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Augmented Reality with Kinect
Augmented Reality with Kinect
Augmented Reality with Kinect
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Augmented Reality with Kinect

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This book is a mini tutorial with plenty of code examples and strategies to give you many options when building your own applications.This book is meant for readers who are familiar with C/C++ programming and want to write simple programs with Kinect. The standard template library can also be used as it is simple enough to understand.
LanguageEnglish
Release dateJul 11, 2013
ISBN9781849694391
Augmented Reality with Kinect

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    Book preview

    Augmented Reality with Kinect - Rui Wang

    Table of Contents

    Augmented Reality with Kinect

    Credits

    About the Author

    About the Reviewers

    www.PacktPub.com

    Support files, eBooks, discount offers and more

    Why Subscribe?

    Free Access for Packt account holders

    Preface

    What this book covers

    What you need for this book

    Who this book is for

    Conventions

    Reader feedback

    Customer support

    Downloading the example code

    Errata

    Piracy

    Questions

    1. Getting Started with Kinect

    Installation of Kinect

    Setting up your Kinect software on PCs

    Why did I do that?

    The idea of the AR-based Fruit Ninja game

    Summary

    2. Creating Your First Program

    Preparing the development environment

    Building the Visual Studio project

    Starting the device

    Initializing and using Kinect in C++

    Understanding the code

    Additional information

    Summary

    3. Rendering the Player

    Choosing image stream types

    Obtaining color and depth images

    Drawing color and depth as textures

    Understanding the code

    An incorrect way to combine depth and color

    A traditional way for background subtraction

    Understanding the code

    Aligning color with depth

    Generating a color image from depth

    Understanding the code

    Additional information

    Using a green screen with Kinect

    Making a magic photographer

    Understanding the code

    Additional information

    Summary

    4. Skeletal Motion and Face Tracking

    Understanding skeletal mapping

    Obtaining joint positions

    Drawing the skeleton

    Understanding the code

    Drawing the linetrails following the hands

    Drawing the path for specified joints

    Understanding the code

    Face tracking in Kinect

    Detecting a face from the camera

    Detecting and drawing the face rectangle

    Understanding the code

    Constructing the face model

    Drawing the parametric face model

    Understanding the code

    Summary

    5. Designing a Touchable User Interface

    Multitouch systems

    Locating the cursors

    Drawing cursors from two hands

    Understanding the code

    Additional information

    Common touching gestures

    Recognizing holding and swiping gestures

    Drawing cursors using two hands

    Understanding the code

    Additional information

    Sending cursors to external applications

    Emulating Windows mouse with cursors

    Understanding the code

    Summary

    6. Implementing the Scene and Gameplay

    Integrating the current code

    Integrating existing elements in a scene

    Understanding the code

    Cutting the fruits

    Adding and handling fruit objects

    Understanding the code

    Playing the game

    Adding simple game logic

    Understanding the code

    Additional information

    Summary

    A. Where to Go from Here

    libfreenect – the pioneer of Kinect middleware

    OpenNI – a complete and powerful Kinect middleware

    Free and open source resources

    Commercial products using Kinect

    Index

    Augmented Reality with Kinect


    Augmented Reality with Kinect

    Copyright © 2013 Packt Publishing

    All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

    Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

    Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

    First published: July 2013

    Production Reference: 1040713

    Published by Packt Publishing Ltd.

    Livery Place

    35 Livery Street

    Birmingham B3 2PB, UK.

    ISBN 978-1-84969-438-4

    www.packtpub.com

    Cover Image by Suresh Mogre (<suresh.mogre.99@gmail.com>)

    Credits

    Author

    Rui Wang

    Reviewers

    Ricard Borràs Navarra

    Vangos Pterneas

    Acquisition Editor

    Kartikey Pandey

    Commissioning Editors

    Llewellyn Rozario

    Priyanka Shah

    Technical Editors

    Sumedh Patil

    Aniruddha Vanage

    Copy Editors

    Insiya Morbiwala

    Alfida Paiva

    Laxmi Subramanian

    Project Coordinator

    Amigya Khurana

    Proofreader

    Maria Gould

    Indexer

    Rekha Nair

    Graphics

    Abhinash Sahu

    Production Coordinator

    Conidon Miranda

    Cover Work

    Conidon Miranda

    About the Author

    Rui Wang is a Software Engineer at Beijing Crystal Digital Technology Co., Ltd. (Crystal CG), in charge of the new media interactive application design and development. He wrote a Chinese book called OpenSceneGraph Design and Implementation in 2009. He also wrote the book OpenSceneGraph 3.0 Beginner's Guide in 2010 and OpenSceneGraph 3.0 Cookbook in 2012, both of which are published by Packt Publishing and co-authored by Xuelei Qian. In his spare time he also writes novels and is a guitar lover.

    I must express my deep gratitude to the entire Packt Publishing team for their great work in producing a series of high-quality Mini books, including this one, which introduces the cutting-edge Kinect-based development. Many thanks to Zhao Yang and my other colleagues at Crystal CG, for their talented ideas on some of the recipes in this book. And last but not the least, I'll extend my heartfelt gratitude 
to my family for their love and support.

    About the Reviewers

    Ricard Borràs Navarra has always been working around computer vision and machine learning. He started creating machines that apply pattern recognition to quality assortment in the cork production industry. Later, he applied these techniques for human tracking in complex scenarios, creating audience measurement, and people-counter solutions for retail stores.

    With the eruption of Kinect, he started working on and deploying augmented reality interactive applications based on this great device. These applications were targeted at the marketing and retail sectors.

    All these projects were developed by him as an Inspecta (www.inspecta.es) employee. Also, Ricard has developed several freelance projects based on augmented reality.

    Vangos Pterneas is a professional Software Engineer, passionate about natural user interfaces. He has been a Kinect enthusiast ever since the release of the very first unofficial SDKs and has already published a couple of commercial Kinect applications.

    He has worked for Microsoft Innovation Center as a .NET developer and consultant and he's now running his own company named LightBuzz. LightBuzz has been awarded the first place in Microsoft's worldwide innovation competition, held in New York.

    When he is not coding, he loves blogging about technical stuff and providing the community with open source utilities.

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    Preface

    Microsoft Kinect was released in the winter of 2010. As one of the first civil handsfree motion input devices, it brings a lot of fun to end users of Xbox 360 and Windows PCs. And because Kinect is very useful for designing interactive methods in user applications, new media artists and VJs (video jockeys) are also interested in this new technology as it makes their performances more dramatic and mystical.

    In this book, we will focus on introducing how to develop C/C++ applications with the Microsoft Kinect SDK, as well as the FreeGLUT library for OpenGL support, and the FreeImage library for image loading. We will cover the topics of Kinect initialization, color and depth image streaming, and skeleton motion and face tracking, and discuss how to implement common gestures with Kinect inputs. A simple but interesting Fruit Ninja-like game will be implemented in the last chapter of this book. Some alternative middlewares and

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