Multiple view geometry in computer visiond
Multiple view geometry in computer visiond
Poisson surface reconstruction
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Combining multiple depth cameras and projectors for interactions on, above and between surfaces
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
ISMAR '11 Proceedings of the 2011 10th IEEE International Symposium on Mixed and Augmented Reality
Resolution enhancement by vibrating displays
ACM Transactions on Graphics (TOG)
Reducing interference between multiple structured light depth sensors using motion
VR '12 Proceedings of the 2012 IEEE Virtual Reality
OmniKinect: real-time dense volumetric data acquisition and applications
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Trigger shift: participatory design of an augmented theatrical performance with young people
Proceedings of the 9th ACM Conference on Creativity & Cognition
SmurVEbox: a smart multi-user real-time virtual environment for generating character animations
Proceedings of the Virtual Reality International Conference: Laval Virtual
YouMove: enhancing movement training with an augmented reality mirror
Proceedings of the 26th annual ACM symposium on User interface software and technology
Proceedings of the 10th European Conference on Visual Media Production
RemoteFusion: real time depth camera fusion for remote collaboration on physical tasks
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Tangible and body-related interaction techniques for a singing voice synthesis installation
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Human-engine: viewing 4D mesh captures on mobile devices
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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We present a novel yet simple technique that mitigates the interference caused when multiple structured light depth cameras point at the same part of a scene. The technique is particularly useful for Kinect, where the structured light source is not modulated. Our technique requires only mechanical augmentation of the Kinect, without any need to modify the internal electronics, firmware or associated host software. It is therefore simple to replicate. We show qualitative and quantitative results highlighting the improvements made to interfering Kinect depth signals. The camera frame rate is not compromised, which is a problem in approaches that modulate the structured light source. Our technique is non-destructive and does not impact depth values or geometry. We discuss uses for our technique, in particular within instrumented rooms that require simultaneous use of multiple overlapping fixed Kinect cameras to support whole room interactions.