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Rui Wang - Augmented Reality with Kinect

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Rui Wang Augmented Reality with Kinect
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Develop your own hands-free and attractive augmented reality applications with Microsoft Kinect

Overview

  • Understand all major Kinect API features including image streaming, skeleton tracking and face tracking
  • Understand the Kinect APIs with the help of small examples
  • Develop a comparatively complete Fruit Ninja game using Kinect and augmented Reality techniques

In Detail

Microsoft 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 from this book

  • 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

Approach

This book is a mini tutorial with plenty of code examples and strategies to give you many options when building your own applications.

Who this book is written for

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.

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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 (<>)

Credits

Author

Rui Wang

Reviewers

Ricard Borrs 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 Borrs 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 resources will be introduced in the , Where to Go from Here , for your reference.

What this book covers

, Getting Started with Kinect, shows you how to install Kinect hardware and software on your Windows PC and check if Kinect will start.

, Creating Your First Program, demonstrates how to create an OpenGL-based framework first and then initialize the Kinect device in user applications.

, Rendering the Player, shows you how to read color and depth images from the Kinect built-in cameras and display them in the OpenGL-based framework. A common way to implement the green screen effect is also discussed.

, Skeletal Motion and Face Tracking, demonstrates how to obtain and render the skeleton data calculated by the Kinect sensor. It also introduces the face detection and facial mesh generation APIs with examples.

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