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Published byMervyn Alfred Rice Modified over 8 years ago
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BGR32 Format – Every Pixel (0,0 | 0,1 | 0,2) has blue, green, red, empty BGREmpty 255 0 Kinect Image Sizes: 80x60, 320x240, 640x480 DPI: 96 Stride: # of bytes per single line: Width (320 or 640) x 4 bytes (B,G,R,E) BGREmpty 255 0 320x240 640x480 80x60
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Camera Basics Demo
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Depth Data Demo
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Max of two skeletons per Kinect 6 Player Proposals HandLeft WristLeft ShoulderLeft Head ElbowLeft ShoulderRight HandRight WristRight ElbowRight ShoulderCenter FootLeft AnkleLeft KneeLeft HipLeft HipCenter HipRight FootRight AnkleRight KneeRight Spine Seated (10) Default (20)
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Z Axis X Axis Y Axis Joints in meters from camera Negative Positive Negative Positive
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Each joint has associated tracking state Tracked, Not tracked, or Inferred Inferred - Occluded, clipped, or low confidence joints Use TransformSmoothParameters to smooth joint data to reduce jitter Kinect transform smoothing uses Holt Double Exponential Smoothing - http://en.wikipedia.org/wiki/Holt-Wintershttp://en.wikipedia.org/wiki/Holt-Winters Skeleton.ClippedEdges = FrameEdges.Top;
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Fatigue Kills Gestures Use Coding4Fun ScaleTo extension Interaction Controls support
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Skeletal Tracking Demo
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Gestures Demo
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2D/3D Mesh and Points 3D Head Pose Animation Units Z Axis
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Pitch +20 -20 Yaw -45+45 Roll -90 +90
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Upper Lip Raiser Jaw Lowerer Lip Stretcher Brow Lowerer Lip Corner Depressor Outer Brow Raiser Animation Units
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Face Tracking Demo
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Kinect Service Demo
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http://microsoft.com/msdn www.microsoft.com/learning http://channel9.msdn.com/Events/TechEd http://microsoft.com/technet
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