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IT in Industry, vol. 3, no. 1, 2015 Published online 31-Aug-2015
ISSN (Print): 2204-0595
Copyright © Authors 23 ISSN (Online): 2203-1731
Using Watershed Transform for Vision-based Two-Hand
Occlusion in an Interactive AR Environment
Peng Peng Leim, Guat Yew Tan, Kah Pin Ng, Miin Huey Ang
School of Mathematical Sciences
Universiti Sains Malaysia
Penang, Malaysia
Pengpeng_leim89@hotmail.com, gytan@cs.usm.my, nkp10_mah017p@student.usm.my, mathamh@cs.usm.my
Abstract—To achieve a natural interaction in augmented
reality environment, we have suggested to use markerless vision-
based two-handed gestures for the interaction; with an
outstretched hand and a pointing hand used as virtual object
registration plane and pointing device respectively. However, two-
handed interaction always causes mutual occlusion which
jeopardizes the hand gesture recognition. In this paper, we present
a solution for two-hand occlusion by using watershed transform.
The main idea is to start from a two-hand occlusion image in
binary format, then form a grey-scale image based on the distance
of each non-object pixel to object pixel. The watershed algorithm
is applied to the negation of the grey scaled image to form
watershed lines which separate the two hands. Fingertips are then
identified and each hand is recognized based on the number of
fingertips on each hand. The outstretched hand is assumed to
contain 5 fingertips and the pointing device contains less than 5
fingertips. An example of applying our result in hand and virtual
object interaction is displayed at the end of the paper.
Keywords—watershed algorithm; two-hand occlusion;
augmented reality; vision-based hand detection
I. INTRODUCTION
The key attraction in Augmented Reality (AR) is its
fundamental capability to enable the virtual and real objects to
co-exist in the real environment. Due to human’s adventurous
nature, we do not satisfy with only the co-existence status. The
urge to interact with the virtual objects in the real environment
has caused further research work and resulted in interactive AR.
Typically, interactive AR involves the interaction between two
entities, the input device and the displayed virtual object. The
discussion on displayed virtual object has been illustrated in [1].
The main focus of this paper is on the input device, particularly
on the use of two-handed gestures as input and recognizing each
hand by watershed transform when two-hand occlusions occur.
Hand gesture recognition is relatively new in interactive AR
in which hand gestures are used to perform specific interacting
tasks to control virtual objects in the real environment. Though
the interactions between hands and virtual objects lack physical
haptic senses, hand gesture inputs manage to provide more
natural and intuitive interactions and continue to attract
overwhelming attentions from researchers in many areas [2].
There are various ways to detect hand gestures. In optical-based,
infrared (IR) sensors are mounted at the fingers tips and joints to
detect the orientations and positions, thus the hand gestures can
be determined [3]. In a contact-based approach, magnetic
sensing devices for every joint of the fingers is hidden in a data
glove which transmits complete signals for hand gesture
recognition [4]. The accuracies in gesture detection by optical-
based and contact-based inputs are high, nevertheless, expensive
devices such as IR devices and data gloves are required and their
attachments to the fingers limit the freedom of hand movements.
In order to keep the AR set-up costs low and to overcome the
hand movement limitations, marker-based input was suggested
as an alternative. Marker-based input works similar to the
optical-based and contact-based approach by replacing the
contact and optical sensors at the fingertips and joints with
fiducial markers [5]. However, the fingers look awkward with
the markers attachments and they must not occlude each other
in order to be detected. To achieve markerless interaction,
vision-based hand gesture recognition has been explored. In
vision-based interaction for AR, two hands are suggested, i.e. by
using an outstretched hand for registration of 3D virtual objects,
while another hand as the input device for interaction. The
vision-based approach involves recording the bare hand
movements with video cameras, the gestures in the images are
then recognized and analysed by image processing algorithms
[6]. Though vision-based approach enables bare-hand
recognition, the occlusion problem remains. Two objects that are
spatially separated in 3D may occlude each other in the projected
2D image plane, and causing two-handed gestures unable to be
recognized directly.
