Synopses & Reviews
This detailed, hands-on guide provides the technical and conceptual information you need to build cool applications with Microsofts Kinect, the amazing motion-sensing device that enables computers to see. Through half a dozen meaty projects, youll learn how to create gestural interfaces for software, use motion capture for easy 3D character animation, 3D scanning for custom fabrication, and many other applications.
Perfect for hobbyists, makers, artists, and gamers, Making Things See shows you how to build every project with inexpensive off-the-shelf components, including the open source Processing programming language and the Arduino microcontroller. Youll learn basic skills that will enable you to pursue your own creative applications with Kinect.
- Create Kinect applications on Mac OS X, Windows, or Linux
- Track people with pose detection and skeletonization, and use blob tracking to detect objects
- Analyze and manipulate point clouds
- Make models for design and fabrication, using 3D scanning technology
- Use MakerBot, RepRap, or Shapeways to print 3D objects
- Delve into motion tracking for animation and games
- Build a simple robot arm that can imitate your arm movements
- Discover how skilled artists have used Kinect to build fascinating projects
Synopsis
Welcome to the Vision Revolution. With Microsoft's Kinect leading the way, you can now use 3D computer vision technology to build digital 3D models of people and objects that you can manipulate with gestures and spoken commands. This hands-on guide provides all the technical and conceptual information you need to build cool applications for Kinect, using the Processing programming language and the Arduino microcontroller.
Whether you're a student, hobbyist, maker, gamer, or hardware hacker, Making Things See gets you running with several Kinect projects, and gives you the skills and experience you need to build your own fun and creative projects with this magical 3D computer vision technology. Unlock your ability to build interactive applications with Kinect.
- Learn about face recognition, gait analysis, and depth imaging
- Analyze and manipulate point clouds
- Track people with skeletonization and pose detection, and use blob tracking to detect objects
- Use gestural interfaces for assistive technology
- Create models for design and fabrication, using 3D scanning technology and a 3D printer
- Delve into motion tracking for animation and games
- Build every project in this book with inexpensive off-the-shelf components
About the Author
After a decade as a musician, web programmer, and startup founder, Greg Borenstein recently moved to New York to become an artist and teacher. His work explores the use of special effects as an artistic medium. He is fascinated by how special effects techniques cross the boundary between images and the physical objects that make them: miniatures, motion capture, 3D animation, animatronics, and digital fabrication. He is currently a grad student at NYUs Interactive Telecommunications Program.
Table of Contents
Preface; Why the Kinect Matters; Who This Book Is For; The Structure of This Book; Acknowledgments; Using Code Examples; Conventions Used in This Book; Safari® Books Online; How to Contact Us; Chapter 1: What Is the Kinect?; 1.1 How Does It Work? Where Did It Come From?; 1.2 Kinect Artists; Chapter 2: Working with the Depth Image; 2.1 Images and Pixels; 2.2 Project 1: Installing the SimpleOpenNI Processing Library; 2.3 Project 2: Your First Kinect Program; 2.4 Project 3: Looking at a Pixel; 2.5 Converting to Real-World Distances; 2.6 Project 4: A Wireless Tape Measure; 2.7 Project 5: Tracking the Nearest Object; 2.8 Projects; 2.9 Project 6: Invisible Pencil; 2.10 Project 7: Minority Report Photos; 2.11 Exercises; Chapter 3: Working with Point Clouds; 3.1 What Youll Learn in This Chapter; 3.2 Welcome to the Third Dimension; 3.3 Drawing Our First Point Cloud; 3.4 Making the Point Cloud Move; 3.5 Viewing the Point Cloud in Color; 3.6 Making the Point Cloud Interactive; 3.7 Projects; 3.8 Project 8: Air Drum Kit; 3.9 Project 9: Virtual Kinect; 3.10 Conclusion; Chapter 4: Working with the Skeleton Data; 4.1 A Note About Calibration; 4.2 Stages in the Calibration Process; 4.3 User Detection; 4.4 Accessing Joint Positions; 4.5 Skeleton Anatomy Lesson; 4.6 Measuring the Distance Between Two Joints; 4.7 Transferring Orientation in 3D; 4.8 Background Removal, User Pixels, and the Scene Map; 4.9 Tracking Without Calibration: Hand Tracking and Center of Mass; 4.10 Projects; 4.11 Project 10: Exercise Measurement; 4.12 Project 11: Stayin Alive” Dance Move Triggers MP3; 4.13 Conclusion; Chapter 5: Scanning for Fabrication; 5.1 Scan and Print: Rapid Prototyping Objects; 5.2 Intro to Modelbuilder; 5.3 Intro to MeshLab; 5.4 Making a Mesh from the Kinect Data; 5.5 Looking at Our First Scan; 5.6 Cleaning Up the Mesh; 5.7 Looking at Our Corrected Model; 5.8 Prepping for Printing; 5.9 Reduce Polygons in MeshLab; 5.10 Printing Our Model on a MakerBot; 5.11 Sending Our Model to Shapeways; 5.12 Conclusion: Comparing Prints; Chapter 6: Using the Kinect for Robotics; 6.1 Forward Kinematics; 6.2 Inverse Kinematics; 6.3 Conclusion; Chapter 7: Conclusion: Whats Next?; 7.1 Beyond Processing: Other Frameworks and Languages; 7.2 Topics in 3D Programming to Explore; 7.3 Ideas for Projects; Appendix; SimpleOpenNI Cheat Sheet; Chapter 2; Chapter 4; Chapter 6; Colophon;