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Hmmm, 5tons' demo, and Mr_Malee and lesli_felix's post made me think...
1- click on several points on the face to determine a color average
2- click on the eyes and determine their color average
3 - use threshold and getColorBoundsRect to determine the face and eye screen positions
4 - use the spatial relation between the eyes and the face to determine orientation and positioning including depth
With this method, you increase your points of reference from 1 to 6 making positioning and orientation much easier to calculate, and more accurate. The farther the eyes are from the top of the face, the greater the cam.rotX. The farther from the bottom of the face, the lesser the cam.rotX. The farther from the left side, the greater the cam.rotY (converse for right side). The greater the size of the face and/or the distance between the eyes, the lesser the cam.z.
hmmm, just thought of something else... If I end up posting an example using an image of my face, you are all going to regret it!
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