我知道如何在WPF中执行此操作,但我在winforms应用程序中捕获深度存在问题。
我找到了一些代码如下:
private void Kinect_DepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
{
using (DepthImageFrame depthFrame = e.OpenDepthImageFrame())
{
if (depthFrame != null)
{
Bitmap DepthBitmap = new Bitmap(depthFrame.Width, depthFrame.Height, PixelFormat.Format32bppRgb);
if (_depthPixels.Length != depthFrame.PixelDataLength)
{
_depthPixels = new DepthImagePixel[depthFrame.PixelDataLength];
_mappedDepthLocations = new ColorImagePoint[depthFrame.PixelDataLength];
}
//Copy the depth frame data onto the bitmap
var _pixelData = new short[depthFrame.PixelDataLength];
depthFrame.CopyPixelDataTo(_pixelData);
BitmapData bmapdata = DepthBitmap.LockBits(new Rectangle(0, 0, depthFrame.Width,
depthFrame.Height), ImageLockMode.WriteOnly, DepthBitmap.PixelFormat);
IntPtr ptr = bmapdata.Scan0;
Marshal.Copy(_pixelData, 0, ptr, depthFrame.Width * depthFrame.Height);
DepthBitmap.UnlockBits(bmapdata);
pictureBox2.Image = DepthBitmap;
}
}
}
但这并没有给我greyScale深度而且它是紫色的。有任何改进或帮助吗?
答案 0 :(得分:1)
我自己通过转换深度框架的函数找到了解决方案:
void Kinect_DepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
{
using (DepthImageFrame depthFrame = e.OpenDepthImageFrame())
{
if (depthFrame != null)
{
this.depthFrame32 = new byte[depthFrame.Width * depthFrame.Height * 4];
//Update the image to the new format
this.depthPixelData = new short[depthFrame.PixelDataLength];
depthFrame.CopyPixelDataTo(this.depthPixelData);
byte[] convertedDepthBits = this.ConvertDepthFrame(this.depthPixelData, ((KinectSensor)sender).DepthStream);
Bitmap bmap = new Bitmap(depthFrame.Width, depthFrame.Height, PixelFormat.Format32bppRgb);
BitmapData bmapdata = bmap.LockBits(new Rectangle(0, 0, depthFrame.Width, depthFrame.Height), ImageLockMode.WriteOnly, bmap.PixelFormat);
IntPtr ptr = bmapdata.Scan0;
Marshal.Copy(convertedDepthBits, 0, ptr, 4 * depthFrame.PixelDataLength);
bmap.UnlockBits(bmapdata);
pictureBox2.Image = bmap;
}
}
}
private byte[] ConvertDepthFrame(short[] depthFrame, DepthImageStream depthStream)
{
//Run through the depth frame making the correlation between the two arrays
for (int i16 = 0, i32 = 0; i16 < depthFrame.Length && i32 < this.depthFrame32.Length; i16++, i32 += 4)
{
// Console.WriteLine(i16 + "," + i32);
//We don’t care about player’s information here, so we are just going to rule it out by shifting the value.
int realDepth = depthFrame[i16] >> DepthImageFrame.PlayerIndexBitmaskWidth;
//We are left with 13 bits of depth information that we need to convert into an 8 bit number for each pixel.
//There are hundreds of ways to do this. This is just the simplest one.
//Lets create a byte variable called Distance.
//We will assign this variable a number that will come from the conversion of those 13 bits.
byte Distance = 0;
//XBox Kinects (default) are limited between 800mm and 4096mm.
int MinimumDistance = 800;
int MaximumDistance = 4096;
//XBox Kinects (default) are not reliable closer to 800mm, so let’s take those useless measurements out.
//If the distance on this pixel is bigger than 800mm, we will paint it in its equivalent gray
if (realDepth > MinimumDistance)
{
//Convert the realDepth into the 0 to 255 range for our actual distance.
//Use only one of the following Distance assignments
//White = Far
//Black = Close
//Distance = (byte)(((realDepth – MinimumDistance) * 255 / (MaximumDistance-MinimumDistance)));
//White = Close
//Black = Far
Distance = (byte)(255 - ((realDepth - MinimumDistance) * 255 / (MaximumDistance - MinimumDistance)));
//Use the distance to paint each layer (R G & of the current pixel.
//Painting R, G and B with the same color will make it go from black to gray
this.depthFrame32[i32 + RedIndex] = (byte)(Distance);
this.depthFrame32[i32 + GreenIndex] = (byte)(Distance);
this.depthFrame32[i32 + BlueIndex] = (byte)(Distance);
}
//If we are closer than 800mm, the just paint it red so we know this pixel is not giving a good value
else
{
this.depthFrame32[i32 + RedIndex] = 0;
this.depthFrame32[i32 + GreenIndex] = 0;
this.depthFrame32[i32 + BlueIndex] = 0;
}
}
答案 1 :(得分:0)
所以我认为在这种情况下rgb框架正在为你服务:
首先启用您需要调用的深度摄像头:
sensor->NuiInitialize(NUI_INITIALIZE_FLAG_USES_DEPTH|all stuff you use also);
第二个开始流媒体,你需要打电话:
if (int(streams&_Kinect_zed)) ret=sensor->NuiImageStreamOpen(
NUI_IMAGE_TYPE_DEPTH, // Depth camera or rgb camera?
