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Real World Kinect Point Cloud

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Real World Kinect Point Cloud

Postby matt1up » Thu Mar 27, 2014 4:55 pm

Here is a download link for a .tox file which outputs a perfectly scaled Kinect Point Cloud. This means you can line it up perfectly in 3D modeling space as well.

It is programmed using GLSL and uses some numbers I found on the Microsoft Kinect forum where an engineer was discussing how they arrive at the real world skeleton point output (as opposed to the uv/image space coordinates).

http://www58.zippyshare.com/v/78450061/file.html

(file size was too large for forum)

Enjoy :)
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matt1up
 
Posts: 68
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Re: Real World Kinect Point Cloud

Postby vinz99 » Mon Jun 16, 2014 11:46 am

That's great, I was wondering how to reproduce the depth with color sample from the sdk.
Where did you find the values you put in the transform2 to match RGB to depth?
Trial and error or are those hidden somewhere in the docs?

Thanks a lot
vinz99
 
Posts: 375
Joined: Wed Apr 15, 2009 10:34 am

Re: Real World Kinect Point Cloud

Postby vinz99 » Mon Jun 16, 2014 12:21 pm

Also I don't get the

if ( depth < 1 )
{
output = vec4(x,y,depth[0],0);
}
else
{
output = vec4(x,y,depth[0],1);
}

in the depth2pos shader.
It makes the points with a depth smaller than 1 disappear.

I guess I'll dig the microsoft sample a bit more.
vinz99
 
Posts: 375
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