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OpenNI Cookbook

You're reading from   OpenNI Cookbook Learn how to write NIUI-based applications and motion-controlled games

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Product type Paperback
Published in Jul 2013
Publisher Packt
ISBN-13 9781849518468
Length 324 pages
Edition 1st Edition
Languages
Tools
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Author (1):
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Soroush Falahati Soroush Falahati
Author Profile Icon Soroush Falahati
Soroush Falahati
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Toc

Table of Contents (14) Chapters Close

OpenNI Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started FREE CHAPTER 2. OpenNI and C++ 3. Using Low-level Data 4. More about Low-level Outputs 5. NiTE and User Tracking 6. NiTE and Hand Tracking 7. NiTE and Skeleton Tracking Index

Index

A

  • activenite$$UserMap object
    • about / The nite::UserMap object
  • APS
    • about / Motion-capture devices and the technologies behind them
  • Asus Xtion
    • about / Motion-capture devices and the technologies behind them
    • connecting, steps for / How to do it..., How it works...
  • Asus Xtion Pro Live
    • about / Motion-capture devices and the technologies behind them
  • auto exposure
    • enabling / Enabling/disabling auto exposure and auto white balance, How to do it..., How it works..., There's more...
    • disabling / Enabling/disabling auto exposure and auto white balance, How to do it..., How it works..., There's more...

C

  • center of gravity (COM)
    • about / The nite::UserData object
  • center of mass
    • reading / Reading users' bounding boxes and center of mass, How to do it..., How it works..., There's more...
  • centerPixel variable / How it works...
  • ClearLines() function / How it works...
  • Click Gesture / Recognizing predefined hand gestures
  • color space
    • wider / Wider color space for showing more details
  • crossed hands pose / Detecting a user's pose

D

  • 3D Hand Tracking Library
    • URL / What is NiTE?
  • 3D scanners
    • URL / Motion-capture devices and the technologies behind them
  • 3DUI
    • about / Introduction to the "Introduction"
  • data
    • event-based, reading / Event-based reading of data, How to do it..., How it works...
  • data streams
    • speed, changing / There's more...
  • depth frame
    • overlaying, over image frame / Overlaying the depth frame over the image frame, How to do it..., How it works...
  • depth sensor
    • frame, reading / Reading and showing a frame from the depth sensor, How to do it..., How it works...
  • depth sensors
    • syncing / Syncing image and depth sensors to read new frames from both streams at the same time, How to do it..., How it works...
  • Depth stream
    • supported video modes list, retrieving / Retrieving a list of supported video modes for depth stream, How to do it..., How it works..., See also
    • accessing, specific device used / Selecting a specific device for accessing depth stream, How to do it..., How it works...
  • depth unit
    • converting, to millimeter / Converting the depth unit to millimetre, How it works...
  • device connect
    • listening to / Listening to the device connect and disconnect events, How to do it..., How it works...
  • device object
    • about / The device object
  • devices
    • sharing, between applications / Sharing devices between applications
    • connected devices, list / Enumerating a list of connected devices, How to do it..., How it works..., List of known Product IDs and Vendor IDs at the time of writing of this book
    • resolutions / Known supported list of resolutions of each sensor in different devices
  • device state changed event
    • about / Device state changed event
  • device variable / How it works...
  • DirectX / Configuring Visual Studio 2010 to use OpenGL
  • disconnect events
    • listening to / Listening to the device connect and disconnect events, How to do it..., How it works...
  • drawCircle() function / How it works...

E

  • error handling
    • about / OpenNI class and error handling, How to do it..., How it works...
  • event-based reading
    • of hands data / Event-based reading of hands' data, How to do it..., How it works...
  • event listener / Event-based reading of users' data
  • events
    • listening to, stopping / Stop listening to events

F

  • filling shadows / Filling shadows
  • float variable / How it works...
  • Fotonic
    • about / Motion-capture devices and the technologies behind them
    • URL / Motion-capture devices and the technologies behind them
  • frame
    • from image sensor, reading / Reading and showing a frame from the image sensor (color/IR), How to do it..., How it works...
    • from image sensor, showing / Reading and showing a frame from the image sensor (color/IR), How to do it..., How it works...
    • from depth sensor, reading / Reading and showing a frame from the depth sensor, How to do it..., How it works...
    • from depth sensor, showing / Reading and showing a frame from the depth sensor, How to do it..., How it works...
  • frames
    • from buffer, cropping / Cropping and mirroring frames right from the buffer, How to do it...
    • from buffer, mirroring / Cropping and mirroring frames right from the buffer, How to do it..., How it works...