A few research works have been carried out to address
vision-based occlusion problems for two hands which are
spatially separated [7 - 10]. In [7], the occlusion problem was
avoided by fixing multiple cameras, and selecting the “best view
image” by filtering out other occluded images captured. In [8],
the total dissimilarity and similarity of the image was measured
based on the generalized eigenvalue problem in segmenting the
desired object. Reference [9] solved the crossing hands problem
by tracking the arms motions with template matching, and
rotating the template to find changes in the occluded and
occluding hands dissimilarities, leading to the differentiation of
the front and back hands. Reference [10] used EigenTracker [11]
and the corresponding predictive framework [12] to solve the
two-hand occlusion problem. Although the authors claimed to
be able to handle all possible cases of occlusion, the result only
tracked the region of interest and the hand boundary was unclear.
In this paper, we describe a method to solve the two-hand
occlusion problem by using the watershed transform algorithm.
IT in Industry, vol. 3, no. 1, 2015 Published online 31-Aug-2015
ISSN (Print): 2204-0595
Copyright © Authors 24 ISSN (Online): 2203-1731
II. PROJECT OVERVIEW
This project is an extension to [6] which explained the steps
to recognize an outstretched hand and used it for the registration
of a virtual object in an AR environment. This paper adds one
more hand into the scene as an interacting device to the virtual
object. However, a two-handed interaction can cause mutual-
occlusion problems. The main focus of this paper is to illustrate
the occlusion problem we faced and how we solved it by using
the watershed transform algorithm in the case of two-handed
interaction.
III. METHODOLOGY
There are 6 steps to be carried out (see Fig. 1),
A. Stereo camera calibration and rectification
B. Hand region segmentation
C. Distance transform
D. Watershed transform
E. Hand feature detection for 2 hands
F. Post estimation for outstretched hand and pointing device
A. Stereo Camera Calibration and Rectification
This step removes the distortion occurred in the images and
transforms the images into row aligned image planes to make
the optical axes and epipolar lines of both cameras parallel. This
step is carried out only once for each stereo camera used [6].
B. Hand Region Segmentation
Skin color segmentation method is used to first localize the
skin region in the images. Each captured images are converted
from RGB to YCbCr color space and every pixel is classified as
either skin- or non-skin-colored pixel based on a fixed range of
skin-color map used in [15], as in Eqn. (1)
Fig. 1. The algorithm framework.
 77 ≤ Cb ≤127 and 133 ≤Cr ≤173 
Eventually, skin-colored and non-skin-colored pixels are
converted to white and black pixels respectively to form a binary
image. Next, morphological operations are applied to the
segmented image to eliminate the small noise regions and
connect the adjacent large regions. Other than the hand region,
there might be other skin-colored objects in the background.
However, these skin-colored objects are assumed to be
insignificant and will not be considered. Only the region with
the largest contour parameter is defined as a possible hand
region.
It is also possible that the hand does not appear in the image
but instead noise is captured. To avoid applying recognition
processes to non-existent objects, contours with perimeter larger
than 200 pixels and areas larger than 500 pixels will be
considered as possible hand regions. When two largest contours
are found, we assume that the two hands are not mutually
occluded. When there is only one large contour in the image,
both hands are assumed to occlude each other and will proceed
for distance transformation and watershed algorithm, to
segregate the contour of the two hands. In both cases, hand
feature extraction is performed to distinguish a hand as an
interacting tool and another hand as a panel to display virtual
object. Fig. 2 shows the result of the segmentation process in
finding the possible hand region in the captured image. Fig. 2 (a)
and (b) show the input images for the two-handed occlusion and
non-occlusion cases respectively; Fig. 2 (c) and (d) show the
output.
C. Distance Transformation
Distance transform has been used to locate the peaks of the
objects. Basically, it counts the distance of each non-object pixel
(black) to the object pixel (white), and converts a binary image
to a grey scale image with the grey tones running from the
boundary to the center of the object based on the distance values.
Fig. 2. Skin Color Segmentation for two cases. The input images for the 2-
hand occlusion and non-occlusion cases are shown in (a) and (b), respectively;
the output of the segmentation are shown in (c) and (d), respectively.
(a)
(b)
(c)
(d)
IT in Industry, vol. 3, no. 1, 2015 Published online 31-Aug-2015
ISSN (Print): 2204-0595
Copyright © Authors 25 ISSN (Online): 2203-1731
Fig. 3. Chessboard distance transform result using Fig 2(c) as input image.
The distance of each pixel is shown in (a), the negation of (a) is shown in (b).
