Pages: 1 [2]   Go Down
Author Topic: Kinect Augmented Reality Solution available for sale  (Read 12349 times)
May 28, 2013, 12:32:12 pm
To aid your buying decision: Kinect dll, UserManual, and cgr (good through july 2013):

* kinect-trial (1730.41 KB - downloaded 230 times.)
May 30, 2013, 09:45:40 am
1: Will this version of the plug-ins can make "Developer Toolkit Browser v1.7.0 (Kinect for Windows)---Green Screen D2D" effect to do?

2: New version of the plug-in has a hand press and crawl (Shows the use of the WPF Kinect Controls, demonstrating the Kinect Tile Button, Grip / Release and Scroll interactions, Press interactions, and the User Viewer.)?
May 30, 2013, 03:14:50 pm
Answer  to 1: Yes, as the plug-in delivers two video streams, RGB and depth. The keying it selves has to be performed in the Quest3D application, as shown in this thread.

Answer to 2: The Kinect plug-in delivers only 3D data (either joint positions, or the nearest 3D point of the depth image). It is up to your Quest3D implementation to derive at gestures or postures. Look at the different navigation examples and my video "Enjoy Kinect Gestures with Quest3D", found on the Kinect Application Showcase pages of my website.

May 31, 2013, 04:01:07 am
About "Answer  to 1:": the plug-in delivers two video streams, RGB and depth. RGB use to SourceTexture and depth use to Mask. But depth is gray16 ,Gray16 can not use Mask .So  "Developer Toolkit Browser v1.7.0 (Kinect for Windows)---Green Screen D2D" Can not be achieved ??
June 02, 2013, 05:33:59 pm
Player matting is supported. My Kinect plug-in is prepared to deliver a special depth stream (requested with command 11). This stream contains the matte color "white" (see the screenshot playerOnly255.png found above). Use this information on the Quest3D side for keying. The screenshot below proves it (using an updated version of my Live Video Keying channel). It uses deliberately a silhouette approach. The resolution is limited by the current Kinect hardware to 320 x 280 pixel. This makes this approach to greenscreening very coarse.

If you are interested in showing RGB too: There is no support for the alignment of the RGB and depth streams in my plug-in. You can see the misalignments in my AugmentedRealityDemo (cgr or exe): Just move the slider to mix RGB and depth. You could reduce the impact by transforming the RGB texture to match a specific sensor and typical application scenario.

An alternative approach using the RGB resolution of 1280 x 960 is discussed here.

* player-greenscreen-silhouette.jpg (42.68 KB, 340x275 - viewed 617 times.)
June 03, 2013, 03:54:49 am
Kinect depth data stream in the maximum resolution of 640 x 480 pixel 30fps, if you use this resolution, together with the edge integration, plus your AugmentedRealityDemo in RGB and depth mixing ratio, the effect should be good.
So, please, can you plug in (requested with command 11) using the default resolution 640 x 480 pixel 30pfs?
June 03, 2013, 12:05:52 pm
The resolution you are referring does not apply to this situation, where the player index has to be encoded by the sensor. The flag NUI_INITIALIZE_FLAG_USES_DEPTH_AND_PLAYER_INDEX needs to be set, and reduces the depth resolution. The SDK demo “Green Screen D2D” uses 640 x 480 for RGB, but 320 x 280 for depth, as expected. Please check the SDK sources to verify.

I include a trial demo with the same resolutions. Start the exe and walk onto the stage, enjoy …

* KinectGreenscreenPlayerTrial.exe (2299.95 KB - downloaded 183 times.)
June 04, 2013, 06:33:08 am
I've looked at some of the information, I was wrong, I'm sorry! Thank you very much!
July 11, 2013, 06:05:47 pm
Updated trial material is now available [here].
Pages: 1 [2]   Go Down
Jump to: