Abstract
The ability to see the world in 3D is what makes Kinect unique. We have already explored how the depth camera works in Chapter 1. Like the process we followed with the color video camera, we’ll now focus on acquiring data from the depth sensor.
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Notes
- 1.
If you are familiar with the old Kinect or other depth sensors, you know there are some edge cases here. For example, some materials may absorb the infrared light, while others may reflect it to a different location. As a result, the pulse may never return back to the emitter. We’ll see how to handle such cases at the end of this chapter.
- 2.
If you are using the US/Imperial measurement system, please refer to the Appendix chapters of the book.
- 3.
Investigating the internal mechanisms of the depth camera is outside the scope of this book. However, if you are curious to learn more about the analog binning in Time-of-Flight technology, refer to Microsoft’s whitepaper here: https://docs.microsoft.com/en-us/windows/mixed-reality/out-of-scope/isscc-2018
- 4.
Again, high resolution comes at a cost: when using WFOV at 1024×1024 (1MP), the frame rate is limited to 15 FPS. In contrast, all the other combinations support running at 30 FPS.
- 5.
I know, it looks like an Andy Warhol painting.
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© 2022 Vangos Pterneas
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Pterneas, V. (2022). Depth Data. In: Mastering the Microsoft Kinect . Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-8070-6_5
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DOI: https://doi.org/10.1007/978-1-4842-8070-6_5
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Publisher Name: Apress, Berkeley, CA
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Online ISBN: 978-1-4842-8070-6
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