In our project, we use chessboard distance transform for its
speed and to prevent over-segmentation [16]. From the previous
steps in B, distance transform will apply to the image segments
if there is one large contour found in the image. Fig. 3 shows the
result of distance transform by using Fig. 2(c) as an input image.
Fig. 3(a) shows the distance of each pixel, running from white
to black, with white being the pixels with zero distance to the
object and black being the farthest from the object. Fig. 3(b)
shows the negation of Fig. 3(a) for the watershed algorithm to
be applied in the next step.
D. Watershed Transformation
Watershed is an algorithm based on the concept of
topographic representation of negation of distance transform
map (see Fig. 3(b)). The greater the pixel values, the higher
gradient of ridge area in the image; while low gradient pixels are
considered as the basin. The idea of the watershed algorithm is
like a water stream falling from the ridge. It flows along a path
to reach the catchment basin to form a region. The watershed
lines divide the catchment sink into different areas which form
the object contours in the image. Fig. 4 shows two regions of
interest which are segmented to different colors.
E. Hand Feature Detection for Two Hands
To verify both regions as hands and further to distinguish the
regions as the outstretched hand and the pointing hand, hand-
feature extraction is performed. The features of the outstretched
hand are fingertips and palm center. To extract the fingertips,
the convex hull and convexity defect algorithms are used. In
OpenCV, the convexity defect function identifies all points
including both convex and concave points (see Fig. 5). The angle
of every three consecutive points in the convexity defect is
calculated. If the angle is less than 80 degrees, the middle point
is checked against the set of points obtained in convex hull, and
if the middle point is found as one of the convex hull vertex, the
point is detected as a fingertip. Both contour regions are
examined, and the results are displayed in Fig. 6.
Fig. 4. Two regions of interest after watershed transformation.
Fig. 5. Convex hulls and convexity defects of each contour region (a) and (b)
are highlighted as purple dots.
Fig. 6. Fingertips of each hand region after hand feature detections. Result of
Fig. 5(a) is shown in (a). Result of Fig. 5(b) is shown in (b).
The region which consists of less than 5 points is considered
as the pointing hand and the other as the outstretched hand.
F. Pose Estimation for the Outstretched Hand and the
Pointing Hand
From the previous step, the region with five fingertips is
considered as the outstretched hand which serves as the plane
for virtual object registration. To form a 3D hand coordinate
reference frame, the middle fingertip, the palm center (found by
center of mass algorithm) and the thumb tip form a right angle
with the palm center as the origin, O; the middle and thumb as
the X- and Y- axes respectively. The Z-axis is calculated by
taking the cross product of the OX and OY vectors. The camera
pose with respect to the hand is then estimated by using the
transformation matrix defined in [6].
For both hands, the 2D positions of the points obtained in
step E are re-projected onto the actual 3D positions in the real
scene by using the following equation:
 [
𝑋
𝑌
𝑍
𝑊
] = [
1 0
0 1
0 −𝑐 𝑥
0 −𝑐 𝑦
0 0
0 0
0 𝑓
−1/𝑇 𝑥 0
] [
𝑥
𝑦
𝑑
1
] 
where (cx, cy) is the principal point,
f is the focal length,
d is the disparity, and
Tx is the horizontal shift between the cameras.
All the coefficients above have been obtained in the camera
calibration process. The 3D coordinates of the points are then
(X/W, Y/W, Z/W) [6].
(a) (b) (a)
(a) Result of Fig. 5 (a) (b) Result of Fig. 5(b)
(b)
IT in Industry, vol. 3, no. 1, 2015 Published online 31-Aug-2015
ISSN (Print): 2204-0595
Copyright © Authors 26 ISSN (Online): 2203-1731
Fig. 7. Separate hands showing virtual objects augmentation on the
outstretched hand and pointing hand interaction with virtual cube. (a) Hand
axes augmentation. (b) Hand axes and cube augmentation. (c) When the
pointing finger “touches” the virtual cube, the wire cube is changed to solid
cube.
IV. RESULTS
For separated hands, the hands’ positions and finger-object
interaction are displayed in Fig. 7, where Fig. 7(a) and (b) show
the hand coordinates with the hand axes and virtual cube
displayed on the outstretched hand. Fig. 7(c) shows the
interaction between the pointing hand and the virtual cube. The
fingertip of the pointing hand has “touched” the virtual cube to
change the wire cube to a solid cube. At this stage, only one
pointing gesture is recognized.
