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List:

Drawing Game
Frogger
Mapping Player to a Game Engine
Collision Detection Game
Spiral
Roboshoot

Master Thesis

Title:

A-Multi-Camera System for Interactive Videogames

Promotor

Prof. dr. Phillippe Bekaert

Guides

Francken Yannick & Vanaken Cedric

Dutch Summary:

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Text:

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Winner of Elleboudt Award

Results:

Name:

Drawing Game

Description

The first game is the most simple one. It is a drawing game that makes use of depth information. First a motion detection is executed on a reference image. Each motion pixel is then tested with the depth map. If the motion is in front of a certain threshold, it will be recorded, else rejected. The player is now standing somewhere in the room behind the threshold distance, so his motion will not be recorded. When he put his arm in front of him, his hand is in front of the threshold distance. The location of his hand is then recorded and drawn on the screen. The output of this game is just the reference image on which the recorded pixels are drawn red.

Screenshot

Demo

download

Youtube


http://www.youtube.com/watch?v=xD6MRoz0S1o

Name:

Frogger

Description

The next game makes use of depth information as well. It is a version of an old game named Frogger. First a background subtraction is executed to find the silhouette of the player. In a following step the silhouette is used to find the centre of mass, meaning the middle of the silhouette. This is done by calculating the average x and y values of all silhouette pixels. The z value is found by using the depth value of the centre of mass on the refence image. This means that only the depth information of one point is required and not the entire depthmap which results in an increase of speed. This is a two dimensional game in which the player has to try to cross the street without getting hit by a car. The player can move to the left or right and up and down to avoid the cars.

Screenshot

Demo

download

Youtube


http://www.youtube.com/watch?v=PorX24AvizY

Name:

Mapping Player to a Game Engine

Description

The next result shows one of the usage of a visual hull. Herefore three input cameras were used to calculate a low detailed visual hull. This model can also be used to calculate the centre of mass. This calculated three dimensional point can then be used to move around an avatar in the game, but can also be used to define some animation of it. For example based on the height of the centre of mass the game can presume that the player is jumping or crowling. In the figure the location of the player is mapped to a game. The game engine used here is irrlicht. The exact purpose of this game is still undefined, but a possible goal could be to avoid getting hit by other objects in the game. Calculation time per frame is 70 ms.

Screenshot

Demo

download

Youtube


http://www.youtube.com/watch?v=BbQMQqyGPVA

Name:

Collision Detection Game

Description

In the next game the visual hull of the player is used for collision detection with the virtual objects. The player is placed into a three dimensional world in together with virtual objects. To show the player a billboard or a three dimensional model can be used depending on the location or orientation of the camera. Objects are added to the game using ode as physics engine. Shadows are added because it gives a better feedback of three dimensional information to the player. The purpose of this game is to avoid getting hit by an object. Another goal could be to move the object from one place in the room to another. The calculation time for each frame is 76 ms.

Screenshot

Demo

download

Youtube


http://www.youtube.com/watch?v=u93s7ABv2sQ

Name:

Spiral

Description

Spiral is an old game where the player has a metal disc which is placed around a metal pipe. The pipe creates a path which the placer must follow with the disc with touching it. The following game is a digital version of it. A particle filter is used to track a known object which the player is holding. It contains three colored pingpong balls and by tracking the three locations the position and orientation of the disc can be found. These calculations are mapped to a digital version of spiral. The result is shown in figure below. Tracking time per frame is 80 ms. [bachelor thesis]

Screenshot

Demo

download

Youtube


http://www.youtube.com/watch?v=WqfLQriimbI

Name:

Roboshoot

Description

The last game is called Roboshoot and also makes use of an object tracking algorithm. A first algorithm is used to track the face and the hands of a player. In a next step, these calculated locations are used to estimate the pose of the player using invers kinematics. The invers kinematics algorithm used for this game is called the jacobian transpose method. The pose of the player is rendered as some kind of robot as shown in figure below. The arm is replaced by a canon that fires a cannonball each frame. The direction in which this ball is fired is defined by the vector from the elbow to the hand. The purpose of this game is to hit objects in the scene using your arms as a fireweapon.

Screenshot

Demo

download

Youtube


http://www.youtube.com/watch?v=8lPneEzmhYk