Danny’s Status Report for 3/8

This week I focused on integrating my existing work with the 3D Unity framework that Rex has been working on as well as continuing to improve upon the Procrustes Analysis method. The unity visualization allowed me to get a better sense of how the procrustes analysis is working and how I could improve it.

Initially, I was running the normalization algorithm on every single frame and normalizing them to the reference frame. However, this presented a serious problem once we tested the algorithm in Unity. If the test and reference video are not the exact same length in terms of the number of frames, we would be normalizing frames that are not aligned at all. This means that we would have very little temporal distortion tolerance, which negates our premise of doing DTW analysis. It also greatly impacted processing time since a new rotational matrix needed to be computed every single frame.

To improve upon this, I changed the algorithm to calculate procrustes parameters only once based on frame 0, and apply the calculated parameters to each frame afterwards. This solution worked well and greatly improved our processing speed.

 

Reference Footage
Test Footage (Slightly Rotated)
Raw Test Data (Rotated)
Normalized Test Data
Reference

 

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