IP Library Granted Patent US 9,020,239
Granted Patent B2
US 9,020,239 · App. 13/305,145 · Granted Apr 28, 2015

Stereo video for gaming

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Quick Facts
Patent No.
US 9,020,239
App. No.
13/305,145
Granted
Apr 28, 2015
Kind
B2
Abstract

A real-time stereo video signal of a captured scene with a physical foreground object and a physical background is received. In real-time, a foreground/background separation algorithm is used on the real-time stereo video signal to identify pixels from the stereo video signal that represent the physical foreground object. A video sequence may be produced by rendering a 3D virtual reality based on the identified pixels of the physical foreground object.

Claims (36)

1. A system, comprising:

a processor; and

memory comprising instructions that, when executed by the processor, perform a method comprising:

receiving from a stereo camera a real-time stereo video signal comprising paired left and right images of a captured scene, the captured scene comprising a physical foreground object and a physical background;

scaling a kernel image associated with the physical foreground object using a first disparity map, the scaling based upon a distance of a portion of the physical foreground object relative to the stereo camera;

performing, in real-time, a foreground/background separation algorithm on the real-time stereo video signal, the foreground/background separation algorithm configured to compute differences between portions of the real-time stereo video signal and store the differences as a second disparity map; and

comparing the second disparity map to at least a portion of the scaled kernel image to identify pixels of the real-time stereo video signal that represent the physical foreground object.

2. The system of claim 1 , the physical foreground object comprising a first aspect and a second aspect.

3. The system of claim 2 , the first aspect comprising a human face.

4. The system of claim 1 , the method comprising providing the identified pixels that represent the physical foreground object to a two dimensional game.

5. The system of claim 1 , the method comprising providing the identified pixels that represent the physical foreground object to a three dimensional game.

6. A computer-readable storage device having computer-executable instructions that, when executed by a processor, are configured to perform a method, the method comprising:

receiving from a stereo camera a stereo video signal comprising paired left and right images of a captured scene, the captured scene comprising a physical foreground object and a physical background;

scaling a kernel image associated with the physical foreground object using a first disparity map, the scaling based upon a distance of a portion of the physical foreground object relative to the stereo camera;

performing a foreground/background separation algorithm on the stereo video signal, the foreground/background separation algorithm configured to compute differences between portions of the stereo video signal and store the differences as a second disparity map; and

comparing the second disparity map to at least a portion of the scaled kernel image to identify pixels of the stereo video signal that represent the physical foreground object.

7. The computer-readable storage device of claim 6 , the physical foreground object comprising a first aspect and a second aspect, the first aspect comprising a human face.

8. The computer-readable storage device of claim 6 , comprising providing the identified pixels that represent the physical foreground object to at least one of a two dimensional game or a three dimensional game.

9. A game console comprising the computer readable storage device of claim 6 .

10. A method, comprising:

receiving from a stereo camera a stereo video signal comprising paired left and right images of a captured scene, the captured scene comprising a physical foreground object and a physical background;

scaling a kernel image associated with the physical foreground object using a first disparity map, the scaling based upon a distance of a portion of the physical foreground object relative to the stereo camera;

performing a foreground/background separation algorithm on the stereo video signal, the foreground/background separation algorithm configured to compute differences between portions of the stereo video signal and store the differences as a second disparity map; and

comparing the second disparity map to at least a portion of the scaled kernel image to identify pixels of the stereo video signal that represent the physical foreground object.

11. A game console, comprising:

a processor; and

memory comprising instructions that, when executed by the processor, perform the method of claim 10 .

12. The method of claim 10 , the physical foreground object comprising a first aspect and a second aspect.

13. The method of claim 12 , the first aspect comprising a human face.

14. The method of claim 10 , comprising providing the identified pixels that represent the physical foreground object to a two dimensional game.

15. The method of claim 10 , comprising providing the identified pixels that represent the physical foreground object to a three dimensional game.

16. The method of claim 10 , the stereo video signal comprising a real-time stereo video signal.

17. The method of claim 10 , performing the foreground/background separation algorithm comprising performing the foreground/background separation algorithm in real-time.

18. The method of claim 10 , comprising using a third disparity map to generate the kernel image.

19. The method of claim 10 , the kernel image comprising an array of pixel values.

20. The method of claim 10 , the first disparity map different than the second disparity map.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Dec 9, 2014
From: MICROSOFT CORPORATION
To: MICROSOFT TECHNOLOGY LICENSING, LLC
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