2012-04-12 144 views
2

我試圖讓Kinect深度相機像素覆蓋到RGB相機上。我正在使用帶有Xbox Kinect,OpenCV的C++ Kinect 1.0 SDK,並嘗試使用新的「NuiImageGetColorPixelCoordinateFrameFromDepthPixelFrameAtResolution」方法。使用Kinect 1.0 SDK對RGB圖像進行深度圖像故障修正

我看過圖像渲染本身在慢動作,看起來好像是在一個幀中多次繪製像素。它首先從頂部和左側的邊界繪製自己,然後到達一個點(您可以在那裏看到一個45度角),它開始畫出奇怪的地方。

我一直在試圖將我的代碼從亞當斯密寫在MSDN forums的C#代碼中,但沒有骰子。我已經剝離了覆蓋層的東西,只是想繪製RGB圖像中「應該」的深度標準化深度像素。

左邊的圖像是我在嘗試將深度圖像適合RGB空間時獲得的圖像,而右邊的圖像是我喜歡看到的「原始」深度圖像。我希望這種方法能夠產生與右側圖像相似的圖像,並略有扭曲。

Messed up depth map

這是代碼和對象定義,我都不得不時刻:

// From initialization 
INuiSensor *m_pNuiInstance; 
NUI_IMAGE_RESOLUTION m_nuiResolution = NUI_IMAGE_RESOLUTION_640x480; 
HANDLE m_pDepthStreamHandle; 
IplImage *m_pIplDepthFrame; 
IplImage *m_pIplFittedDepthFrame; 


m_pIplDepthFrame = cvCreateImage(cvSize(640, 480), 8, 1); 
m_pIplFittedDepthFrame = cvCreateImage(cvSize(640, 480), 8, 1); 

// Method 
IplImage *Kinect::GetRGBFittedDepthFrame() { 
    static long *pMappedBits = NULL; 

    if (!pMappedBits) { 
     pMappedBits = new long[640*480*2]; 
    } 

    NUI_IMAGE_FRAME pNuiFrame; 
    NUI_LOCKED_RECT lockedRect; 
    HRESULT hr = m_pNuiInstance->NuiImageStreamGetNextFrame(m_pDepthStreamHandle, 0, &pNuiFrame); 

    if (FAILED(hr)) { 
     // return the older frame 
     return m_pIplFittedDepthFrame; 
    } 

    bool hasPlayerData = HasSkeletalEngine(m_pNuiInstance); 

    INuiFrameTexture *pTexture = pNuiFrame.pFrameTexture; 
    pTexture->LockRect(0, &lockedRect, NULL, 0); 

    if (lockedRect.Pitch != 0) { 
     cvZero(m_pIplFittedDepthFrame); 

     hr = m_pNuiInstance->NuiImageGetColorPixelCoordinateFrameFromDepthPixelFrameAtResolution(
      m_nuiResolution, 
      NUI_IMAGE_RESOLUTION_640x480, 
      640 * 480, /* size is previous */ (unsigned short*) lockedRect.pBits, 
      (640 * 480) * 2, /* size is previous */ pMappedBits); 

     if (FAILED(hr)) { 
      return m_pIplFittedDepthFrame; 
     } 

    for (int i = 0; i < lockedRect.size; i++) { 
      unsigned char* pBuf = (unsigned char*) lockedRect.pBits + i; 
      unsigned short* pBufS = (unsigned short*) pBuf; 
      unsigned short depth = hasPlayerData ? ((*pBufS) & 0xfff8) >> 3 : ((*pBufS) & 0xffff); 
      unsigned char intensity = depth > 0 ? 255 - (unsigned char) (256 * depth/0x0fff) : 0; 

      long 
       x = pMappedBits[i], // tried with *(pMappedBits + (i * 2)), 
       y = pMappedBits[i + 1]; // tried with *(pMappedBits + (i * 2) + 1); 

      if (x >= 0 && x < m_pIplFittedDepthFrame->width && y >= 0 && y < m_pIplFittedDepthFrame->height) { 
       m_pIplFittedDepthFrame->imageData[x + y * m_pIplFittedDepthFrame->widthStep] = intensity; 
      } 

     } 
    } 

    pTexture->UnlockRect(0); 
    m_pNuiInstance->NuiImageStreamReleaseFrame(m_pDepthStreamHandle, &pNuiFrame); 

    return(m_pIplFittedDepthFrame); 
} 

感謝

+0

你只打開深度數據流? – 2012-08-14 08:59:20

+0

顏色流也被打開。雖然我不確定是否需要。 – 2012-08-15 09:48:14

回答

2

我發現這個問題是環路,

for (int i = 0; i < lockedRect.size; i++) { 
    // code 
} 

是以每個字節爲基礎迭代的,而不是每個 - 短(2字節)的基礎。由於lockedRect.size返回字節修復被簡單地改變增量的數量爲i + = 2,更妙的是它改變爲sizeof(短),像這樣,

for (int i = 0; i < lockedRect.size; i += sizeof(short)) { 
    // code 
}