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PFINDER:
REAL-TIME TRACKING OF THE HUMAN BODY
ch
Christopher Richard Wren, Ali Azarbayejani
Trevor Darrell, and Alex Paul Pentland
ch
Pfinder is a real-time system for tracking people and
interpreting their behavior. It runs at 10Hz on a standard SGI Indy
computer, and has performed reliably on thousands of people in many
different physical locations. The system uses a multiclass statistical
model of color and shape to obtain a 2D representation of head and
hands in a wide range of viewing conditions. Pfinder has been
successfully used in a wide range of applications including wireless
interfaces, video databases, and low-bandwidth coding.
ABSTRACT
ch
APPLICATIONS such as video databases, wireless virtual reality
interfaces, smart rooms, very-low-bandwidth video compression,
and security monitoring all have in common the need to track and
interpret human behavior. The ability to find and follow people’s
head, hands, and body is therefore an important visual problem.
INTRODUCTION
ch
Pfinder’s initialization process consists primarily of
building representations of the person and the surrounding
scene. It first builds the scene model by observing the scene
without people in it, and then when a human enters the scene
it begins to build up a model of that person.
INITIALIZATION
ch
Learning The Scene
Before the system attempts to locate
people in a scene, it must learn the
scene. To accomplish this Pfinder
begins by acquiring a sequence of video
frames that do not contain a person.
INITIALIZATION
Detect Person
After the scene has been modeled,
Pfinder watches for large deviations
from this model.
Building the Person Model
To initialize blob models, Pfinder uses a 2D
contour shape analysis that attempts to identify the
head, hands, and feet locations. When this contour
analysis does identify one of these locations, then
a new blob is created and placed at that location
ch
LIMITATIONS
Functionally, our systems are perhaps most closely re-
lated to the work of Bichsel[6] and Baumberg and Hogg [5].
These systems segment the person from the background in
real time using only a standard workstation. Their limitation
is that they did not analyze the person’s shape or internal features,
but only the silhouette of the person. Consequently,
they cannot track head and hands, recognize any but the
simplest gestures, or determine body pose.
ch
THANK YOU

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Pfinder : Real-Time Tracking of The Human

  • 1. PFINDER: REAL-TIME TRACKING OF THE HUMAN BODY ch Christopher Richard Wren, Ali Azarbayejani Trevor Darrell, and Alex Paul Pentland
  • 2. ch Pfinder is a real-time system for tracking people and interpreting their behavior. It runs at 10Hz on a standard SGI Indy computer, and has performed reliably on thousands of people in many different physical locations. The system uses a multiclass statistical model of color and shape to obtain a 2D representation of head and hands in a wide range of viewing conditions. Pfinder has been successfully used in a wide range of applications including wireless interfaces, video databases, and low-bandwidth coding. ABSTRACT
  • 3. ch APPLICATIONS such as video databases, wireless virtual reality interfaces, smart rooms, very-low-bandwidth video compression, and security monitoring all have in common the need to track and interpret human behavior. The ability to find and follow people’s head, hands, and body is therefore an important visual problem. INTRODUCTION
  • 4. ch Pfinder’s initialization process consists primarily of building representations of the person and the surrounding scene. It first builds the scene model by observing the scene without people in it, and then when a human enters the scene it begins to build up a model of that person. INITIALIZATION
  • 5. ch Learning The Scene Before the system attempts to locate people in a scene, it must learn the scene. To accomplish this Pfinder begins by acquiring a sequence of video frames that do not contain a person. INITIALIZATION Detect Person After the scene has been modeled, Pfinder watches for large deviations from this model. Building the Person Model To initialize blob models, Pfinder uses a 2D contour shape analysis that attempts to identify the head, hands, and feet locations. When this contour analysis does identify one of these locations, then a new blob is created and placed at that location
  • 6. ch LIMITATIONS Functionally, our systems are perhaps most closely re- lated to the work of Bichsel[6] and Baumberg and Hogg [5]. These systems segment the person from the background in real time using only a standard workstation. Their limitation is that they did not analyze the person’s shape or internal features, but only the silhouette of the person. Consequently, they cannot track head and hands, recognize any but the simplest gestures, or determine body pose.