Augmented Reality with Kinect

If you know C/C++ programming, then this book will give you the ability to develop augmented reality applications with Microsoft’s Kinect. By the end of the course you will have created a complete game.

Augmented Reality with Kinect

Starting
Rui Wang

If you know C/C++ programming, then this book will give you the ability to develop augmented reality applications with Microsoft’s Kinect. By the end of the course you will have created a complete game.
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Book Details

ISBN 139781849694384
Paperback122 pages

About This Book

  • Understand all major Kinect API features including image streaming, skeleton tracking and face tracking
  • Understand the Kinect APIs with the help of small examples
  • Develop a comparatively complete Fruit Ninja game using Kinect and augmented Reality techniques

Who This Book Is For

This book is meant for readers who are familiar with C/C++ programming and want to write simple programs with Kinect. The standard template library can also be used as it is simple enough to understand.

Table of Contents

Chapter 1: Getting Started with Kinect
Installation of Kinect
The idea of the AR-based Fruit Ninja game
Summary
Chapter 2: Creating Your First Program
Preparing the development environment
Starting the device
Summary
Chapter 3: Rendering the Player
Choosing image stream types
Obtaining color and depth images
An incorrect way to combine depth and color
Aligning color with depth
Using a green screen with Kinect
Summary
Chapter 4: Skeletal Motion and Face Tracking
Understanding skeletal mapping
Obtaining joint positions
Drawing the linetrails following the hands
Face tracking in Kinect
Detecting a face from the camera
Constructing the face model
Summary
Chapter 5: Designing a Touchable User Interface
Multitouch systems
Locating the cursors
Common touching gestures
Recognizing holding and swiping gestures
Sending cursors to external applications
Summary
Chapter 6: Implementing the Scene and Gameplay
Integrating the current code
Cutting the fruits
Playing the game
Summary

What You Will Learn

  • Install a Kinect device and SDK packages on your computer
  • Initialize Kinect with C++ APIs in your own application
  • Obtain image streaming data from color and depth cameras
  • Acquire skeleton data and face tracking results for use
  • Use hand positions to emulate multi-touch cursors and gestures
  • Develop a Fruit Ninja game with different Kinect functionalities
  • Study with simple and interesting examples using a uniform OpenGL framework
  • Find more open source and commercial resource on the Web

In Detail

Microsoft Kinect changes the notion of user interface design. It differs from most other user input controllers as it enables users to interact with the program without touching the mouse or a trackpad. It utilizes motion sensing technology and all it needs is a real-time cameras, tracked skeletons, and gestures.

Augmented Reality with Kinect will help you get into the world of Microsoft Kinect programming with the C/C++ language. The book will cover the installation, image streaming, skeleton and face tracking, multi-touch cursors and gesture emulation. Finally, you will end up with a complete Kinect-based game.

Augmented Reality with Kinect will help you get into the world of Kinect programming, with a few interesting recipes and a relatively complete example. The book will introduce the following topics: the installation and initialization of Kinect applications; capturing color and depth images; obtaining skeleton and face tracking data; emulating multi-touch cursors and gestures; and developing a complete game using Kinect features.

The book is divided in such a way so as to ensure that each topic is given the right amount of focus. Beginners will start from the first chapter and build up to developing their own applications.

Authors

Table of Contents

Chapter 1: Getting Started with Kinect
Installation of Kinect
The idea of the AR-based Fruit Ninja game
Summary
Chapter 2: Creating Your First Program
Preparing the development environment
Starting the device
Summary
Chapter 3: Rendering the Player
Choosing image stream types
Obtaining color and depth images
An incorrect way to combine depth and color
Aligning color with depth
Using a green screen with Kinect
Summary
Chapter 4: Skeletal Motion and Face Tracking
Understanding skeletal mapping
Obtaining joint positions
Drawing the linetrails following the hands
Face tracking in Kinect
Detecting a face from the camera
Constructing the face model
Summary
Chapter 5: Designing a Touchable User Interface
Multitouch systems
Locating the cursors
Common touching gestures
Recognizing holding and swiping gestures
Sending cursors to external applications
Summary
Chapter 6: Implementing the Scene and Gameplay
Integrating the current code
Cutting the fruits
Playing the game
Summary

Book Details

ISBN 139781849694384
Paperback122 pages
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