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Following the previous article outlining my experiments with using the Kinect for creating animation files for Second Life and Opensim, I thought an update might be in order to summarise some of the lessons learnt, both by myself and other experimenters. Since the last article on the 24th February, two of the key software applications used in the workflow, Brekel Kinect 3D Scanner, and Bvhacker have had further development. So what's new in the latest releases? Brekel Kinect 3D Scanner Two further releases have been issued since the last article:
Calibrating the depth and color camera Here is a preliminary semi-automatic way to calibrate the Kinect depth sensor and the rgb output to enable a mapping between them. You can see some results there: It is basically a standard stereo calibration technique ( http://opencv.willowgarage.com/documentation/cpp/camera_calibration_and_3d_reconstruction.html ), the main difficulty comes from the depth image that cannot detect patterns on a flat surface. Thus, the pattern has to be created using depth difference. Here I used a rectangular peace of carton cut around a chessboard printed on an A3 sheet of paper.
Voilà quelques temps maintenant que le premier pilote pour utiliser le Kinect sur PC est disponible. Je vous propose ici de voir les différents pilotes qui existent, après quoi nous passerons à l’installation de l’un d’entre eux. L’histoire du kinect sur pc remonte à quelques jours après la sortie de l’outil.
The good folks at ZigFu have created a great way for people to set up the things they need in order to start using their Kinect right away. The package will install OpenNI, NITE and Sensor Kinect with just the click of a button. This will definitely come in handy if you're new to the game of have to configure multiple workstations in a short amount of time.