NUI_IMAGE_RESOLUTION_640x480, // Image resolution
NUI_IMAGE_STREAM_FLAG_DISTINCT_OVERFLOW_DEPTH_VALUES, // Image stream flags // NUI_IMAGE_STREAM_FLAG_ENABLE_NEAR_MODE nefunguje !!!
2, // Number of frames to buffer
NULL, // Event handle
&stream_hzed); else stream_hzed=NULL;
这是我捕获帧的方式(从定时器或线程循环重复调用)
ret=sensor->NuiImageStreamGetNextFrame(stream_hzed,0,&imageFrame); if (ret>=0)
{
// copy data from frame
imageFrame.pFrameTexture->LockRect(0, &LockedRect, NULL, 0);
if (LockedRect.Pitch!=0)
{
const BYTE* curr = (const BYTE*) LockedRect.pBits;
union _col { BYTE u8[2]; WORD u16; } col;
col.u16=0;
pnt3d p;
long ax,ay;
float mxs=float(xs)/(62.0*deg),mys=float(ys)/(48.6*deg);
for(int x=0,y=0;;)
{
col.u8[0]=*curr; curr++;
col.u8[1]=*curr; curr++;
p.raw=col.u16;
p.rgb=&rgb_default;
if (p.raw==0x0000) p.z=0.0; // p.z je kolma vzdialenost od senzora (kinect to correctuje sam)
else if (p.raw>=0x8000) p.z=4.0;
else p.z=0.8+(float(p.raw-6576)*0.00012115165336374002280501710376283);
// depth FOV correction
p.x=zx[x]*p.z;
p.y=zy[y]*p.z;
// color FOV correction zed 58.5° x 45.6° | rgb 62.0° x 48.6° | 25mm distance
if (p.z>0.0)
{
ax=(((x+10-xs2)*241)>>8)+xs2; // cameras x-offset and different FOV
ay=(((y+30-ys2)*240)>>8)+ys2; // cameras y-offset??? and different FOV
if ((ax>=0)&&(ax<xs))
if ((ay>=0)&&(ay<ys)) p.rgb=&rgb[ay][ax];
}
xyz[y][x]=p;
x++; if (x>=xs) { x=0; y++; if (y>=ys) break; }
}
}
// release frame
imageFrame.pFrameTexture->UnlockRect(0);
ret=sensor->NuiImageStreamReleaseFrame(stream_hzed, &imageFrame);
stream_changed|=_Kinect_zed;
}
对不完整的源代码抱歉... - 所有都是从我的kinect类复制粘贴(BDS2006 Turbo C ++) - 所以如果你不忘记的话,你需要检查你的代码 - 如果是,那么将我的代码转换为C#(我不是C#用户) - 很可能你忘记了NUIinitialize with depth flag - 或为HW设置无效的分辨率/标志/精度或帧速率
如果什么都不起作用,那么你需要首先初始化传感器
int sensors;
INuiSensor *sensor;
if ((NUIGetSensorCount(&sensors)<0)||(sensors<1)) return false;
if (NUICreateSensorByIndex(0,&sensor)<0) return false;
如果您自己链接到dll,则仅链接这些功能:
typedef HRESULT(__stdcall *_NuiGetSensorCount )(int * pCount); _NuiGetSensorCount NUIGetSensorCount =NULL;
typedef HRESULT(__stdcall *_NuiCreateSensorByIndex)(int index,INuiSensor **ppNuiSensor); _NuiCreateSensorByIndex NUICreateSensorByIndex=NULL;
答案 2 :(得分:0)
基本上kinect sdk是为WPf应用程序开发的。在Windows窗体中,您已将深度数据的短数组转换为BItmap以在picturebox上显示它。基于我的实验,WPF更适合用kinect进行编程。
下面是我用来将深度帧转换为位图以便在图片框中显示的功能。
private Bitmap ImageToBitmap(DepthImageFrame Image)
{
short[] pixeldata = new short[Image.PixelDataLength];
int stride = Image.Width * 2;
Image.CopyPixelDataTo(pixeldata);
Bitmap bmap = new Bitmap(Image.Width, Image.Height, PixelFormat.Format16bppRgb555);
BitmapData bmapdata = bmap.LockBits(new Rectangle(0, 0, Image.Width, Image.Height), ImageLockMode.WriteOnly, bmap.PixelFormat);
IntPtr ptr = bmapdata.Scan0;
Marshal.Copy(pixeldata, 0, ptr, Image.PixelDataLength);
bmap.UnlockBits(bmapdata);
return bmap;
}
您可以这样称呼:
DepthImageFrame VFrame = e.OpenDepthImageFrame();
if (VFrame == null) return;
short[] pixelS = new short[VFrame.PixelDataLength];
Bitmap bmap = ImageToBitmap(VFrame);