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Real time lightsaber tracking and rendering on the Kinect

kinecthacks.net

1–10 of 24 posts

Re: Real time lightsaber tracking and rendering on the Kinect

#3

So how did he do that? (High level explanation is fine)

He says he's using the OpenCV library. I assume it's got the tracking and rendering functionality already in the library, and he just plugged the Kinect video and IR depth data into it. http://en.wikipedia.org/wiki/Opencv

Re: Real time lightsaber tracking and rendering on the Kinect

#8
post #6

Wouldn't it be better if he was only holding a small 6" long stick, the kinect tracks that, and digitally adds the extended lightsaber? Maybe this was just his step 1. It would minimize the destruction caused in your home from swinging around a 4' stick.

Maybe you could use the wiimote in combination with the physical tracking to get more precise telemetry + precise physical location and AR.

Re: Real time lightsaber tracking and rendering on the Kinect

#9
post #6

Wouldn't it be better if he was only holding a small 6" long stick, the kinect tracks that, and digitally adds the extended lightsaber? Maybe this was just his step 1. It would minimize the destruction caused in your home from swinging around a 4' stick.

The full length stick works better for duels. Filming cool duels is pretty much what this thing screams to be used for. Of course to minimize damage, you could probably use something lighter than a solid wooden stick.

Re: Real time lightsaber tracking and rendering on the Kinect

#10
post #7

disappointingly there is still a bit of lag in there. Though I'm sure that can be improved in time. It would be interesting to see him swing the stick around faster, see if the rendering can keep up an still track the stick when it is a blur. Looks like fun!

I heard that Kinect only lags for a few frames. Perhaps the main lag is the rendering lag?
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