
Augmented Reality with Kinect
Description
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- Understand the Kinect APIs with the help of small examples
- Develop a comparatively complete Fruit Ninja game using Kinect and augmented Reality techniques
Book DescriptionMicrosoft Kinect changes the notion of user interface design. It differs from most other user input controllers as it enables users to interact with the program without touching the mouse or a trackpad. It utilizes motion sensing technology and all it needs is a real-time cameras, tracked skeletons, and gestures. Augmented Reality with Kinect will help you get into the world of Microsoft Kinect programming with the C/C++ language. The book will cover the installation, image streaming, skeleton and face tracking, multi-touch cursors and gesture emulation. Finally, you will end up with a complete Kinect-based game. Augmented Reality with Kinect will help you get into the world of Kinect programming, with a few interesting recipes and a relatively complete example. The book will introduce the following topics: the installation and initialization of Kinect applications; capturing color and depth images; obtaining skeleton and face tracking data; emulating multi-touch cursors and gestures; and developing a complete game using Kinect features. The book is divided in such a way so as to ensure that each topic is given the right amount of focus. Beginners will start from the first chapter and build up to developing their own applications.What you will learn - Install a Kinect device and SDK packages on your computer
- Initialize Kinect with C++ APIs in your own application
- Obtain image streaming data from color and depth cameras
- Acquire skeleton data and face tracking results for use
- Use hand positions to emulate multi-touch cursors and gestures
- Develop a Fruit Ninja game with different Kinect functionalities
- Study with simple and interesting examples using a uniform OpenGL framework
- Find more open source and commercial resource on the Web
Who this book is forThis 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.
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Person
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.
Content
- Intro
- Augmented Reality with Kinect
- 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
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The file format ePub works well for novels and non-fiction books – i.e., „flowing” text without complex layout. On an e-reader or smartphone, line and page breaks automatically adjust to fit the small displays.
This eBook uses Adobe-DRM, a „hard” copy protection. If the necessary requirements are not met, unfortunately you will not be able to open the eBook. You will therefore need to prepare your reading hardware before downloading.
Please note: We strongly recommend that you authorise using your personal Adobe ID after installation of any reading software.
For more information, see our ebook Help page.
File format: PDF
Copy-Protection: Adobe-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Install the free reader Adobe Digital Editions prior to download (see eBook Help).
- Tablet/smartphone (Android; iOS): Install the free app Adobe Digital Editions or the app PocketBook before downloading (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Adobe-DRM, a „hard” copy protection. If the necessary requirements are not met, unfortunately you will not be able to open the eBook. You will therefore need to prepare your reading hardware before downloading.
Please note: We strongly recommend that you authorise using your personal Adobe ID after installation of any reading software.
For more information, see our eBook Help page.