I currently working on Depth Data on Kinect SDK v1.8 on XNA and I wanna show an Image Inside the Depth view of Human body. the image below is just an example of what I wanna do :
http://static.gamespot.com/uploads/original/1535/15354745/2429785-screen4.jpg
for Depth View, this is what I've done :
void kinectSensor_DepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
{
using (DepthImageFrame depthImageFrame = e.OpenDepthImageFrame())
{
if (depthImageFrame != null)
{
short[] pixelsFromFrame = new short[depthImageFrame.PixelDataLength];
depthImageFrame.CopyPixelDataTo(pixelsFromFrame);
byte[] convertedPixels = ConvertDepthFrame(pixelsFromFrame, ((KinectSensor)sender).DepthStream, 640 * 480 * 4);
Color[] color = new Color[depthImageFrame.Height * depthImageFrame.Width];
kinectRGBVideo = new Texture2D(graphics.GraphicsDevice, depthImageFrame.Width, depthImageFrame.Height);
// Set convertedPixels from the DepthImageFrame to a the datasource for our Texture2D
kinectRGBVideo.SetData<byte>(convertedPixels);
}
}
}
// Converts a 16-bit grayscale depth frame which includes player indexes into a 32-bit frame
// that displays different players in different colors
private byte[] ConvertDepthFrame(short[] depthFrame, DepthImageStream depthStream, int depthFrame32Length)
{
int tooNearDepth = depthStream.TooNearDepth;
int tooFarDepth = depthStream.TooFarDepth;
int unknownDepth = depthStream.UnknownDepth;
byte[] depthFrame32 = new byte[depthFrame32Length];
for (int i16 = 0, i32 = 0; i16 < depthFrame.Length && i32 < depthFrame32.Length; i16++, i32 += 4)
{
int player = depthFrame[i16] & DepthImageFrame.PlayerIndexBitmask;
int realDepth = depthFrame[i16] >> DepthImageFrame.PlayerIndexBitmaskWidth;
// transform 13-bit depth information into an 8-bit intensity appropriate
// for display (we disregard information in most significant bit)
byte intensity = (byte)(~(realDepth >> 4));
if (player == 0 && realDepth == 0)
{
// white
depthFrame32[i32 + RedIndex] = 255;
depthFrame32[i32 + GreenIndex] = 255;
depthFrame32[i32 + BlueIndex] = 255;
}
else if (player == 0 && realDepth == tooFarDepth)
{
// dark purple
depthFrame32[i32 + RedIndex] = 66;
depthFrame32[i32 + GreenIndex] = 0;
depthFrame32[i32 + BlueIndex] = 66;
}
else if (player == 0 && realDepth == unknownDepth)
{
// dark brown
depthFrame32[i32 + RedIndex] = 66;
depthFrame32[i32 + GreenIndex] = 66;
depthFrame32[i32 + BlueIndex] = 33;
}
else
{
// tint the intensity by dividing by per-player values
depthFrame32[i32 + RedIndex] = (byte)(intensity >> IntensityShiftByPlayerR[player]);
depthFrame32[i32 + GreenIndex] = (byte)(intensity >> IntensityShiftByPlayerG[player]);
depthFrame32[i32 + BlueIndex] = (byte)(intensity >> IntensityShiftByPlayerB[player]);
}
}
return depthFrame32;
}
but I'm not have any Idea how to show an Object inside the Depth View of body I would appropriate that if someone help me. thanks
I wrote HLSL code for transparency and then I will transparent one image inside the body and another image used for my foreground :
http://pastebin.com/4LNZpda8