Multi-interactive method and device based on Kinect and Unity 3D
An interaction method and equation technology, applied in the input/output of user/computer interaction, the input/output process of data processing, instruments, etc. The registration mechanism is flexible, simplifies displacement changes, and enriches the effect of interaction methods
Patent Information
- Authority / Receiving Office
- CN · China
- Current Assignee / Owner
- Publication Date
- 2015-02-18
Smart Images
Figure 1 Figure 2
Abstract
Description
technical field
[0001] The invention relates to the technical field of computer augmented reality, in particular to a multi-interaction method and device based on Kinect and Unity3D. Background technique
[0002] Augmented Reality technology (Augmented Reality) was first proposed in the 1990s, and now it has been widely used in many aspects such as medical care, education, industry, and commerce. A more general definition of augmented reality was proposed by Ronald Azuma of the University of North Carolina in 1997, including three main aspects: Combines real and virtual, Interactive in real time, Registered in 3D ). The technology superimposes a virtual scene on top of the real one on the screen and allows participants to interact with the virtual scene. At present, the implementation process of augmented reality is generally as follows: 1) Obtain the scene image through the image acquisition device; 2) Identify and track the calibration image or text in the scene, calcula...
Examples
Embodiment Construction
[0035] Embodiments of the present invention will be described in detail below with reference to the accompanying drawings.
[0036] like figure 1 As shown, the present invention provides a kind of multi-interaction method based on Kinect and Unity3D, comprises specific following steps:
[0037] Step S1: Adjust the camera parameters in Unity3D to be consistent with the effective detection range of Kinect. Specifically, place the Kinect to the preset position of the real scene, and adjust the real scene to be within the effective detection range of the Kinect, wherein the effective range refers to 1.2-3.6 meters from the camera, 57 degrees horizontally, and 43 degrees vertically.
[0038] Furthermore, in the coordinate system of the data returned by Kinect, the origin is the Kinect sensor, so the camera in Unity3D is placed at the coordinate origin to facilitate the calculation of virtual model coordinates during 3D registration. Adjust the Field of view and Clipping Planes pa...