Fig. 8 shows the two-hand occlusion images, where both
outstretched and pointing hands can be detected separately.
V. TECHNICAL ENVIRONMENT
The system has been implemented on a notebook with 2.50
GHz processor and 8GB RAM. Stereo images are captured and
processed with 640x480 resolution. We use the OpenCV library
to perform camera calibration and image processing. OpenGL is
used in the graphics rendering process. With the camera matrices
and camera pose with respect to the hand obtained, virtual
objects can be augmented on the hand.
VI. CONCLUSION AND FUTURE WORKS
In this paper, we presented a vision-based methodology to
extract two-handed gesture by using the watershed transform in
a two-hand occlusion for interactive AR. The coordinates of
both hands are calculated, for virtual objects augmentation and
finger-object interaction. In our project, bare hands are used as
inputs. At this stage, we are able to recognize one pointing
gesture which uses one finger only and to change the wire cube
to solid upon touching. In the future, we endeavor to recognize
more gestures and incorporate more finger-object interactions,
e.g. rotating and translating the object by the pointing finger.
Fig. 8. Outstretched hand and pointing hand are identified separately in an
occlusion case. Hand axes and the virtual cube are augmented on the
outstretched hand, (a) and (b). Pointing finger “touches” the virtual cube, the
wire cube is changed to solid cube (c).
ACKNOWLEDGMENT
This work is supported by the Short Term Grant Universiti
Sains Malaysia (304/PMATHS/6312096). This paper is an
extended version of our paper presented at the 9th
International
Conference on Information Technology and Applications
(ICITA), in Sydney, Australia.
REFERENCES
[1] P. P. Leim and G. Y. Tan, “Component level interaction of a 3D model in
an interactive augmented reality environment,” International Journal on
Future Computer and Communication, vol. 2, no. 5, pp. 539–542, October
2013.
[2] H. S. Hasan and S. A. Kareem, “Human computer interaction for vision
based hand gesture recognition: a survey,” Proceedings of the IEEE
International Conference on Advanced Computer Science Applications
and Technologies (ACSAT), 2012, pp. 55–60.
[3] S. Reifinger, F. Wallhoff, M. Ablaßmeier, T. Poitschke, and G. Rigoll,
“Static and dynamic hand-gesture recognition for augmented reality
applications,” International Conference on Human-Computer Interaction,
C. Stephanidis, Eds. Beijing: Springer, July 2007, pp. 728–737.
[4] J. D. Sturman and D. Zeltzer, “A survey of glove-based input,” Computer
Graphics and Applications, IEEE, vol.14, no. 1, pp. 30–39, 1994.
[5] V. Buchmann, “FingARtips: gesture based direct manipulation in
Augmented Reality,” in Proceedings of the 2nd International Conference
on Computer Graphics and Interactive Techniques, Australasia and South
East Asia, ACM, 2004, pp. 212–221.
[6] K. P. Ng, G. Y. Tan and Y. P. Wong, “Vision-Based Hand Detection for
Registration of Virtual Objects in Augmented Reality,” International
Journal of Future Computer and Communication, vol. 2, no. 5, pp. 423–
427, October 2013.
[7] A. Utsumi and J. Ohya, “Multiple Hand Gesture Tracking using Multiple
Cameras,” IEEE International Conference on Computer Vision and
Pattern Recognition (CVPR), 1999, pp. 473–478.
[8] J. Shi and J Malik, “Normalized cuts and image segmentation,” IEEE
Transactions on Pattern Analysis and Machine Intelligence, vol. 22, no.
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(b)(a)
(c)
(a) (b)
(c)
IT in Industry, vol. 3, no. 1, 2015 Published online 31-Aug-2015
ISSN (Print): 2204-0595
Copyright © Authors 27 ISSN (Online): 2203-1731
[9] T. Inaguma, H. Saji, and H Nakatani, “Two-handed gesture tracking in
the case of occlusion of hands,” in IAPR Workshop on Machine Vision
Applications, 2002, pp. 306–309.
[10] K. A. Barhate, K. S. Patwardhan, S. D. Roy, S. Chaudhuri, and S.
Chaudhury, “Robust two hand tracker using predictive eigentracking,” in
Proceedings of the National Conference on Communication (NCC), 2004,
pp. 101–105.
