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kinect - 使用 Kinect SDK 进行头部追踪?

转载 作者:行者123 更新时间:2023-12-02 09:15:34 25 4
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可以使用 Kinect 检测我是否转动或倾斜头部。
最好使用 Kinect SDK。我知道 Forza 4 会有一些头部追踪功能,但是可以通过 SDK 来完成吗?

最佳答案

查看第 9 channel tutorials关于这样的话题。您可以观看骨骼基础知识视频。但如果您想节省时间,这里有一些代码。
XAML

<Window x:Class="SkeletalTracking.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="600" Width="800" Loaded="Window_Loaded"
xmlns:my="clr-namespace:Microsoft.Samples.Kinect.WpfViewers;assembly=Microsoft.Samples.Kinect.WpfViewers"
Closing="Window_Closing" WindowState="Maximized">
<Canvas Name="MainCanvas">
<my:KinectColorViewer Canvas.Left="0" Canvas.Top="0" Width="640" Height="480" Name="kinectColorViewer1"
Kinect="{Binding ElementName=kinectSensorChooser1, Path=Kinect}" />
<Ellipse Canvas.Left="0" Canvas.Top="0" Height="50" Name="leftEllipse" Width="50" Fill="#FF4D298D" Opacity="1" Stroke="White" />
<Ellipse Canvas.Left="100" Canvas.Top="0" Fill="#FF2CACE3" Height="50" Name="rightEllipse" Width="50" Opacity="1" Stroke="White" />
<my:KinectSensorChooser Canvas.Left="250" Canvas.Top="380" Name="kinectSensorChooser1" Width="328" />
<Image Canvas.Left="66" Canvas.Top="90" Height="87" Name="headImage" Stretch="Fill" Width="84" Source="/SkeletalTracking;component/c4f-color.png" />
</Canvas>

内部代码

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Microsoft.Kinect;
using Coding4Fun.Kinect.Wpf;

namespace SkeletalTracking
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}

bool closing = false;
const int skeletonCount = 6;
Skeleton[] allSkeletons = new Skeleton[skeletonCount];

private void Window_Loaded(object sender, RoutedEventArgs e)
{
kinectSensorChooser1.KinectSensorChanged += new DependencyPropertyChangedEventHandler(kinectSensorChooser1_KinectSensorChanged);

}

void kinectSensorChooser1_KinectSensorChanged(object sender, DependencyPropertyChangedEventArgs e)
{
KinectSensor old = (KinectSensor)e.OldValue;

StopKinect(old);

KinectSensor sensor = (KinectSensor)e.NewValue;

if (sensor == null)
{
return;
}




var parameters = new TransformSmoothParameters
{
Smoothing = 0.3f,
Correction = 0.0f,
Prediction = 0.0f,
JitterRadius = 1.0f,
MaxDeviationRadius = 0.5f
};
//sensor.SkeletonStream.Enable(parameters);

sensor.SkeletonStream.Enable();

sensor.AllFramesReady += new EventHandler<AllFramesReadyEventArgs>(sensor_AllFramesReady);
sensor.DepthStream.Enable(DepthImageFormat.Resolution640x480Fps30);
sensor.ColorStream.Enable(ColorImageFormat.RgbResolution640x480Fps30);

try
{
sensor.Start();
}
catch (System.IO.IOException)
{
kinectSensorChooser1.AppConflictOccurred();
}
}

void sensor_AllFramesReady(object sender, AllFramesReadyEventArgs e)
{
if (closing)
{
return;
}

//Get a skeleton
Skeleton first = GetFirstSkeleton(e);

if (first == null)
{
return;
}



//set scaled position
//ScalePosition(headImage, first.Joints[JointType.Head]);
ScalePosition(leftEllipse, first.Joints[JointType.HandLeft]);
ScalePosition(rightEllipse, first.Joints[JointType.HandRight]);

GetCameraPoint(first, e);

}

void GetCameraPoint(Skeleton first, AllFramesReadyEventArgs e)
{

using (DepthImageFrame depth = e.OpenDepthImageFrame())
{
if (depth == null ||
kinectSensorChooser1.Kinect == null)
{
return;
}


//Map a joint location to a point on the depth map
//head
DepthImagePoint headDepthPoint =
depth.MapFromSkeletonPoint(first.Joints[JointType.Head].Position);
//left hand
DepthImagePoint leftDepthPoint =
depth.MapFromSkeletonPoint(first.Joints[JointType.HandLeft].Position);
//right hand
DepthImagePoint rightDepthPoint =
depth.MapFromSkeletonPoint(first.Joints[JointType.HandRight].Position);


//Map a depth point to a point on the color image
//head
ColorImagePoint headColorPoint =
depth.MapToColorImagePoint(headDepthPoint.X, headDepthPoint.Y,
ColorImageFormat.RgbResolution640x480Fps30);
//left hand
ColorImagePoint leftColorPoint =
depth.MapToColorImagePoint(leftDepthPoint.X, leftDepthPoint.Y,
ColorImageFormat.RgbResolution640x480Fps30);
//right hand
ColorImagePoint rightColorPoint =
depth.MapToColorImagePoint(rightDepthPoint.X, rightDepthPoint.Y,
ColorImageFormat.RgbResolution640x480Fps30);


//Set location
CameraPosition(headImage, headColorPoint);
CameraPosition(leftEllipse, leftColorPoint);
CameraPosition(rightEllipse, rightColorPoint);
}
}


Skeleton GetFirstSkeleton(AllFramesReadyEventArgs e)
{
using (SkeletonFrame skeletonFrameData = e.OpenSkeletonFrame())
{
if (skeletonFrameData == null)
{
return null;
}


skeletonFrameData.CopySkeletonDataTo(allSkeletons);

//get the first tracked skeleton
Skeleton first = (from s in allSkeletons
where s.TrackingState == SkeletonTrackingState.Tracked
select s).FirstOrDefault();

return first;

}
}

private void StopKinect(KinectSensor sensor)
{
if (sensor != null)
{
if (sensor.IsRunning)
{
//stop sensor
sensor.Stop();

//stop audio if not null
if (sensor.AudioSource != null)
{
sensor.AudioSource.Stop();
}


}
}
}

private void CameraPosition(FrameworkElement element, ColorImagePoint point)
{
//Divide by 2 for width and height so point is right in the middle
// instead of in top/left corner
Canvas.SetLeft(element, point.X - element.Width / 2);
Canvas.SetTop(element, point.Y - element.Height / 2);

}

private void ScalePosition(FrameworkElement element, Joint joint)
{
//convert the value to X/Y
//Joint scaledJoint = joint.ScaleTo(1280, 720);

//convert & scale (.3 = means 1/3 of joint distance)
//Joint scaledJoint = joint.ScaleTo(1280, 720, .3f, .3f);

Canvas.SetLeft(element, scaledJoint.Position.X);
Canvas.SetTop(element, scaledJoint.Position.Y);

}


private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)
{
closing = true;
StopKinect(kinectSensorChooser1.Kinect);
}



}
}

现在显然你不想在你的情况下进行手部跟踪,但我决定无论如何都将其添加到其中。我个人建议观看这些视频,因为它们解释了一切。祝您的项目顺利!

关于kinect - 使用 Kinect SDK 进行头部追踪?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/6744846/

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