6F-3 A Regularized Real-Time Motion Tracking Algorithm Using Dynamic Programming for Ultrasonic Strain Imaging

Author(s):  
J. Jiang ◽  
T. J. Hall
2014 ◽  
Vol 926-930 ◽  
pp. 3302-3305 ◽  
Author(s):  
Dong Ming Liu ◽  
Chao Liu ◽  
Hai Wei Mu

With the FPGA technology progressing, the speed, the internal multiplier and the internal RAM of the FPGA are increasing. Its internal resource can be allocated flexibility, and there is no limit on the pipeline stages, so it is more suitable for real-time video processing comparing with the previous DSP and PC. By this reason, the DE2 development system is selected as the real-time video processing platform, which has a core of the Cyclone II series FPGA, in which the calculation of LK-algorithm-based real-time optical flow is implemented. Finally, by the reasonable overall arrangement for the pipeline and the sub-pipeline, the system achieves the real-time video motion tracking for the 640×480 resolution 30 frames/s images.


2008 ◽  
Vol 4 (4) ◽  
pp. 339-347 ◽  
Author(s):  
Xiaojun Chen ◽  
Yanping Lin ◽  
Yiqun Wu ◽  
Chengtao Wang

Author(s):  
Zahari Taha ◽  
Mohd Yashim Wong ◽  
Hwa Jen Yap ◽  
Amirul Abdullah ◽  
Wee Kian Yeo

Immersion is one of the most important aspects in ensuring the applicability of Virtual Reality systems to training regimes aiming to improve performance. To ensure that this key aspect is met, the registration of motion between the real world and virtual environment must be made as accurate and as low latency as possible. Thus, an in-house developed Inertial Measurement Unit (IMU) system is developed for use in tracking the movement of the player’s racquet. This IMU tracks 6 DOF motion data and transmits it to the mobile training system for processing. Physically, the custom motion is built into the shape of a racquet grip to give a more natural sensation when swinging the racquet. In addition to that, an adaptive filter framework is also established to cope with different racquet movements automatically, enabling real-time 6 DOF tracking by balancing the jitter and latency. Experiments are performed to compare the efficacy of our approach with other conventional tracking methods such as the using Microsoft Kinect. The results obtained demonstrated noticeable accuracy and lower latency when compared with the aforementioned methods.


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