[11] J. M. Black and A. D. Jepson, “Eigentracking: Robust matching and
tracking of articulated objects using a view-based representation,”
International Journal of Computer Vision, vol. 26, no.1, pp. 63–84, 1998.
[12] N. Gupta, P. Mittal, S. D. Roy, S. Chaudhury, and S. Banerjee, “A
Predictive Scheme for Appearance-based Hand Tracking,” Proceedings
of the National Conference on Communications (NCC), 2002, pp. 513–
522.
[13] S. Beucher, “The watershed transformation applied to image
segmentation,” Scanning Microscopy Supplement, pp. 1–26, 1992.
[14] L. J. Belaid and W. Mourou, “Image Segmentation: A Watershed
Transformation Algorithm,” Image Analysis & Stereology, vol. 28, no. 2,
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[15] H. Kato and T. Kato, “A marker-less Augmented Reality based on fast
fingertip detection for smart phones,” IEEE International Conference on
Consumer Electronics (ICCE), 2011, pp. 127–128.
[16] Q. Chen, X. Yang, and E. M. Petriu, “Watershed segmentation for binary
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Using Watershed Transform for Vision-based Hand Segmentation in Augmented Reality

  • 1. IT in Industry, vol. 3, no. 1, 2015 Published online 31-Aug-2015 ISSN (Print): 2204-0595 Copyright © Authors 23 ISSN (Online): 2203-1731 Using Watershed Transform for Vision-based Two-Hand Occlusion in an Interactive AR Environment Peng Peng Leim, Guat Yew Tan, Kah Pin Ng, Miin Huey Ang School of Mathematical Sciences Universiti Sains Malaysia Penang, Malaysia Pengpeng_leim89@hotmail.com, gytan@cs.usm.my, nkp10_mah017p@student.usm.my, mathamh@cs.usm.my Abstract—To achieve a natural interaction in augmented reality environment, we have suggested to use markerless vision- based two-handed gestures for the interaction; with an outstretched hand and a pointing hand used as virtual object registration plane and pointing device respectively. However, two- handed interaction always causes mutual occlusion which jeopardizes the hand gesture recognition. In this paper, we present a solution for two-hand occlusion by using watershed transform. The main idea is to start from a two-hand occlusion image in binary format, then form a grey-scale image based on the distance of each non-object pixel to object pixel. The watershed algorithm is applied to the negation of the grey scaled image to form watershed lines which separate the two hands. Fingertips are then identified and each hand is recognized based on the number of fingertips on each hand. The outstretched hand is assumed to contain 5 fingertips and the pointing device contains less than 5 fingertips. An example of applying our result in hand and virtual object interaction is displayed at the end of the paper. Keywords—watershed algorithm; two-hand occlusion; augmented reality; vision-based hand detection I. INTRODUCTION The key attraction in Augmented Reality (AR) is its fundamental capability to enable the virtual and real objects to co-exist in the real environment. Due to human’s adventurous nature, we do not satisfy with only the co-existence status. The urge to interact with the virtual objects in the real environment has caused further research work and resulted in interactive AR. Typically, interactive AR involves the interaction between two entities, the input device and the displayed virtual object. The discussion on displayed virtual object has been illustrated in [1]. The main focus of this paper is on the input device, particularly on the use of two-handed gestures as input and recognizing each hand by watershed transform when two-hand occlusions occur. Hand gesture recognition is relatively new in interactive AR in which hand gestures are used to perform specific interacting tasks to control virtual objects in the real environment. Though the interactions between hands and virtual objects lack physical haptic senses, hand gesture inputs manage to provide more natural and intuitive interactions and continue to attract overwhelming attentions from researchers in many areas [2]. There are various ways to detect hand gestures. In optical-based, infrared (IR) sensors are mounted at the fingers tips and joints to detect the orientations and positions, thus the hand gestures can be determined [3]. In a contact-based approach, magnetic sensing devices for every joint of the fingers is hidden in a data glove which transmits complete signals for hand gesture recognition [4]. The accuracies in gesture detection by optical- based and contact-based inputs are high, nevertheless, expensive devices such as IR devices and data gloves are required and their attachments to the fingers limit the freedom of hand movements. In order to keep the AR set-up costs low and to overcome the hand movement limitations, marker-based input was suggested as an alternative. Marker-based