我按照Robert Levy在此链接提供的代码:http://channel9.msdn.com/coding4fun/kinect/Display-Kinect-color-image-containing-only-players-aka-background-removal
我尝试将其实现到现有代码中,并且结果不一致。如果用户在程序启动时处于kinect的视野中,则会在某些时候删除背景。如果用户走进视野,它将无法接收它们。
namespace KinectUserRecognition
{
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
//Kinect Runtime
Runtime kinect = Runtime.Kinects[0];
PlanarImage colorImage;
PlanarImage depthImage;
bool isDepthImage;
WriteableBitmap player1;
private void Window_Loaded(object sender, RoutedEventArgs e)
{
isDepthImage = false;
//UseDepthAndPlayerIndex and UseSkeletalTracking
kinect.Initialize(RuntimeOptions.UseDepthAndPlayerIndex | RuntimeOptions.UseColor);// | RuntimeOptions.UseSkeletalTracking);
//register for event
kinect.VideoFrameReady += new EventHandler<ImageFrameReadyEventArgs>(nui_VideoFrameReady);
kinect.DepthFrameReady += new EventHandler<ImageFrameReadyEventArgs>(nui_DepthFrameReady);
//Video image type
kinect.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480,
ImageType.Color);
//DepthAndPlayerIndex ImageType
kinect.DepthStream.Open(ImageStreamType.Depth, 2, ImageResolution.Resolution320x240,
ImageType.DepthAndPlayerIndex);
}
void nui_VideoFrameReady(object sender, ImageFrameReadyEventArgs e)
{
colorImage = e.ImageFrame.Image;
image1.Source = BitmapSource.Create(colorImage.Width, colorImage.Height, 96, 96,
PixelFormats.Bgr32, null, colorImage.Bits, colorImage.Width * colorImage.BytesPerPixel);
if (isDepthImage)
{
player1 = GeneratePlayerImage(e.ImageFrame, 1);
image3.Source = player1;
}
}
void nui_DepthFrameReady(object sender, ImageFrameReadyEventArgs e)
{
//Convert depth information for a pixel into color information
byte[] ColoredBytes = GenerateColoredBytes(e.ImageFrame);
depthImage = e.ImageFrame.Image;
image2.Source = BitmapSource.Create(depthImage.Width, depthImage.Height, 96, 96, PixelFormats.Bgr32, null,
ColoredBytes, depthImage.Width * PixelFormats.Bgr32.BitsPerPixel / 8);
isDepthImage = true;
}
private WriteableBitmap GeneratePlayerImage(ImageFrame imageFrame, int playerIndex)
{
int depthWidth = kinect.DepthStream.Width;
int depthHeight = kinect.DepthStream.Height;
WriteableBitmap target = new WriteableBitmap(depthWidth, depthHeight, 96, 96, PixelFormats.Bgra32, null);
var depthRect = new System.Windows.Int32Rect(0, 0, depthWidth, depthHeight);
byte[] color = imageFrame.Image.Bits;
byte[] output = new byte[depthWidth * depthHeight * 4];
//loop over each pixel in the depth image
int outputIndex = 0;
for (int depthY = 0, depthIndex = 0; depthY < depthHeight; depthY++)
{
for(int depthX = 0; depthX < depthWidth; depthX++, depthIndex +=2)
{
short depthValue = (short)(depthImage.Bits[depthIndex] | (depthImage.Bits[depthIndex + 1] << 8));
int colorX, colorY;
kinect.NuiCamera.GetColorPixelCoordinatesFromDepthPixel(
imageFrame.Resolution,
imageFrame.ViewArea,
depthX, depthY, //depth coordinate
depthValue, //depth value
out colorX, out colorY); //color coordinate
//ensure that the calculate color location is within the bounds of the image
colorX = Math.Max(0, Math.Min(colorX, imageFrame.Image.Width - 1));
colorY = Math.Max(0, Math.Min(colorY, imageFrame.Image.Height - 1));
output[outputIndex++] = color[(4 * (colorX + (colorY * imageFrame.Image.Width))) + 0];
output[outputIndex++] = color[(4 * (colorX + (colorY * imageFrame.Image.Width))) + 1];
output[outputIndex++] = color[(4 * (colorX + (colorY * imageFrame.Image.Width))) + 2];
output[outputIndex++] = GetPlayerIndex(depthImage.Bits[depthIndex]) == playerIndex ? (byte)255 : (byte)0;
}
}
target.WritePixels(depthRect, output, depthWidth * PixelFormats.Bgra32.BitsPerPixel / 8, 0);
return target;
//return output;
}
private static int GetPlayerIndex(byte firstFrame)
{
//returns 0 = no player, 1 = 1st player, 2 = 2nd player...
//bitwise & on firstFrame
return (int)firstFrame & 7;
}
}
}
-Edit 1 -
我认为我已经缩小了问题范围,但我不确定是否有办法解决问题。我假设在kinect的视野中只有一个人会从我的“GetPlayerIndex”方法返回一个值。不是这种情况。我希望为每个人制作一个单独的图像,并删除背景。我应该假设接收什么类型的值:
-Edit 2 -
从我的测试中我发现玩家索引的最大值为6,但我得到的索引并不一致。如果有办法知道将哪个玩家索引分配给骨架?例如,如果我是fov中唯一的人,那么有办法知道我的玩家指数总是1吗?
答案 0 :(得分:2)
玩家指数不保证是任何东西。一旦它抓住一个骨架,索引将保持相同的骨架,直到它看不到它,但你不能假设第一个玩家将是1,第二个2,等等。
您需要做的是在player1 = GeneratePlayerImage(e.ImageFrame, 1);
调用之前确定有效的框架索引,或者更改GeneratePlayerImage函数以查找索引。如果您只想移除背景并保留框架中所有人的像素不变,请更改此信息:
output[outputIndex++] = GetPlayerIndex(depthImage.Bits[depthIndex]) == playerIndex ? (byte)255 : (byte)0;
这将只检查任何玩家,而不是特定玩家:
output[outputIndex++] = GetPlayerIndex(depthImage.Bits[depthIndex]) != 0 ? (byte)255 : (byte)0;
我可以想到另外两种方式为特定玩家而不是所有玩家做这件事: