Kinect SDK 2.0的公式。完整项目可在https://github.com/jhealy/kinect2/tree/master/020-FaceNSkin_HowTallAmI ....

获得
using System;
using Microsoft.Kinect;

// Skeleton is now Bones
public enum BodyHeightMeasurementSystem
{
    Meters = 0, Imperial = 1
}

public static class BodyHeightExtension
{
// change this to change the way values are returned, by default everything is meters
public static BodyHeightMeasurementSystem MeasurementSystem = BodyHeightMeasurementSystem.Meters;

/// <summary>
/// Get Height of a body in CM
/// </summary>
/// <param name="TargetBody">used for extension method purposes - uses should not see</param>
/// <returns>
/// positive value: height in meters
/// -1.0 : null body passed in
/// -2.0 : body not tracked, no height available
/// </returns>
public static double Height( this Body TargetBody )
{
    if ( TargetBody == null ) return -1.0;
    if (TargetBody.IsTracked == false) return -2.0;

    const double HEAD_DIVERGENCE = 0.1;

    Joint _head = TargetBody.Joints[JointType.Head];
    Joint _neck = TargetBody.Joints[JointType.Neck];

    // var spine = skeleton.Joints[JointType.Spine]; // ?
    Joint _spine = TargetBody.Joints[JointType.SpineShoulder];
    // var waist = skeleton.Joints[JointType.HipCenter];  // ?
    // jeh: spinemid is ignored
    Joint _waist = TargetBody.Joints[JointType.SpineBase];
    Joint _hipLeft = TargetBody.Joints[JointType.HipLeft];
    Joint _hipRight = TargetBody.Joints[JointType.HipRight];
    Joint _kneeLeft = TargetBody.Joints[JointType.KneeLeft];
    Joint _kneeRight = TargetBody.Joints[JointType.KneeRight];
    Joint _ankleLeft = TargetBody.Joints[JointType.AnkleLeft];
    Joint _ankleRight = TargetBody.Joints[JointType.AnkleRight];
    Joint _footLeft = TargetBody.Joints[JointType.FootLeft];
    Joint _footRight = TargetBody.Joints[JointType.FootRight];

    // Find which leg is tracked more accurately.
    int legLeftTrackedJoints = NumberOfTrackedJoints(_hipLeft, _kneeLeft, _ankleLeft, _footLeft);
    int legRightTrackedJoints = NumberOfTrackedJoints(_hipRight, _kneeRight, _ankleRight, _footRight);

    double legLength = legLeftTrackedJoints > legRightTrackedJoints ? Length(_hipLeft, _kneeLeft, _ankleLeft, _footLeft) 
        : Length(_hipRight, _kneeRight, _ankleRight, _footRight);

    // default is meters.  adjust if imperial to feet
    double _retval = Length(_head, _neck, _spine, _waist) + legLength + HEAD_DIVERGENCE;
    if (MeasurementSystem == BodyHeightMeasurementSystem.Imperial) _retval = MetricHelpers.MetersToFeet(_retval);

    return _retval;
}

/// <summary>
/// Returns the upper height of the specified skeleton (head to waist). Useful whenever Kinect provides a way to track seated users.
/// </summary>
/// <param name="skeleton">The specified user skeleton.</param>
/// <returns>The upper height of the skeleton in meters.</returns>
public static double UpperHeight( this Body TargetBody )
{
    Joint _head = TargetBody.Joints[JointType.Head];
    // used to be ShoulderCenter. Think its SpineMid now
    Joint _neck = TargetBody.Joints[JointType.SpineMid];
    // .Spine is now .SpineShoulder
    Joint _spine = TargetBody.Joints[JointType.SpineShoulder];
    // HipCenter is now SpineBase
    Joint _waist = TargetBody.Joints[JointType.SpineBase];

    return Length(_head, _neck, _spine, _waist);
}

/// <summary>
/// Returns the length of the segment defined by the specified joints.
/// </summary>
/// <param name="p1">The first joint (start of the segment).</param>
/// <param name="p2">The second joint (end of the segment).</param>
/// <returns>The length of the segment in meters.</returns>
public static double Length(Joint p1, Joint p2)
{
    return Math.Sqrt(
        Math.Pow(p1.Position.X - p2.Position.X, 2) +
        Math.Pow(p1.Position.Y - p2.Position.Y, 2) +
        Math.Pow(p1.Position.Z - p2.Position.Z, 2));
}

/// <summary>
/// Returns the length of the segments defined by the specified joints.
/// </summary>
/// <param name="joints">A collection of two or more joints.</param>
/// <returns>The length of all the segments in meters.</returns>
public static double Length(params Joint[] joints)
{
    double length = 0;

    for (int index = 0; index < joints.Length - 1; index++)
    {
        length += Length(joints[index], joints[index + 1]);
    }

    return length;
}

/// <summary>
/// Given a collection of joints, calculates the number of the joints that are tracked accurately.
/// </summary>
/// <param name="joints">A collection of joints.</param>
/// <returns>The number of the accurately tracked joints.</returns>
public static int NumberOfTrackedJoints(params Joint[] joints)
{
    int trackedJoints = 0;
    foreach (var joint in joints)
    {
        // if (joint.TrackingState == JointTrackingState.Tracked)
        if ( joint.TrackingState== TrackingState.Tracked )
        {
            trackedJoints++;
        }
    }
    return trackedJoints;
}

/// <summary>
/// Scales the specified joint according to the specified dimensions.
/// </summary>
/// <param name="joint">The joint to scale.</param>
/// <param name="width">Width.</param>
/// <param name="height">Height.</param>
/// <param name="MaxX">Maximum X.</param>
/// <param name="MaxY">Maximum Y.</param>
/// <returns>The scaled version of the joint.</returns>
public static Joint ScaleTo(Joint joint, int width, int height, float MaxX, float MaxY)
{
    // SkeletonPoint position = new SkeletonPoint()
    Microsoft.Kinect.CameraSpacePoint position = new Microsoft.Kinect.CameraSpacePoint()
    {
        X = Scale(width, MaxX, joint.Position.X),
        Y = Scale(height, MaxY, -joint.Position.Y),
        Z = joint.Position.Z
    };
    joint.Position = position;
    return joint;
}

/// <summary>
/// Scales the specified joint according to the specified dimensions.
/// </summary>
/// <param name="joint">The joint to scale.</param>
/// <param name="width">Width.</param>
/// <param name="height">Height.</param>
/// <returns>The scaled version of the joint.</returns>
public static Joint ScaleTo(Joint joint, int width, int height)
{
    return ScaleTo(joint, width, height, 1.0f, 1.0f);
}

/// <summary>
/// Returns the scaled value of the specified position.
/// </summary>
/// <param name="maxPixel">Width or height.</param>
/// <param name="maxBody">Border (X or Y).</param>
/// <param name="position">Original position (X or Y).</param>
/// <returns>The scaled value of the specified position.</returns>
private static float Scale(int maxPixel, float maxBody, float position)
{
    float value = ((((maxPixel / maxBody ) / 2) * position) + (maxPixel / 2));

    if (value > maxPixel)
    {
        return maxPixel;
    }

    if (value < 0)
    {
        return 0;
    }

    return value;
}

}