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The recent introduction of novel acquisition devices like the Leap Motion and the Kinect allows to obtain a very informative description of the hand pose that can be exploited for accurate gesture recognition. This paper proposes a novel hand gesture recognition scheme explicitly targeted to Leap Motion data. An ad-hoc feature set based on the positions and(More)
Recent work on depth map compression has revealed the importance of incorporating a description of discontinuity boundary geometry into the compression scheme. We propose a novel compression strategy for depth maps that incorporates geometry information while achieving the goals of scalability and embedded representation. Our scheme involves two separate(More)
Scene segmentation is a well-known problem in computer vision traditionally tackled by exploiting only the color information from a single scene view. Recent hardware and software developments allow to estimate in real-time scene geometry and open the way for new scene segmentation approaches based on the fusion of both color and depth data. This paper(More)
Recent work highlights the importance of incorporating geometry information into the compression of depth maps. For many applications, features such as resolution scalability and embedded coding are also highly desirable. JPEG 2000 offers these scalability features but suffers from poor compression performance in the vicinity of strong discontinuities. We(More)
Depth data acquired by current low-cost real-time depth cameras provide a more informative description of the hand pose that can be exploited for gesture recognition purposes. Following this rationale, this paper introduces a novel hand gesture recognition scheme based on depth information. The hand is firstly extracted from the acquired data and divided(More)
Current 3D video applications require the availability of high quality depth information. Depth information can be acquired real-time by stereo vision systems and ToF cameras. Both solutions present critical issues, that can be overcome by their combined use. In this paper, a heterogeneous acquisition system is considered, made of two high resolution(More)
We consider an interactive browsing environment for 3D scenes, which allows for the dynamic optimization of selected client views by distributing available transmission resources between geometry and texture components. Texture information is available at a server in the form of scalably compressed images, corresponding to a multitude of original image(More)