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Jul 4th, 2012
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  1. Using the CL NUI Kinect drivers, convert depth color to actual relative distance
  2. float RawDepthToMeters(int depthValue)
  3. {
  4. if (depthValue < 2047)
  5. {
  6. return float(1.0 / (double(depthValue) * -0.0030711016 + 3.3309495161));
  7. }
  8. return 0.0f;
  9. }
  10.  
  11. Vec3f DepthToWorld(int x, int y, int depthValue)
  12. {
  13. static const double fx_d = 1.0 / 5.9421434211923247e+02;
  14. static const double fy_d = 1.0 / 5.9104053696870778e+02;
  15. static const double cx_d = 3.3930780975300314e+02;
  16. static const double cy_d = 2.4273913761751615e+02;
  17.  
  18. Vec3f result;
  19. const double depth = RawDepthToMeters(depthValue);
  20. result.x = float((x - cx_d) * depth * fx_d);
  21. result.y = float((y - cy_d) * depth * fy_d);
  22. result.z = float(depth);
  23. return result;
  24. }
  25.  
  26. Vec2i WorldToColor(const Vec3f &pt)
  27. {
  28. static const Matrix4 rotationMatrix(
  29. Vec3f(9.9984628826577793e-01f, 1.2635359098409581e-03f, -1.7487233004436643e-02f),
  30. Vec3f(-1.4779096108364480e-03f, 9.9992385683542895e-01f, -1.2251380107679535e-02f),
  31. Vec3f(1.7470421412464927e-02f, 1.2275341476520762e-02f, 9.9977202419716948e-01f));
  32. static const Vec3f translation(1.9985242312092553e-02f, -7.4423738761617583e-04f, -1.0916736334336222e-02f);
  33. static const Matrix4 finalMatrix = rotationMatrix.Transpose() * Matrix4::Translation(-translation);
  34.  
  35. static const double fx_rgb = 5.2921508098293293e+02;
  36. static const double fy_rgb = 5.2556393630057437e+02;
  37. static const double cx_rgb = 3.2894272028759258e+02;
  38. static const double cy_rgb = 2.6748068171871557e+02;
  39.  
  40. const Vec3f transformedPos = finalMatrix.TransformPoint(pt);
  41. const float invZ = 1.0f / transformedPos.z;
  42.  
  43. Vec2i result;
  44. result.x = Utility::Bound(Math::Round((transformedPos.x * fx_rgb * invZ) + cx_rgb), 0, 639);
  45. result.y = Utility::Bound(Math::Round((transformedPos.y * fy_rgb * invZ) + cy_rgb), 0, 479);
  46. return result;
  47. }
  48.  
  49. private int colorToDepth(Color c) {
  50. int colorInt = c.ToArgb();
  51.  
  52. return (colorInt << 16) >> 16;
  53. }
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