I am playing with the Kinect driver, CL NUI and trying to get the relative depth of items.
The Library provides a way to get an image representing the depth of an object on the screen. Here is an example:
Is there an easy way to convert from the pixel color to the images depth? For example, the closest color could be depth of 0, and the farthest color could be the depth of 1.
Does anyone know how to do that?
I found these cacluations on how to convert the depth data to color, what I want is the inverse:
float RawDepthToMeters(int depthValue)
{
if (depthValue < 2047)
{
return float(1.0 / (double(depthValue) * -0.0030711016 + 3.3309495161));
}
return 0.0f;
}
Vec3f DepthToWorld(int x, int y, int depthValue)
{
static const double fx_d = 1.0 / 5.9421434211923247e+02;
static const double fy_d = 1.0 / 5.9104053696870778e+02;
static const double cx_d = 3.3930780975300314e+02;
static const double cy_d = 2.4273913761751615e+02;
Vec3f result;
const double depth = RawDepthToMeters(depthValue);
result.x = float((x - cx_d) * depth * fx_d);
result.y = float((y - cy_d) * depth * fy_d);
result.z = float(depth);
return result;
}
Vec2i WorldToColor(const Vec3f &pt)
{
static const Matrix4 rotationMatrix(
Vec3f(9.9984628826577793e-01f, 1.2635359098409581e-03f, -1.7487233004436643e-02f),
Vec3f(-1.4779096108364480e-03f, 9.9992385683542895e-01f, -1.2251380107679535e-02f),
Vec3f(1.7470421412464927e-02f, 1.2275341476520762e-02f, 9.9977202419716948e-01f));
static const Vec3f translation(1.9985242312092553e-02f, -7.4423738761617583e-04f, -1.0916736334336222e-02f);
static const Matrix4 finalMatrix = rotationMatrix.Transpose() * Matrix4::Translation(-translation);
static const double fx_rgb = 5.2921508098293293e+02;
static const double fy_rgb = 5.2556393630057437e+02;
static const double cx_rgb = 3.2894272028759258e+02;
static const double cy_rgb = 2.6748068171871557e+02;
const Vec3f transformedPos = finalMatrix.TransformPoint(pt);
const float invZ = 1.0f / transformedPos.z;
Vec2i result;
result.x = Utility::Bound(Math::Round((transformedPos.x * fx_rgb * invZ) + cx_rgb), 0, 639);
result.y = Utility::Bound(Math::Round((transformedPos.y * fy_rgb * invZ) + cy_rgb), 0, 479);
return result;
}
My Matrix Math is weak, and I'm not sure how to reverse the calculations.