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微软研究院发布新技术 可减少Kinect识别动作的时间

发布时间:2011-03-31 17:25:50 Tags:,,,

剑桥微软研究院发布新报告,细致阐述了如何将机械学习程序用于改善公司Kinect体感系统肢体动作识别技术的速度和准确率。游戏邦获悉,“单深度图像中的实时人体动作识别”详细展示了可在未来软件中使用新型人工智能程序改善Kinect的效果。

最初程序需要分析数百万张预先用可识别人体部位(如手臂、腿和躯干等)标记的3D深度图像,内含1000个核心组件的服务器每天分析将近1百万张此类图像,把大量分析结果编排成脱离可识别数据依然能够迅速成功识别人体各部位的树状图。一旦树状图构建完毕,便可以根据Kinect采集到的3D像素数据识别出特定的身体部位。最后,系统使用这些数据将各个部位连接起来,形成角色3D模型的框架。

Xbox 360 Kinect

研究人员声称,Xbox 360的图形处理器可在不足5毫秒的时间内完成此类识别过程,每秒可识别超过200帧,团队认为与现有方法相比速度有极大的提升。而且报告表明,大量的机械学习输入意味着这个过程适用于各种不同的体型,无需校准人体姿势。据游戏邦了解,因使用Kinect时现实动作与屏幕上的反应间隔多达数百毫秒,所以早期的Kinect测试版及软件招致开发者和观察员的批评。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Microsoft Research Details Faster Method For Identifying Player Bodies On Kinect

A new paper from Microsoft Research in Cambridge details how machine learning routines are being used to improve the speed and accuracy of limb-detection techniques for the company’s Kinect sensor. “Real-Time Human Pose Recognition in Parts from Single Depth Images” lays out in detail new AI routines that could be used to improve Kinect performance in future software.

The basic process involves analyzing millions of 3D depth maps that were pre-labeled with identifiable body parts — such as arms, legs and torso. A server consisting of 1,000 cores analyzed roughly a million of these images each day, compiling the aggregate results into a series of trees that could successfully identify the body parts quickly without the identifying data. Once the trees are fully built, they’re used to probabilistically guess a specific body part for each bit of 3D pixel data taken in by Kinect. Finally, the system uses these pixels to assign positions for the joints that make up the skeleton of a character’s 3D model.

The researchers claim the Xbox 360 GPU can perform this pattern recognition process in under 5 ms — a rate of over 200 frames per second — which the team says is “at least one order of magnitude faster than existing approaches.” What’s more, the large number of machine learning inputs means the process reportedly works across a variety of different body types without any calibration poses. Early Kinect demos and software received some criticism from developers and observers for a noticeable lag between real-world motions and on-screen reactions when using Kinect, which some measured at hundreds of milliseconds. (Source: Gamasutra)


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