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Kinect V1結構光鐳射散斑原理及樣式



  intel realsense F200 Kinect V1的codingpattern原理進行調研,知二者都使用lightcoding的方式,該方法與傳統的coded structure light不同:傳統編碼結構光(空間編碼,時間編碼)最終使用的是三角測量的原理計算深度資訊;lightcoding通過投射具有高度偽隨機性的鐳射散斑,會隨著不同距離變換不同的圖案,對三維空間直接標記,通過觀察物體表面的散斑圖案就可以判斷其深度

  參考PrimeSense light coding技術,知其特點如下

1. (Components)Optical apparatus, including first and second diffractive optical elements(DOEs

) arranged in series to diffract an input beam of radiation. The first DOE is configured to apply to the input beam a pattern with a specified divergence angle, while the second DOE is configured to split the input beam into a matrix of output beams with a specified fan-out angle. The divergence and fan-out angles are chosen so as to project the radiation onto a region in space in multiple adjacent instances of the pattern.

2. (Size)The first DOE applies, such as an uncorrelated pattern to input beam; the second DOE project pattern onto surface over a wide angular range. In Kinect V1, it creates 15 beams, in a 3x5 fan-out, the second DOE also can be 3x3, 5x5, 7x7 or other fan-out patterns.

3. (Properties)The phase mask

of second DOE comprises a periodic pattern of repeating cells. The dimensions of the cells in the pattern control the fan-out angle between tiles, which correspond to different diffraction orders of the periodic pattern. For the case of 3x3 tiling, the dominant spatial frequencies of the phase mask of the second DOE are typically roughly twice those of first DOE along both the X and Y axes in order to give the desired relation between the specified fan-out and divergence angles.

4. (Power)The shape of the phase mask within each cell of second DOE controls the power distribution among the different output beams. It can be designed to give either uniform light intensity distribution among tiles or a predefined non-uniform intensity distribution.

下面給出Kinect V1在不同距離產生的鐳射散斑圖案:

0.5m

1.0m

1.5m

2.0m

2.5m