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研究生: 龔雨軒
Yu-Hsuan Kung
論文名稱: 互動式投影遊戲之視覺平台發展
The Development of Vision Platform for Interactive Projector Game
指導教授: 許孟超
Mon-Chau Shie
口試委員: 阮聖彰
Shanq-Jang Ruan
梁文耀
Wen-Yao Liang
張延任
Yen-Jen Chang
學位類別: 碩士
Master
系所名稱: 電資學院 - 電子工程系
Department of Electronic and Computer Engineering
論文出版年: 2008
畢業學年度: 96
語文別: 中文
論文頁數: 78
中文關鍵詞: 3D電腦視覺相機校正移動偵測
外文關鍵詞: 3D computer vision, camera calibration, motion detection
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互動式的遊戲平台是近幾年非常熱門的娛樂活動之一,因此本論文將以電腦視覺建立3D空間,提供使用者投擲物品並偵測該物品,計算出該物品的3D位置,以此判斷是否擊中目標,藉此來達到與使用者的互動。

首先,論文系統透過相機校正的方法取得相機模型的內部參數與外部參數,再藉由內、外部參數組成投影矩陣,當我們得到投影矩陣後,就可以計算出圖像上對應點的三維座標。論文系統透過移動偵測與色相過濾測出影像中移動的物品,再經過形態學的斷開與閉合的處理後,使用連通法將目標物位於圖像上的座標計算出來。

本論文在互動遊戲平台的開發上,實現了應用。另外在學術上,我們提出一個改善形態學演算速度的方法,經過實驗證明比較後,速度獲得明顯的提升。


Interaction Game is one of the most popular entertainments recently. Therefore, this paper presents a 3D space by Computer Vision. A user can throw an object (ball) toward the screen, and then the system will detect the 3D location of it. Through the 3D coordinates obtained, system determines the motion target in the screen whether is made a hit or not.

First, the parameters of Intrinsic and extrinsic are obtained via the camera calibration. Second, use those parameters to build projection matrixes. Final, we use 2 projection matrixes for calculating the 3D coordinates of the images.
Through the Motion Detection with Hue filter, the object is segmented in the image. After the object is processed by Opening and Closing of Morphology, we can calculate the coordinates of the object via Connected Component in the image.

This paper archives an application of Interaction Game platform. We improve the performance of Morphology algorithm execution. In the experiment, we gain a great speed-up rate.

第一章 緒論 1 1.1研究動機與目的: 1 1.2研究方法: 1 1.3論文內容概要: 2 第二章 理論基礎 3 2.1照相機模型 3 2.1.1照相機的內部參數 3 2.1.2照相機的外部參數 5 2.1.3投影矩陣 7 2.2相機校正 8 2.2.1照相測量校正 8 2.2.2自我校正 8 2.3 色彩空間 9 2.3.1 RGB色彩空間 9 2.3.2 YUV色彩空間 10 2.3.3 HSV色彩空間 12 2.4 影像處理 13 2.4.1 二值化(Binary) 13 2.4.2 形態學(Morphology) 15 2.4.2.1膨脹 15 2.4.2.2侵蝕 16 2.4.2.3斷開(Opening)與閉合(Closing) 17 2.4.3 連通法(Connected Component) 19 第三章 系統模組設計 21 3.1 3D座標建立 21 3.1.1 3D座標建立架構與流程 21 3.1.2自動相機校正 22 3.1.3計算3D座標 26 3.1.4 3D建立模組測試 27 3.2目標物件移動偵測 33 3.2.1目標物件移動偵測架構與流程 33 3.2.2移動物件偵測:背景相減 34 3.2.3色相過濾 37 3.2.4形態學處理 39 3.2.5連通法 45 3.2.6影像處理模組整合與測試 47 第四章 系統測試與結果 51 4.1系統模組整合 51 4.2系統測試 53 4.2.1以螢幕當輸出 53 4.2.2以投影機當輸出 56 4.3互動式遊戲測試 62 第五章 結論與未來展望 65 5.1結論 65 5.2未來展望 65 參考文獻 66

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