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| Capture area for PS Eye https://forum.ipisoft.com/viewtopic.php?f=6&t=9278 |
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| Author: | stupendous_dk [ Tue Jan 27, 2015 3:27 am ] |
| Post subject: | Capture area for PS Eye |
Hi, I have seen tutorials and tried a lot of different settings with the Kinect. Now i am moving on to PS Eye for hopefully better results. I want to ask if it is crucial to have the 4 x 4 meters space when using PS eye (I have got 10 units, but want to capture with 6 at first) or can i make a non square space? I have a decidated room i can use for iPi it is about 2,3 meters by 6 meters. Is that doomed from the beginning? |
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| Author: | Greenlaw [ Tue Jan 27, 2015 2:45 pm ] |
| Post subject: | Re: Capture area for PS Eye |
The main advantage with the PS3 Eye cameras is that they can capture a larger space but this also means it requires a larger space. The length of the room sounds great but the width of 2.3 m is not very wide at all. Maybe if you place the inside cameras high up and angled downward it could work. I think the main issue you will run into is getting enough coverage from the sides--it might be difficult to capture across the narrow space of the room. How is the room lit? Are there windows? Are there only overhead lights? Lighting is a much bigger concern when using PS3 Eye. You want to avoid directional lighting as much as possible as dark shadows can results in tracking errors. Just curious but what sort of problems were you having with Kinect? How many Kinects were you using? What was the lighting conditions? I use 2 to 3 Kinects just fine in a fairly small space. I find I have better results recording at night when there is no IR pollution from natural sunlight coming through the windows. G. |
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| Author: | stupendous_dk [ Wed Jan 28, 2015 2:19 am ] |
| Post subject: | Re: Capture area for PS Eye |
I have an alternative, i can dedicate some office space and move a little around. There are currently no sunlight or windows in that dedicated space, but there are wide lamps hanging from the ceiling, those can be put into a mode where they only shoot upwards - which means a soft light. But i can repaint walls and buy special lighting if needed, i want this to work really badly. About the Kinect, i have horrible results and a nightmare getting a calibration. When i record in the record, they line up perfectly and have absolutly no framedrops. When i bring it into Ipi Studio, one of the kinects registers as tilted about 5 degrees. And i think that has to do with the bad results. I have followed guides, even measured their angle and distances up, but even with a maglite its only every 5th calibration that isn't "Failed" and still with a big margin (like ipi says 12 cm off). After that i am not even able to "repose" the charecter, even though i can tell that the point cloud(s) look fine. There is a little (yellow) polution, i give you that. But still... I have great results using same kinects (one at a time) in Faceshift and a 3D scanning tool, no problems with either. I do think they are the XBOX version, but i dont know how to tell! |
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| Author: | Greenlaw [ Wed Jan 28, 2015 9:21 am ] |
| Post subject: | Re: Capture area for PS Eye |
That's very strange about your Kinect results. A bit of yellow can be expected in the background and it usually has little effect on tracking so long as the performer data and floor is good. What can mess things up is when the performer gets too close to a wall or furniture because the volumes start to merge, creating a confusing shape for the tracker. But that doesn't sound like your problem. To me, this issue sounds like poor calibration data. If you're using two sensors and the flat plane method for calibration, make sure your plane is adequately large enough and has sharp corners. The board must be rigid--I like to use a large piece of 1/4" foam core purchased from an office or art supply store. It should not be shiny as that may reflect the IR or black as that may absorb the IR. Move it mostly in depth (z), less side-to-side (x,y), but also rotate from side-to-side (along x and y). Don't move the board too quickly--the software needs to figure out the shape in 3D as clearly as possible. I usually record about 600 to 700 frames. You really don't need more than that--IMO, too much data just slows down the process and won't appreciably improve accuracy. If you do record more, you can trim down the ROI. Alternatively, you might also try Maglite calibration, which works with two or three Kinect sensors. (The board method does not work for three sensors.) Maglite can produce more accurate results but it can be trickier to record in a brightly lit room. Also, it's important that the light is visible to all sensors as much as possible. What was the arrangement of your Kinect sensors, how many devices? when using two, I usually have both at one end of the room angled at about 70 to 90 degrees. This is good for many situation, even 360 capture if the action isn't too complicated. If 360 capture it important, I move the second Kinect to the opposite side of the room. I don't usually do this because I feel the fidelity is better when both Kinects are on the same side and closer together, but some actions obviously do need wider coverage and you just have to do 360. Placing a Kinect on the far side also decreases the size of my capture space because our living room isn't terribly huge. When I'm using three sensors, I arrange them in a triangle with each devices a evenly spaced as possible. I find this harder to calibrate but the results can be very good. I use this for motions that are more complicated, but I still use the two sensor config for most situations because it's so much easier and quicker to set up and use. To tell the difference between an XBox and a Windows Kinect, the XBox version says 'XBox 360' on the front and the Windows version says 'Kinect'. Functionally, there are a few differences, so which relate to iPi and some that do not. For example, the Windows version has much better video adjustment controls, which I find very useful for getting clear 'well lit' RGB video at night. The Windows version also features Near Mode but that's not used by iPi Mocap Studio; the Xbox version dose not have this feature. Hope this helps. G. |
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| Author: | stupendous_dk [ Wed Feb 04, 2015 2:00 am ] |
| Post subject: | Re: Capture area for PS Eye |
I thank you for alle the input, but i am currently waiting for all my "spare parts" - new Eye's, USB controllers etc. I will post some images of my setup along with issues etc. when i get hold of it all :) |
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