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Has anyone done a Kinect + Oculus demo yet? Perhaps the last gen Kinect wasn't high enough resolution to get it right, but the next gen may be enough to do a somewhat convincing in-body effect.



Yes, there are a number of us in the oculus forums working on various solutions with (the current) kinect for positional data.

For me, oculus aside, facial capture is probably the most exciting thing the new kinect can offer (due to increased depth and optical resolution), but it still has all the same limitations as the last one for full body capture (as its basically the same mechanism).

There are a number of full body mocap solutions built by third parties that utilize the data from multiple kinects. This certainly helps, but it still can't be as accurate as something like this, solely due to you being a coloured point cloud blob instead of collection of bones in the softwares eyes.


Hmm, very interesting. Can you give me any links for the facial capture stuff?

My full-body mocap needs are mostly sorted, but I'm extremely interested in facial mocap solutions right now because all the existing ones either exceed my budget or suck.


Faceshift.com is what I have played with most. It's amazingly accurate with even the current kinect, but starts at $800 for the indie version.

Brekel.com have a less expensive version, but I have no experience with it.

Open source alternatives seem thin on the ground, if not non existent.

Try faceshift, there's a free trial. It's mind blowingly awesome.


$800 for a facial mocap solution sounds, frankly, brilliant. I shall check it out on Monday/Tuesday.

How does the setup work? I'm assuming you have to spend a while tying expressions to morph targets on the model?


Takes about 5 minutes to train the model using some simple expressions. Deals with detailed facial expressions, eyelid movement and iris tracking (the eye stuff is 'OK' - this is where the newer high resolution kinect should help, if supported).




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