input works similar to the optical-based and contact-based approach by replacing the contact and optical sensors at the fingertips and joints with fiducial markers [5]. However, the fingers look awkward with the markers attachments and they must not occlude each other in order to be detected. To achieve markerless interaction, vision-based hand gesture recognition has been explored. In vision-based interaction for AR, two hands are suggested, i.e. by using an outstretched hand for registration of 3D virtual objects, while another hand as the input device for interaction. The vision-based approach involves recording the bare hand movements with video cameras, the gestures in the images are then recognized and analysed by image processing algorithms [6]. Though vision-based approach enables bare-hand recognition, the occlusion problem remains. Two objects that are spatially separated in 3D may occlude each other in the projected 2D image plane, and causing two-handed gestures unable to be recognized directly. A few research works have been carried out to address vision-based occlusion problems for two hands which are spatially separated [7 - 10]. In [7], the occlusion problem was avoided by fixing multiple cameras, and selecting the “best view image” by filtering out other occluded images captured. In [8], the total dissimilarity and similarity of the image was measured based on the generalized eigenvalue problem in segmenting the desired object. Reference [9] solved the crossing hands problem by tracking the arms motions with template matching, and rotating the template to find changes in the occluded and occluding hands dissimilarities, leading to the differentiation of the front and back hands. Reference [10] used EigenTracker [11] and the corresponding predictive framework [12] to solve the two-hand occlusion problem. Although the authors claimed to be able to handle all possible cases of occlusion, the result only tracked the region of interest and the hand boundary was unclear. In this paper, we describe a method to solve the two-hand occlusion problem by using the watershed transform algorithm.
  • 2. IT in Industry, vol. 3, no. 1, 2015 Published online 31-Aug-2015 ISSN (Print): 2204-0595 Copyright © Authors 24 ISSN (Online): 2203-1731 II. PROJECT OVERVIEW This project is an extension to [6] which explained the steps to recognize an outstretched hand and used it for the registration of a virtual object in an AR environment. This paper adds one more hand into the scene as an interacting device to the virtual object. However, a two-handed interaction can cause mutual- occlusion problems. The main focus of this paper is to illustrate the occlusion problem we faced and how we solved it by using the watershed transform algorithm in the case of two-handed interaction. III. METHODOLOGY There are 6 steps to be carried out (see Fig. 1), A. Stereo camera calibration and rectification B. Hand region segmentation C. Distance transform D. Watershed transform E. Hand feature detection for 2 hands F. Post estimation for outstretched hand and pointing device A. Stereo Camera Calibration and Rectification This step removes the distortion occurred in the images and transforms the images into row aligned image planes to make the optical axes and epipolar lines of both cameras parallel. This step is carried out only once for each stereo camera used [6]. B. Hand Region Segmentation Skin color segmentation method is used to first localize the skin region in the images. Each captured images are converted from RGB to YCbCr color space and every pixel is classified as either skin- or non-skin-colored pixel based on a fixed range of skin-color map used in [15], as in Eqn. (1) Fig. 1. The algorithm framework.  77 ≤ Cb ≤127 and 133 ≤Cr ≤173  Eventually, skin-colored and non-skin-colored pixels are converted to white and black pixels respectively to form a binary image. Next, morphological operations are applied to the segmented image to eliminate the small noise regions and connect the adjacent large regions. Other than the hand region, there might be other skin-colored objects in the background. However, these skin-colored objects are assumed to be insignificant and will not be considered. Only the region with the largest contour parameter is defined as a possible hand region. It is also possible that the hand does not appear in the image but instead noise is captured. To avoid applying recognition processes to non-existent objects, contours with perimeter larger than 200 pixels and areas larger than 500 pixels will be considered as possible hand regions. When two largest contours are found, we assume that the two hands are not mutually occluded. When there is only one large contour in the image, both hands are assumed to occlude each other