Object Tracking in hololens - opencv

Does anyone work on object detection/tracking on Hololens? I'm expecting to automatically detect a physical object using a marker or without a marker.
As per my knowledge we have a library like OpenCV based on raw images. But, HoloLens is a powerful computer vision device. Is there a possibility Microsoft might expose some high-level object detection API?

With the actual version of Hololens it not could be done native. Rumors says that the next version will come with a IA chipset for this porpoise.
In the meanwhile, you can use thinks like Vuforia Object Detection which works smoothly.
Anyway, there is a version of the OpenCV in the Unity Asset store which come with severals samples of what you want to do.

Related

A-Frame: FOSS Options for widely supported, markerless AR?

A-Frame's immersive-ar functionality will work on some Android devices I've tested with, but I haven't had success with iOS.
It is possible to use an A-Frame scene for markerless AR on iOS using a commercial external library. Example: this demo from Zapworks using their A-Frame SDK. https://zappar-xr.github.io/aframe-example-instant-tracking-3d-model/
The tracking seems to be no where near as good as A-Frame's hit test demo (https://github.com/stspanho/aframe-hit-test), but it does seem to work on virtually any device and browser I've tried, and it is good enough for the intended purpose.
I would be more than happy to fallback to lower quality AR mode in order to have AR at all in devices that don't support immersive-ar in browser. I have not been able to find an A-Frame compatible solution for using only free/open source components for doing this, only commercial products like Zapworks and 8th Wall.
Is there a free / open source plugin for A-Frame that allows a scene to be rendered with markerless AR across a very broad range of devices, similar to Zapworks?
I ended up rolling my own solution which wasn't complete, but good enough for the project. Strictly speaking, there's three problems to overcome with getting a markerless AR experience on mobile without relying on WebXR:
Webcam display
Orientation
Position
Webcam display is fairly trivial to implement in HTML5 without any libraries.
Orientation is already handled nicely by A-FRAME's "magic window" functionality, including on iOS.
Position was tricky and I wasn't able to solve it. I attempted to use the FULLTILT library's accelerometer functions, and even using the readings with gravity filtered out I wasn't able to get a high enough level of accuracy. (It happened that this particular project did not need it)

Teensy + IR camera + OpenCV

I have never ever asked this kind of question on StackOverflow before, and I wonder if you could help me guys because it is a "bit" vague.
I have to design a project that uses Teensy (simple ARM platform) for getting data from IR camera (Flir, resolution 80x60) over SPI, and streaming these data to Linux/Windows running machine (through USB-serial) and doing something simple with OpenCV.
THE PROBLEM: The project lacks some "inovation". It should not be something very complicated, but rather different approach, or trying something new.
Do you have recommendations/tutorials/books/experience with working with above mentioned things? OR do you see a potential for teying something new?
You might want to check out the OpenCV Cookbook for some ideas.
There is a project using this FLIR with a Teensy. It provides a thermal image using a small LCD screen (without any aditional computer).
https://hackaday.io/project/8994-diy-thermocam
So, the teensy can get data through spi.
Can the teensy send data through usb then ? Probably but you will have to check if the rate is high enough
.
Using OpenCV directly on teensy is not possible because of size of library. But you can probably make some basic image processing if the code is small enough.
The FLIR Lepton can be directly interfaced with Linux or Windows computer, so I don't really see the use of Teensy.
I would recommend a Raspberry Pi to interface the FLIR Lepton and then do some image processing. It's well documented on the web.

