Skip to main content

Depth Data

  • Chapter
  • First Online:
Mastering the Microsoft Kinect
  • 600 Accesses

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 44.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 59.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 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. 2.

    If you are using the US/Imperial measurement system, please refer to the Appendix chapters of the book.

  3. 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. 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. 5.

    I know, it looks like an Andy Warhol painting.

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2022 Vangos Pterneas

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Pterneas, V. (2022). Depth Data. In: Mastering the Microsoft Kinect . Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-8070-6_5

Download citation

Publish with us

Policies and ethics