and will proceed for distance transformation and watershed algorithm, to segregate the contour of the two hands. In both cases, hand feature extraction is performed to distinguish a hand as an interacting tool and another hand as a panel to display virtual object. Fig. 2 shows the result of the segmentation process in finding the possible hand region in the captured image. Fig. 2 (a) and (b) show the input images for the two-handed occlusion and non-occlusion cases respectively; Fig. 2 (c) and (d) show the output. C. Distance Transformation Distance transform has been used to locate the peaks of the objects. Basically, it counts the distance of each non-object pixel (black) to the object pixel (white), and converts a binary image to a grey scale image with the grey tones running from the boundary to the center of the object based on the distance values. Fig. 2. Skin Color Segmentation for two cases. The input images for the 2- hand occlusion and non-occlusion cases are shown in (a) and (b), respectively; the output of the segmentation are shown in (c) and (d), respectively. (a) (b) (c) (d)
  • 3. IT in Industry, vol. 3, no. 1, 2015 Published online 31-Aug-2015 ISSN (Print): 2204-0595 Copyright © Authors 25 ISSN (Online): 2203-1731 Fig. 3. Chessboard distance transform result using Fig 2(c) as input image. The distance of each pixel is shown in (a), the negation of (a) is shown in (b). In our project, we use chessboard distance transform for its speed and to prevent over-segmentation [16]. From the previous steps in B, distance transform will apply to the image segments if there is one large contour found in the image. Fig. 3 shows the result of distance transform by using Fig. 2(c) as an input image. Fig. 3(a) shows the distance of each pixel, running from white to black, with white being the pixels with zero distance to the object and black being the farthest from the object. Fig. 3(b) shows the negation of Fig. 3(a) for the watershed algorithm to be applied in the next step. D. Watershed Transformation Watershed is an algorithm based on the concept of topographic representation of negation of distance transform map (see Fig. 3(b)). The greater the pixel values, the higher gradient of ridge area in the image; while low gradient pixels are considered as the basin. The idea of the watershed algorithm is like a water stream falling from the ridge. It flows along a path to reach the catchment basin to form a region. The watershed lines divide the catchment sink into different areas which form the object contours in the image. Fig. 4 shows two regions of interest which are segmented to different colors. E. Hand Feature Detection for Two Hands To verify both regions as hands and further to distinguish the regions as the outstretched hand and the pointing hand, hand- feature extraction is performed. The features of the outstretched hand are fingertips and palm center. To extract the fingertips, the convex hull and convexity defect algorithms are used. In OpenCV, the convexity defect function identifies all points including both convex and concave points (see Fig. 5). The angle of every three consecutive points in the convexity defect is calculated. If the angle is less than 80 degrees, the middle point is checked against the set of points obtained in convex hull, and if the middle point is found as one of the convex hull vertex, the point is detected as a fingertip. Both contour regions are examined, and the results are displayed in Fig. 6. Fig. 4. Two regions of interest after watershed transformation. Fig. 5. Convex hulls and convexity defects of each contour region (a) and (b) are highlighted as purple dots. Fig. 6. Fingertips of each hand region after hand feature detections. Result of Fig. 5(a) is shown in (a). Result of Fig. 5(b) is shown in (b). The region which consists of less than 5 points is considered as the pointing hand and the other as the outstretched hand. F. Pose Estimation for the Outstretched Hand and the Pointing Hand From the previous step, the region with five fingertips is considered as the outstretched hand which serves as the plane for virtual object registration. To form a 3D hand coordinate reference frame, the middle fingertip, the palm center (found by center of mass algorithm) and the thumb tip form a right angle with the palm center as the origin, O; the middle and thumb as the X- and Y- axes respectively. The Z-axis is calculated by taking the cross product of the OX and OY vectors. The camera pose with respect to the hand is then estimated by using the transformation matrix defined in [6]. For both hands, the 2D positions of the points obtained in step E are re-projected onto the actual 3D positions in the real scene by using the following equation:  [ 𝑋 𝑌 𝑍 𝑊 ] = [ 1 0 0 1 0 −𝑐 𝑥 0 −𝑐 𝑦 0 0 0 0 0 𝑓 −1/𝑇 𝑥 0 ] [ 𝑥 𝑦 𝑑 1 ]  where (cx, cy) is the principal point, f is the focal length, d is the disparity, and Tx is the horizontal shift between the cameras. All the coefficients above have been obtained in the camera calibration process. The 3D coordinates of the points are then (X/W, Y/W, Z/W) [6]. (a) (b) (a) (a) Result of Fig. 5 (a) (b) Result of Fig. 5(b) (b)
