我的Kinect型号:PrimeSense Carmine
使用Openni2.0
这次比较粗糙,就是想将摄像头采集的深度信息转化为现实世界的三维坐标,然后用Opengl画出来。
这里没有降噪、取样,所以也称不上是“点云”
原理什么的,请参考这位仁兄:http://blog.csdn.net/opensource07/article/details/7804246
他是Openni1.0做的,代码写的也比较规整,我就比较随意了,适合像我一样的新手理解
#include<gl/glut.h> #include <iostream> #include <vector> #include <OpenNI.h> #include "OniSampleUtilities.h" #define SAMPLE_READ_WAIT_TIMEOUT 200 //2000ms using namespace openni; using namespace std; typedef struct data { float x; float y; float z; }data; VideoStream depth; VideoFrameRef frame; int width; int height; void OpenGL_init(void) { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // background color: white glShadeModel(GL_FLAT); glClear(GL_COLOR_BUFFER_BIT); } void display() { vector<data> point; data mydata; float x=0.0,y=0.0,z=0.0,xx=0.0; float i,j; //读取一帧 int changedStreamDummy; VideoStream* pStream = &depth; OpenNI::waitForAnyStream(&pStream, 1, &changedStreamDummy, SAMPLE_READ_WAIT_TIMEOUT); depth.readFrame(&frame); width = frame.getWidth(); height = frame.getHeight(); DepthPixel *pDepth = (DepthPixel*)frame.getData(); for(i=0;i<frame.getHeight();i++) { for(j=0;j<frame.getWidth();j++) { int k = i; int m = j; xx = pDepth[k*frame.getWidth()+m]; CoordinateConverter::convertDepthToWorld (depth,i,j,xx,&x,&y,&z); mydata.x=x*0.001; mydata.y=y*0.001; mydata.z=z*0.001; point.push_back(mydata); //cout<<xx<<endl; } } glColor3f(1.0f, 1.0f, 1.0f); glPointSize(0.1f); glBegin(GL_POINTS); if (point.size()!=0) { glBegin(GL_POINTS); for (vector<data>::iterator iter = point.begin();iter!=point.end();iter++) { glVertex3f(iter->x,iter->y,iter->z); } } glEnd(); glFlush(); glutSwapBuffers(); } void OpenGL_changeSize(int w, int h) { glViewport(0, 0, GLsizei(w), GLsizei(h)); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // if (w <= h) // 正交投影 // glOrtho(-2.0, 2.0, -2.0*(GLfloat)h/(GLfloat)w, 2.0*(GLfloat)h/(GLfloat)w, -10.0, 10.0); // else // glOrtho(-2.0*(GLfloat)w/(GLfloat)h, 2.0*(GLfloat)w/(GLfloat)h, -2.0, 2.0, -10.0, 10.0); gluPerspective(60.0, (GLfloat)w/(GLfloat)h, 0.1f, 50.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f); } void OpenGL_Idel() { display(); // 刷新显示 glClear(GL_COLOR_BUFFER_BIT); } int main(int argc, char **argv) { Status rc = OpenNI::initialize(); vector<data> point; Device device; rc = device.open(ANY_DEVICE); if (device.getSensorInfo(SENSOR_DEPTH) != NULL) { rc = depth.create(device, SENSOR_DEPTH); } rc = depth.start(); glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(800, 600); glutCreateWindow("first blood"); OpenGL_init(); glutDisplayFunc(&display); glutIdleFunc(OpenGL_Idel); glutMainLoop(); return 0; }
背景是书架+我的手
下面这幅是还原三维世界:
下次将学习PCL的东西,争取给出以下效果: