Amazing. Curious what the pc spec they're using is.
Goossen points to the Exemplar skeletal tracking system on Kinect on Xbox 360 as an example for why they took that direction.
"Exemplar ironically doesn't need much ALU. It's much more about the latency you have in terms of memory fetch, so this is kind of a natural evolution for us," he says. "It's like, OK, it's the memory system which is more important for some particular GPGPU workloads.”
Ha! I was kind of expecting toward the end of the video something like..Protection against Kinect's IR radiation...
Bring back Kinect as standard with the Xbox One!
Protection against Kinect's IR radiation...
Probably makes no odds. Curiously, there are a couple of IR hotspots on the glasses in the depth image where they are whited out.[/quote]...and know where your looking[/QUOTE]It has absolutely no idea where your eyes are pointed, and without a frame of reference for the spectacle shape, it couldn't derive head rotation from it. The face is already a well established reference point for head tracking if you want to do it optically. Which they're not doing here because it's a hand-tracking demo.THe nice large reflective surface right in the middle of your head would make it very easy for the Kinect to track your face...
...and know where your looking[/QUOTE]It has absolutely no idea where your eyes are pointed, and without a frame of reference for the spectacle shape, it couldn't derive head rotation from it. The face is already a well established reference point for head tracking if you want to do it optically. Which they're not doing here because it's a hand-tracking demo.[/QUOTE]Probably makes no odds. Curiously, there are a couple of IR hotspots on the glasses in the depth image where they are whited out.