Game Development Reference
In-Depth Information
Figure 10. Skin
Probability.
Figure 11.
Thresholded skin
probability (p> 0.8).
Figure 12. Distance
transform of Figure
11.
Figure 13. Markers
extracted from
Figure 12 (area
smaller than 2% of
the image).
Figure 14.
Reconstruction of
Figure 11 using
Figure 13.
Figure 15. Closing of
Figure 14, final color
mask.
contain a large number of small objects due to the presence of noise and objects
with color similar to the skin. To overcome this, morphological filtering is
employed on both masks to remove small objects. All described morphological
operations are carried out with a disk-structuring element with a radius of 1% of
the image width. The distance transform of the color mask is first calculated
(Figure 12) and only objects above the desired size are retained (Figure 13).
These objects are used as markers for the morphological reconstruction of the
initial color mask. The color mask is then closed to provide better centroid
calculation.
The moving skin mask (msm) is then created by fusing the processed skin and
motion masks (sm, mm), through the morphological reconstruction of the color
mask using the motion mask as marker. The result of this process, after excluding
the head object, is shown in Figure 19. The moving skin mask consists of many
large connected areas. For the next frame, a new moving skin mask is created,
and a one-to-one object correspondence is performed. Object correspondence
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