Posts Tagged virtual reality
A preliminary test using FaceTracker to control a virtual camera within a 3D gaming or design environment. With some tuning, the effect could be made pretty convincing. The biggest obstacle is that FaceTracker looses non-front-facing faces. Perhaps the face detection training model could be extended. Failing this, it might be helpful to supplement the FaceTracker data with Kinect skeletal tracking to smooth or approximate the head position when necessary.
For this version, I ported ofxFaceTracker to Cinder and wrote a simple camera control system to interface with FaceTracker data. By shifting control of the camera position towards a motion vector rather than pure position-driven approach, it should be possible to diminish the apparentness of brief drops in face tracking. Some turbulence forces might also mask a freeze in face-controlled camera data.
Using Jason Saragih’s FaceTracker library:
Adapted for Cinder from Kyle McDonald’s ofxFaceTracker:
My Cinder port of ofxFaceTracker is now available at: