dissertation/midyear report/midyear.lyx

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\pdf_title "Holoportation"
\pdf_author "Andy Pack"
\pdf_subject "The use of Kinect cameras to stream 3D video from client to server"
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\begin_layout Title
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Multi-Source Holoportation
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\begin_layout Author
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Andy Pack
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Mid-Term Report
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Department of Electrical and Electronic Engineering
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Faculty of Engineering and Physical Sciences
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University of Surrey
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\begin_layout Abstract
abstract
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\begin_layout List of TODOs
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\begin_layout Right Footer
Andy Pack / 6420013
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January 2020
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\begin_layout Section
Introduction
\end_layout
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\begin_layout Standard
The aim of this project is to develop a piece of software capable of supporting
multi-source holoportation (hologram teleportation) using the
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LiveScan3D
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suite of software as a base.
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As the spaces of augmented and virtual reality mature and become more commonplac
e, the ability to capture and stream 3D renderings of objects and people
over the internet using consumer-grade hardware has many possible applications.
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\end_layout
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This represents one of the most direct evolutions of traditional video streaming
when applied to this new technological space.
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The
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LiveScan3D
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suite uses
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Xbox Kinect
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cameras to capture and stream 3D renders of objects from one or many angles
simultaneously however the destination server is only able to process and
reconstruct one object or surroundings at a time.
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The capability to concurrently receive and reconstruct streams of different
objects further broadens the landscape of possible applications, analogous
to the movement from 1-to-1 phone calls to conference calling.
\end_layout
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\begin_layout Section
Literature Review
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The significance of the 3D video captured and relayed with the
\noun on
LiveScan
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suite is closely related to the development of new technologies able to
immersively display such video content.
Therefore before discussing the specific extension that this project will
make to the
\noun on
LiveScan
\noun default
software it is important to contextualise it within the space of 3D video
capture while also considering it's implications for AR and VR applications.
\end_layout
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\begin_layout Subsection
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Augmented and Virtual Reality
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\begin_layout Subsection
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Traditional Optical 3D Reconstruction
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\begin_layout Subsection
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Kinect and RGB-D Cameras
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\begin_layout Subsection
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Holoportation and Telepresence
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The term Holoportation is defined and exemplified in the
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Microsoft Research
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paper
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, where an end-to-end pipeline is laid out for the acquisition, transmission
and display of 3D video facilitating real-time AR and VR experiences.
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paper builds on works such as
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2 years earlier which describes attempts at achieving
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telepresence
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, a term coined by Marvin Minksy to describe the transparent and intuitive
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.
The term was broadened by Bill Buxton
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to include the space of telecommunications to describe technology being
used to make someone feel present in a different environment.
In the context of holoportation this is through the use of 3D video reconstruct
ion.
The aforementioned
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LatexCommand cite
key "Immersive-telepresence"
literal "false"
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used 10
\noun on
Microsoft Kinect
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cameras to capture a room before virtually reconstructing the models.
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In service of demonstrating it's applicability to achieving telepresence,
a figure was isolated from the surroundings and stereoscopically rear-projected
onto a screen for a single participant, a result of this can be seen in
figure
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An example of stereoscopic projection of depth aware footage captured during
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The
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paper demonstrates a system using 8 cameras surrounding a space.
Each camera captured both Near Infra-Red and colour images to construct
a colour-depth video stream, .
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\begin_layout Subsection
Multi-Source Holoportation
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The space of work implementing multi-source holoportation has been explored
in works such as
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in the context of shared architectural design spaces in virtual reality
similar to a conference call.
Two groups of people were captured in 3D using clusters of
\noun on
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Kinect
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\noun default
cameras before having these renders transmitted to the other group.
Each group reconstructs the other's render for display in virtual reality
in conjunction with their own.
In doing so a shared virtual space for the two groups has been created
and it can be seen to implement the process of holoportation.
The shared architectural design experience is emergent of the semantics
of the virtual space where a World in Miniature (WIM) metaphor is used.
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Worlds in Miniature
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as a set of interfaces between the user and the virtual space they experience
using tactile and visual tools.
The interface involves providing the user with a miniature render of the
world they are inhabiting.
This model can interacted with in order to affect the full scale environment
around them.
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This navigation tool maps well to the architecture groupware structure of
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, an image captured during the work can be seen in figure
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World in Miniature render demonstrated in a multi-source holoporation context
during
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LiveScan3D
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is a suite of software developed by Marek Kowalski, Jacek Naruniec and
Michal Daniluk of the Warsaw University of Technology in 2015
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.
The suite utilises the
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Xbox Kinect
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v2 camera to record and transmit 3D renders over an IP network.
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A server can manage multiple clients simultaneously and is responsible
for processing, reconstructing and displaying the renderings in real-time.
\end_layout
\begin_layout Standard
These renderings take the form of a point cloud, a collection of 3D co-ordinates
indicating the position of each voxel (3D pixel) and it's associated RGB
colour value.
As a result of it's analogous nature to a traditional frame of 2D video,
the terms
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render
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point cloud
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and
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frame
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are used interchangeably from here.
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\begin_layout Subsection
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LiveScan
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Client
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The
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Client is responsible for interfacing with the
\noun on
Kinect
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sensor via the
\noun on
Kinect
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v2 SDK and transmitting frames to the
\noun on
LiveScan
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Server.
Body detection takes place client side, as does calibration when using
multiple sensors.
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\end_layout
\begin_layout Subsection
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LiveScan
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Server
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The server component of the
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suite is responsible for managing and receiving 3D renders from connected
clients.
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These renderings are reconstructed in an
\noun on
OpenGL
\noun default
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window, the structure of the
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server can be seen in figure
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Initial structure of the
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server
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The
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s via
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s and frame reception.
Received frames in the form of lists of vertices, RGB values, camera poses
and bodies override shared variables between the main window and the
\noun on
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window.
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Frame Geometry & Multi-View Configurations
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When using a single client setup frames are transmitted in their own co-ordinate
space, the sensor is made the origin with the scene being rendered in front
of it.
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When using multiple sensors, the server would be unable to combine these
unique Euclidean spaces without knowledge of the sensors relative positions.
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In order to make a composite frame a calibration process is completed client
side following instruction by the server.
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\begin_layout Section
Current Work
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The required development to take the existing
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codebase to the desired multi-source result can be split into two parts.
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The network layer of the
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server must be updated in order to accommodate multiple clients logically
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sources
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for which separate frames are collected for display.
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Finally the display element of the server should be extended to allow the
simultaneous presentation of multiple point clouds.
These objects should be individually arrangeable in the display space allowing
both movement and rotation.
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As of January 2020 the method for displaying renderings, the server's
\noun on
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window, has been modified such that it can construct and render point clouds
from multiple sources.
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To do so a dynamic sub-system of geometric transformations has been included
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such that the renders of individual sources are arranged coherently within
the space when reconstructed.
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The default arrangements can be overridden with keyboard controls facilitating
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arbitrary placement and rotation of separate sources within the
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OpenGL
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window's co-ordinate space.
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\begin_layout Subsection
Geometric Transformations
\end_layout
\begin_layout Standard
Within the
\noun on
LiveScan3D
\noun default
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server source code are utility structures and classes which were extended
in order to develop a wider geometric manipulation system.
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Structures defining Cartesian coordinates in both 3D and 2D spaces called
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\noun on
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\noun default
and
\noun on
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\noun default
respectively are used in drawing skeletons.
There is also a class defining an affine transformation.
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Affine transformations are a family of geometric transformations that preserve
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parallel lines within geometric spaces.
Some examples of affine transformations include scaling, reflection, rotation,
translation and shearing.
\end_layout
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The class definition is made up of a three-by-three transformation matrix
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and single 3D vector for translation, within the initial code it is used
for both camera poses and world transformations.
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A camera pose is the affine transformation defining the position and orientation
of the
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\noun on
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\noun default
camera when drawn in the
\noun on
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\noun default
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space as a green cross.
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The world transformations are used when using multiple sensors simultaneously.
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\noun on
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\noun default
space shifts from being the position of the single
\noun on
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\noun default
sensor to being the calibration markers that each camera now orbits.
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their own Euclidean space and as such the server must transform each view
into a composite one.
The world transforms define the transformations for each sensor that correctly
construct a calibrated 3D render.
\end_layout
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When considering how each source's render would be arranged in the space
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their effectiveness.
\end_layout
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The
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\noun on
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\noun on
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structures and raw vertices when received from
\noun on
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clients.
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It also has static methods to generate affine transformations for rotations
in each axis given an arbitrary angle.
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\noun on
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space would arrange separate sources within it's combined co-ordinate space.
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Separation of Network and Presentation Layer
\end_layout
\begin_layout Standard
During initial testing frames received from a live sensor were intercepted
and serialized to XML files in local storage.
These frames were loaded back as the server started and the values were
merged with those received live before display.
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The composite frame can be seen in figure
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The objects can be seen to be occupying the same space due to their similar
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\end_layout
\begin_layout Plain Layout
\end_layout
\end_inset
\end_layout
\begin_layout Standard
\begin_inset Float figure
wide false
sideways false
status open
\begin_layout Plain Layout
\align center
\begin_inset Graphics
filename ../media/180flip.jpg
lyxscale 10
width 50col%
\end_inset
\end_layout
\begin_layout Plain Layout
\begin_inset Caption Standard
\begin_layout Plain Layout
Composite frame following 180° rotation of recorded frame in
\begin_inset Formula $y$
\end_inset
axis
\begin_inset CommandInset label
LatexCommand label
name "fig:180-degree-rotation"
\end_inset
\end_layout
\end_inset
\end_layout
\begin_layout Plain Layout
\end_layout
\end_inset
\end_layout
\begin_layout Standard
At this point it was noted that transforming and arranging figures within
the main window before passing the
\noun on
OpenGL
\noun default
window a complete point cloud spreads responsibility for the display process
logic to the main window.
\end_layout
\begin_layout Standard
\noun on
LiveScan3D
\noun default
is capable of supporting more display methods than just the native
\noun on
OpenGL
\noun default
implementation with versions available for both
\noun on
Microsoft Hololens
\noun default
and Mobile AR applications.