  • 4. IT in Industry, vol. 3, no. 1, 2015 Published online 31-Aug-2015 ISSN (Print): 2204-0595 Copyright © Authors 26 ISSN (Online): 2203-1731 Fig. 7. Separate hands showing virtual objects augmentation on the outstretched hand and pointing hand interaction with virtual cube. (a) Hand axes augmentation. (b) Hand axes and cube augmentation. (c) When the pointing finger “touches” the virtual cube, the wire cube is changed to solid cube. IV. RESULTS For separated hands, the hands’ positions and finger-object interaction are displayed in Fig. 7, where Fig. 7(a) and (b) show the hand coordinates with the hand axes and virtual cube displayed on the outstretched hand. Fig. 7(c) shows the interaction between the pointing hand and the virtual cube. The fingertip of the pointing hand has “touched” the virtual cube to change the wire cube to a solid cube. At this stage, only one pointing gesture is recognized. Fig. 8 shows the two-hand occlusion images, where both outstretched and pointing hands can be detected separately. V. TECHNICAL ENVIRONMENT The system has been implemented on a notebook with 2.50 GHz processor and 8GB RAM. Stereo images are captured and processed with 640x480 resolution. We use the OpenCV library to perform camera calibration and image processing. OpenGL is used in the graphics rendering process. With the camera matrices and camera pose with respect to the hand obtained, virtual objects can be augmented on the hand. VI. CONCLUSION AND FUTURE WORKS In this paper, we presented a vision-based methodology to extract two-handed gesture by using the watershed transform in a two-hand occlusion for interactive AR. The coordinates of both hands are calculated, for virtual objects augmentation and finger-object interaction. In our project, bare hands are used as inputs. At this stage, we are able to recognize one pointing gesture which uses one finger only and to change the wire cube to solid upon touching. In the future, we endeavor to recognize more gestures and incorporate more finger-object interactions, e.g. rotating and translating the object by the pointing finger. Fig. 8. Outstretched hand and pointing hand are identified separately in an occlusion case. Hand axes and the virtual cube are augmented on the outstretched hand, (a) and (b). Pointing finger “touches” the virtual cube, the wire cube is changed to solid cube (c). ACKNOWLEDGMENT This work is supported by the Short Term Grant Universiti Sains Malaysia (304/PMATHS/6312096). This paper is an extended version of our paper presented at the 9th International Conference on Information Technology and Applications (ICITA), in Sydney, Australia. REFERENCES [1] P. P. Leim and G. Y. Tan, “Component level interaction of a 3D model in an interactive augmented reality environment,” International Journal on Future Computer and Communication, vol. 2, no. 5, pp. 539–542, October 2013. [2] H. S. Hasan and S. A. Kareem, “Human computer interaction for vision based hand gesture recognition: a survey,” Proceedings of the IEEE International Conference on Advanced Computer Science Applications and Technologies (ACSAT), 2012, pp. 55–60. [3] S. Reifinger, F. Wallhoff, M. Ablaßmeier, T. Poitschke, and G. Rigoll, “Static and dynamic hand-gesture recognition for augmented reality applications,” International Conference on Human-Computer Interaction, C. Stephanidis, Eds. Beijing: Springer, July 2007, pp. 728–737. [4] J. D. Sturman and D. Zeltzer, “A survey of glove-based input,” Computer Graphics and Applications, IEEE, vol.14, no. 1, pp. 30–39, 1994. [5] V. Buchmann, “FingARtips: gesture based direct manipulation in Augmented Reality,” in Proceedings of the 2nd International Conference on Computer Graphics and Interactive Techniques, Australasia and South East Asia, ACM, 2004, pp. 212–221. [6] K. P. Ng, G. Y. Tan and Y. P. Wong, “Vision-Based Hand Detection for Registration of Virtual Objects in Augmented Reality,” International Journal of Future Computer and Communication, vol. 2, no. 5, pp. 423– 427, October 2013. [7] A. Utsumi and J. Ohya, “Multiple Hand Gesture Tracking using Multiple Cameras,” IEEE International Conference on Computer Vision and Pattern Recognition (CVPR), 1999, pp. 473–478. [8] J. Shi and J Malik, “Normalized cuts and image segmentation,” IEEE Transactions on Pattern Analysis and Machine Intelligence, vol. 22, no. 8, pp. 888–905, 2000. (b)(a) (c) (a) (b) (c)
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