TR96-35

Computer vision for computer games


    •  W. T. Freeman, K. Tanaka, J. Ohta, K. Kyuma, "Computer vision for computer games", Tech. Rep. TR96-35, Mitsubishi Electric Research Laboratories, Cambridge, MA, October 1996.
      BibTeX TR96-35 PDF
      • @techreport{MERL_TR96-35,
      • author = {W. T. Freeman, K. Tanaka, J. Ohta, K. Kyuma},
      • title = {Computer vision for computer games},
      • institution = {MERL - Mitsubishi Electric Research Laboratories},
      • address = {Cambridge, MA 02139},
      • number = {TR96-35},
      • month = oct,
      • year = 1996,
      • url = {https://www.merl.com/publications/TR96-35/}
      • }
  • Research Area:

    Computer Vision

Abstract:

The appeal of computer games may be enhanced by vision-based user inputs. The high speed and low cost requirements for near-term, mass-market game applications make system design challenging. The response time of the vision interface should be less than a video frame time and the interface should cost less than 50 Dollars U.S. We meet these constraints with algorithms tailored to particular hardware. We have developed a special detector, called the artificial retina chip, which allows for fast, on-chip image processing. We describe two algorithms, based on image moments and orientation histograms, which exploit the capabilities of the chip to provide interactive response to the player's hand or body positions at 10 msec frame time and at low-cost. We show several possible game interactions.