- From: Hu, Ningxin <ningxin.hu@intel.com>
- Date: Fri, 13 Dec 2013 09:39:59 +0000
- To: Rob Manson <robman@mob-labs.com>, "Kostiainen, Anssi" <anssi.kostiainen@intel.com>, "public-media-capture@w3.org" <public-media-capture@w3.org>
> -----Original Message----- > From: Rob Manson [mailto:robman@mob-labs.com] > Sent: Friday, December 13, 2013 2:38 AM > To: Kostiainen, Anssi; public-media-capture@w3.org > Cc: Hu, Ningxin > Subject: Re: RGBD and just D cameras > > Hi Anssi, > > thanks for the reply 8) > Thanks! > > >> I'll get feedback and input from people interested and then make a proposal > based on that. > > It'd be great if you could share the feedback with the group. > > I'd be interested to hear Ningxin's thoughts on this...but I believe the input can > simplistically be broken into 3 groups. > > - depth only (equiv to a single channel grayscale video track) > - rgbd (equiv to standard video track with an extra channel) So the depth only is for depth-only (D) camera and rgbd is for color-depth (RGB-D) camera. Is my understanding correct? One open is about the depth image format, currently, as I know, both Kinect sensor and Ceative Senz3D camera use 16 bit to represent a pixel in depth image. And how about the unit, how many micrometers for one unit? Another open might be the synchronization between RGB and D capture, existing RGB-D cameras usually has different frame-rate and capture size for RGB sensor and D sensor. Besides, an open is the mapping from coordination from depth image to color image. As you know, the RGB sensor and D sensor usually have different coordination system. So the hardware uses some pattern to calibrate them and provide this info via a dedicated channel, e.g. uvmap channel in Creative Senz3D camera. This info is important for some use cases, such as 3D re-construction. > - metadata (e.g. OpenNI type data after post-processing/analysis) > > This obviously excludes camera intrinsics which is a whole other discussion that > still needs to be had at some point and is beyond the current > constraints/capabilities discussions. > > This also excludes the discussion about programmatically generated > localstreams/tracks which is also a separate thread. > > I think we only really need to focus on the first two as the third is probably most > easily delivered via WebSockets and DataChannels e.g. > http://js.leapmotion.com/tutorials/creatingConnection and > https://github.com/buildar/awe_kinect > Agree with you. > > >> >If anyone is interested in this they can contact me off the list. > > Ningxin who just joined the DAP WG and this Task Force (welcome!) is an > expert with depth cameras. He is also a Chromium committer and will be > experimenting with this feature in code. I'll let Ningxin introduce the work he's > doing. > > I'm definitely looking forward to seeing working demos and hearing more about > Ningxin's work 8) > I experimentally implemented a "depth" video constraint of gUM in Chromium, it works on Creative Senz3D camera. Basically, web app is able to use: getUserMedia ({video: {mandatory: { depth: "grayscale" }}, successCallback, errorCallback) to obtain a grayscale depth video stream. Web app could use another normal gUM to get the RGB video stream. I also investigated how to expose the D-to-RGB coordination map and how to use this info, say with WebGL. > Happy to take this off list to work on the extension proposal unless people want > this thread to continue here? > > I also think we should provide Use Case updates for the Scenarios document too. > http://www.w3.org/TR/capture-scenarios/ > > > > I'm happy to see more interest in support of this feature. Let's work together > to flesh out a proposal. > > +1 > +1 :) Thanks, -ningxin > roBman
Received on Friday, 13 December 2013 09:56:13 UTC