我的程序存在深度和彩色图像之间协调性差的问题。
玩家面具与人不在同一个地方(见下图)。
void _AllFreamReady(object sender, AllFramesReadyEventArgs e)
{
using (ColorImageFrame _colorFrame = e.OpenColorImageFrame())
{
if (_colorFrame == null) //jezeli pusta ramka nie rob nic
{
return;
}
byte[] _pixels = new byte[_colorFrame.PixelDataLength]; //utworzenie tablicy pixeli dla 1 ramki obrazu o rozmiarach przechwyconej ramki z strumienia
_colorFrame.CopyPixelDataTo(_pixels); //kopiujemy pixele do tablicy
int _stride = _colorFrame.Width * 4; //Kazdy pixel moze miec 4 wartosci Red Green Blue lub pusty
image1.Source =
BitmapSource.Create(_colorFrame.Width, _colorFrame.Height,
96, 96, PixelFormats.Bgr32, null, _pixels, _stride);
if (_closing)
{
return;
}
using (DepthImageFrame _depthFrame = e.OpenDepthImageFrame())
{
if (_depthFrame == null)
{
return;
}
byte[] _pixelsdepth = _GenerateColoredBytes(_depthFrame,_pixels);
int _dstride = _depthFrame.Width * 4;
image3.Source =
BitmapSource.Create(_depthFrame.Width, _depthFrame.Height,
96, 96, PixelFormats.Bgr32, null, _pixelsdepth, _dstride);
}
}
}
private byte[] _GenerateColoredBytes(DepthImageFrame _depthFrame, byte[] _pixels)
{
short[] _rawDepthData = new short[_depthFrame.PixelDataLength];
_depthFrame.CopyPixelDataTo(_rawDepthData);
Byte[] _dpixels = new byte[_depthFrame.Height * _depthFrame.Width * 4];
const int _blueindex = 0;
const int _greenindex = 1;
const int _redindex = 2;
for (int _depthindex = 0, _colorindex = 0;
_depthindex < _rawDepthData.Length && _colorindex < _dpixels.Length;
_depthindex++, _colorindex += 4)
{
int _player = _rawDepthData[_depthindex] & DepthImageFrame.PlayerIndexBitmaskWidth;
if (_player > 0)
{
_dpixels[_colorindex + _redindex] = _pixels[_colorindex + _redindex];
_dpixels[_colorindex + _greenindex] = _pixels[_colorindex + _greenindex];
_dpixels[_colorindex + _blueindex] = _pixels[_colorindex + _blueindex];
};
}
return _dpixels;
}
答案 0 :(得分:1)
RGB和深度数据未对齐。这是由于深度传感器和RGB相机在Kinect情况下的位置:它们是不同的,所以你不能指望使用不同视点的对齐图像。
但是,您的问题很常见,并且由{1.6}在SDK 1.6之后弃用的KinectSensor.MapDepthFrameToColorFrame
解决了。现在,您需要的是CoordinateMapper.MapDepthFrameToColorFrame
method。
Coordinate Mapping Basics-WPF C# Sample显示了如何使用此方法。您可以在下面找到代码的一些重要部分:
// Intermediate storage for the depth data received from the sensor
private DepthImagePixel[] depthPixels;
// Intermediate storage for the color data received from the camera
private byte[] colorPixels;
// Intermediate storage for the depth to color mapping
private ColorImagePoint[] colorCoordinates;
// Inverse scaling factor between color and depth
private int colorToDepthDivisor;
// Format we will use for the depth stream
private const DepthImageFormat DepthFormat = DepthImageFormat.Resolution320x240Fps30;
// Format we will use for the color stream
private const ColorImageFormat ColorFormat = ColorImageFormat.RgbResolution640x480Fps30;
//...
// Initialization
this.colorCoordinates = new ColorImagePoint[this.sensor.DepthStream.FramePixelDataLength];
this.depthWidth = this.sensor.DepthStream.FrameWidth;
this.depthHeight = this.sensor.DepthStream.FrameHeight;
int colorWidth = this.sensor.ColorStream.FrameWidth;
int colorHeight = this.sensor.ColorStream.FrameHeight;
this.colorToDepthDivisor = colorWidth / this.depthWidth;
this.sensor.AllFramesReady += this.SensorAllFramesReady;
//...
private void SensorAllFramesReady(object sender, AllFramesReadyEventArgs e)
{
// in the middle of shutting down, so nothing to do
if (null == this.sensor)
{
return;
}
bool depthReceived = false;
bool colorReceived = false;
using (DepthImageFrame depthFrame = e.OpenDepthImageFrame())
{
if (null != depthFrame)
{
// Copy the pixel data from the image to a temporary array
depthFrame.CopyDepthImagePixelDataTo(this.depthPixels);
depthReceived = true;
}
}
using (ColorImageFrame colorFrame = e.OpenColorImageFrame())
{
if (null != colorFrame)
{
// Copy the pixel data from the image to a temporary array
colorFrame.CopyPixelDataTo(this.colorPixels);
colorReceived = true;
}
}
if (true == depthReceived)
{
this.sensor.CoordinateMapper.MapDepthFrameToColorFrame(
DepthFormat,
this.depthPixels,
ColorFormat,
this.colorCoordinates);
// ...
int depthIndex = x + (y * this.depthWidth);
DepthImagePixel depthPixel = this.depthPixels[depthIndex];
// scale color coordinates to depth resolution
int X = colorImagePoint.X / this.colorToDepthDivisor;
int Y = colorImagePoint.Y / this.colorToDepthDivisor;
// depthPixel is the depth for the (X,Y) pixel in the color frame
}
}
答案 1 :(得分:0)
我自己正在解决这个问题。我同意VitoShadow的一个解决方案是在坐标映射中,但未发布未匹配的深度与彩色屏幕分辨率(this.colorToDepthDivisor = colorWidth / this.depthWidth;
)之间的比率。这用于移位数据(this.playerPixelData[playerPixelIndex - 1] = opaquePixelValue;
)以解决未命中匹配。
不幸的是,这可能会在蒙版图像周围创建一个边框,其中深度框架未拉伸到颜色框的边缘。我试图不使用骨架映射,并通过使用emgu cv跟踪深度数据来优化我的代码,以将一个点作为颜色框的ROI的中心。我还在努力。