Augmented Reality, Move 3d model respective to device movement

I am working on augmented reality app. I have augmented a 3d model using open GL ES 2.0. Now, my problem is when I move device a 3d model should move according to device movement speed. Just like this app does : https://itunes.apple.com/us/app/augment/id506463171?l=en&ls=1&mt=8. I have used UIAccelerometer to achieve this. But, I am not able to do it.
Should I use UIAccelerometer to achieve it or any other framework?
It is complicated algorithm rather than just Accelerometer. You'd better use any third party frameworks, such as Vuforia, Metaio. That would save a lot of time.
Download and check a few samples apps. That is exactly what you want.
https://developer.vuforia.com/resources/sample-apps
You could use Unity3D to load your 3D model and export XCODE project. Or you could use open GL ES.
From your comment am I to understand that you want to have the model anchored at a real world location? If so, then the easiest way to do it is by giving your model a GPS location and reading the devices' GPS location. There is actually a lot of research going into the subject of positional tracking, but for now GPS is your best (and likely only) option without going into advanced positional tracking solutions.
Seeing as I can't add comments due to my account being too new. I'll also add a warning not to try to position the device using the accelerometer data. You'll get far too much error due to the double integration of acceleration to position (See Indoor Positioning System based on Gyroscope and Accelerometer).
I would definitely use Vuforia for this task.
Regarding your comment:
I am using Vuforia framework to augment 3d model in native iOS. It's okay. But, I want to
move 3d model when I move device. It is not provided in any sample code.
Well, it's not provided in any sample code, but that doesn't necessarily mean it's impossible or too difficult.
I would do it like this (working on Android, C++, but it must be very similar on iOS anyway):
locate your renderFrame function
simply do your translation before actual DrawElements:
QCARUtils::translatePoseMatrix(xMOV, yMOV, zMOV, &modelViewProjectionScaled.data[0]);
Where the data for the movement would be prepared by a function that reads them from the accelerometer as a time and acceleration...
What I actually find challenging is to find just the right calibration for a proper adjustment of the output from the sensor's API, which is a completely different and AR/Vuforia unrelated question. Here I guess you've got a huge advantage over Android devs regarding various devices...

Augmented Reality Mask using Facial Recognition on Xbox Kinect with Kinect for Windows SDK

I am using an XBox Kinect with the Kinect for Windows SDK. I want to make an application that will augment a 3D mask (a 3D model of a mask made in 3DS Max) onto the face of anyone using the application. The application will be used in an exhibit locally. I have not tried much because I don't know where to start. So what I want to know is, is it currently possible to augment a 3DS Max model onto a live video stream using the facial recognition and skeletal tracking features in the newest Kinect for Windows SDK, and if so, how/where should I start trying to do/implement this? Any point in the right direction would be great. Thank you! PS And yes, I have read the UI guidelines and the facial documentation. My problem is one of not knowing where to start programming, not one of not understanding the fundamental concepts. Thanks!
If you are serious about getting into developing for the Kinect I would recommend getting this book:
http://www.amazon.com/Programming-Kinect-Windows-Software-Development/dp/0735666814
This goes through developing with the Kinect for Windows SDK from the ground up. There is a face tracking and an augmented reality example so I'm pretty sure you will be able to achieve your goal quite easily.
All the code from the book is here:
http://kinecttoolbox.codeplex.com/
Alternatively, there is an example here which pretty much is what you want to achieve:
http://www.codeproject.com/Articles/213034/Kinect-Getting-Started-Become-The-Incredible-Hulk
It is developed using the Beta version of the SDK, but the same priciples apply.
You can also check out the quick start videos here:
http://channel9.msdn.com/Series/KinectQuickstart
In summary, based on my own experience, I would spend some time going through the beginner examples either in the vides or the book (I found the book very good) just to get familiar with how to setup a simple Kinect project and how the different parts of the SDK work.
When you have developed some throwaway apps with the Kinect, I would then try tackling your project (although, the Incredible Hulk project above should get you most the way there!)
Best of luck with your project

Face Tracking and Virtual Reality

I'm searching for a face tracking system to use in an augmented reality project. I'm trying to find an open source and multi-platform application for it. The goal is to return the direction where the face is looking to interact with the virtual environment, (something like this video).
I've downloaded the sources of the above Johnny Lee's application and tried to use Free Track too, making my own headset (some kind of monster, hehe). But it's not good to be limited to infrared points in your head.
These days I've download FaceTrackNoIR, but when I launch the program I get "No DLL was found in the Waterfall procedure." that I'm actually trying to solve.
Anyone knows a good application, library, code, lecture, anything that could help me to find a good path for this?
Thank you all!
I'll try to post results someday :-)
I would take a look at OpenCV. It is a general purpose machine-learning and computer vision C++ library. One of the examples in the download is a real-time face tracker that connects to a video camera connected to your computer and draws squares around any faces in the camera view.

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