Therefore when designing the multi-source capabilities the separation of
logic between the network and presentation layer will be important.
The way in which the
\noun on
OpenGL
\noun default
window arranges the figures within should be defined by the
\noun on
OpenGL
\noun default
window.
The network layer should be display agnostic and not make assumptions about
how the display will process figures.
\end_layout
\begin_layout Standard
In order to follow this design the transformations were moved to instead
occur within the
\noun on
OpenGL
\noun default
window class.
To allow this the shared variables between the
\noun on
MainWindow
\noun default
and
\noun on
OpenGL
\noun default
were changed.
The Frame structure was defined to wrap an individual point cloud with
a client ID to allow differentiation.
The structure holds fields for each of the lists previously shared between
the two objects including a list of vertices or co-ordinates and the RGB
values for each as well as the camera poses and bodies.
\end_layout
\begin_layout Standard
The original
\noun on
LiveScan3D
\noun default
cleared each of these variables for each newly retrieved frame, when moving
to a multi-source architecture the ability to individually update source
point clouds was required.
\end_layout
\begin_layout Standard
To accomplish this a dictionary was used as the shared variable with each
clients frame being keyed by it's client ID.
In doing so only one frame per client is kept and each new frame overrides
the last.
During rendering the dictionary is iterated through and each point cloud
combined.
Before combination a client specific transformation is retrieved from an
instance of the
\noun on
DisplayFrameTransformer
\noun default
class.
This object is a member of the
\noun on
OpenGL
\noun default
window and is responsible for defining the orientation and position of
each point cloud.
\end_layout
\begin_layout Subsection
DisplayFrameTransformer
\end_layout
2019-12-17 16:34:12 +00:00
\begin_layout Standard
The
\noun on
DisplayFrameTransformer
\noun default
is responsible for generating transformations for the sources displayed
within the
\noun on
OpenGL
\noun default
window.
\end_layout
\begin_layout Standard
Each client is assigned a default transformation which can be overridden
using keyboard controls.
\end_layout
\begin_layout Standard
Clients are initially arranged in a circle in around the origin in the center
of the space.
This is done by retrieving a transformation for a rotation in the
\begin_inset Formula $y$
\end_inset
axis for each client number,
\begin_inset Formula $n$
\end_inset
, using the below,
\end_layout
\begin_layout Standard
\begin_inset Formula
\[
\alpha\left(n\right)=\frac{n}{client\:total}\cdotp360\textdegree
\]
\end_inset
\end_layout
\begin_layout Standard
Similar to the shared variables between the
\noun on
MainWindow
\noun default
and
\noun on
OpenGL
\noun default
window, client transformations are stored within a dictionary indexed by
client ID.
\end_layout
\begin_layout Standard
The
\noun on
DisplayFrameTransformer
\noun default
also has methods to override these initial transforms with the RotateClient()
and TranslateClient() methods.
When these methods are called for the first time for a client an object
defining the position and rotation is pulled from the default rotation.
From here the presence of a client override leads returned transforms to
be defined by these values instead.
\end_layout
2019-12-16 23:57:43 +00:00
\begin_layout Standard
\begin_inset Float figure
wide false
sideways false
status open
\begin_layout Plain Layout
\align center
\begin_inset Graphics
filename ../media/december-state.png
lyxscale 30
width 60col%
\end_inset
\end_layout
\begin_layout Plain Layout
\begin_inset Caption Standard
\begin_layout Plain Layout
2019-12-17 16:34:12 +00:00
Current state of
\noun on
LiveScan
\noun default
server structure with
2019-12-16 23:57:43 +00:00
\noun on
OpenGL
\noun default
window-based transformer
\begin_inset CommandInset label
LatexCommand label
name "fig:current-state-diagram"
\end_inset
\end_layout
\end_inset
\end_layout
\begin_layout Plain Layout
\end_layout
\end_inset
2019-12-11 20:51:53 +00:00
\end_layout
2019-12-03 10:14:59 +00:00
\begin_layout Section
Future Work
\end_layout
2020-01-09 09:37:42 +00:00
\begin_layout Standard
Following the extension of the
\noun on
OpenGL
\noun default
window, the network layer of the
\noun on
KinectServer
\noun default
can now be developed and tested using a fully functional display method.
\end_layout
2019-12-03 10:14:59 +00:00
\begin_layout Section
Summary
\end_layout
\begin_layout Section
Conclusions
\end_layout
2019-12-06 16:28:10 +00:00
\begin_layout Standard
\begin_inset Newpage pagebreak
\end_inset
\end_layout
2019-12-03 10:14:59 +00:00
\begin_layout Standard
\begin_inset CommandInset bibtex
LatexCommand bibtex
btprint "btPrintCited"
bibfiles "references"
options "bibtotoc"
\end_inset
2020-01-09 09:37:42 +00:00
\end_layout
\begin_layout Standard
\start_of_appendix
\begin_inset FloatList figure
\end_inset
2019-12-03 10:14:59 +00:00
\end_layout
\end_body
\end_document