G

  • GLUT
    • about / Getting ready
    • alternatives / GLUT alternatives
  • glutPostRedisplay() function / How it works...
  • gl_DisplayCallback() functio / How it works...
  • gl_DisplayCallback() function / How it works..., Filling shadows, How it works..., How to do it..., How it works...
  • gl_DisplayCallback function / How it works..., Histogram equalization – better details in the same color space
  • gl_IdleCallback() function / How to do it..., How it works..., How it works...
  • gl_IdleCallback function / How it works...
  • gl_KeyboardCallback() function / How it works..., How it works...
  • gl_KeyboardCallback function / How it works...
  • gl_MouseCallback() / How it works...
  • gl_MouseCallback() function / How it works...
  • gl_texture variable / How it works..., How it works...
  • Graphics Device Interface (GDI) / Configuring Visual Studio 2010 to use OpenGL

H

  • hand gestures
    • predefined hand gestures, recognizing / Recognizing predefined hand gestures, How to do it..., How it works...
  • hand ID
    • user ID, finding / Finding the related user ID for each hand ID, How it works...
  • handId variable / How it works...
  • HandleStatus() function / How it works..., How it works..., How it works..., How to do it..., How it works..., How it works..., How it works..., How it works...
  • HandleStatus() method / How it works..., How it works..., How it works..., How it works...
  • HandleStatus function / How it works...
  • Hand Raise Gesture / Recognizing predefined hand gestures
  • Hand Raise gesture / Working sample for controlling the mouse by hand
  • hands
    • tracking / Tracking hands, How to do it..., How it works...
  • hands data
    • event-based reading / Event-based reading of hands' data, How to do it..., How it works...
  • HandTracker / Compared to skeleton tracking

I

  • image frame
    • depth frame, overlaying over / Overlaying the depth frame over the image frame, How to do it..., How it works...
  • image histograms
    • URL / Histogram equalization – better details in the same color space
  • image sensors
    • syncing / Syncing image and depth sensors to read new frames from both streams at the same time, How to do it..., How it works...
  • integer variable / How it works...
  • introduction
    • about / Introduction to the "Introduction"
  • IR stream / There's more...
  • isInCropping / How it works...
  • isMouseDown variable / How it works...
  • IsSegmentsColliding() function / How it works...

K

  • Kinect
    • URL / Motion-capture devices and the technologies behind them
    • about / Motion-capture devices and the technologies behind them

L

  • LIDaR
    • about / Motion-capture devices and the technologies behind them

M

  • MapGenerator class / VideoFrameRef object
  • memcpy() function / How it works...
  • memset() function / How it works...
  • MetaData types
    • about / VideoFrameRef object
  • method
    • defining, to display error message / Defining a method for displaying error message
  • Microsoft Kinect
    • connecting / Connecting Microsoft Kinect
    • connecting, steps for / How to do it..., How it works...
  • Microsoft Kinect SDK
    • downloading / Downloading and installing the Microsoft Kinect SDK, How to do it...
    • installing / How to do it..., How to do it...
  • millimeter
    • depth unit, converting to / Converting the depth unit to millimetre, How it works..., There's more...
  • mouse
    • controlling, with hand / Working sample for controlling the mouse by hand, How to do it..., How it works...
  • mouseDownX variable / How it works...
  • mouseDownY variable / How it works...

N

  • natural interactive user interface
    • used, for developing games / Developing applications and games with the Natural Interactive User Interface
    • used, for developing applications / Developing applications and games with the Natural Interactive User Interface
  • nearest point
    • color, retrieving / Retrieving the color of the nearest point without depth over color registration
  • NI (Natural Interaction)
    • about / Introduction to the "Introduction"
  • NiTE
    • about / What is NiTE?
    • downloading / Downloading and installing NiTE, How to do it...
    • installing / How to do it..., How it works...
  • nite$$GestureData$$getCurrentPosition() method / The nite::GestureData object
  • nite$$GestureData$$getType() method / The nite::GestureData object
  • nite$$GestureData$$isComplete() method / The nite::GestureData object
  • nite$$GestureData$$isInProgress() method / The nite::GestureData object
  • nite$$GestureData object, methods
    • nite$$GestureData$$getCurrentPosition() method / The nite::GestureData object
    • nite$$GestureData$$getType() method / The nite::GestureData object
    • nite$$GestureData$$isComplete() method / The nite::GestureData object
    • nite$$GestureData$$isInProgress() method / The nite::GestureData object
  • nite$$HandData$$getPosition() method / The nite::HandData object, How it works...
  • nite$$HandData$$isLost() method / The nite::HandData object
  • nite$$HandData$$isNew() method / The nite::HandData object
  • nite$$HandData$$isTouchingFov() method / The nite::HandData object
  • nite$$HandData$$isTracking() method / The nite::HandData object
  • nite$$HandData object
    • methods / The nite::HandData object
  • nite$$HandData object, methods
    • nite$$HandData$$getId() method / The nite::HandData object
    • nite$$HandData$$getPosition() method / The nite::HandData object
    • nite$$HandData$$isLost() method / The nite::HandData object
    • nite$$HandData$$isNew() method / The nite::HandData object
    • nite$$HandData$$isTouchingFov() method / The nite::HandData object
    • nite$$HandData$$isTracking() method / The nite::HandData object
  • nite$$HandTracker$$convertHandCoordinatesToDepth() method / The nite::HandTracker object, How it works...
  • nite$$HandTracker$$readFrame() / How it works...
  • nite$$HandTracker$$readFrame() method / The nite::HandTracker object, How it works...
  • nite$$HandTracker$$startGestureDetection() method / How it works..., How it works...
  • nite$$HandTracker$$startHandTracking() method / The nite::HandTracker object
  • nite$$HandTracker$$stopGestureDetection() method / The nite::HandTracker object
  • nite$$HandTracker$$stopHandTracking() method / The nite::HandTracker object
  • nite$$HandTrackerFrameRef$$getDepthFrame() method / The nite::HandTrackerFrameRef object
  • nite$$HandTrackerFrameRef$$getGestures() method / The nite::HandTrackerFrameRef object, How it works...
  • nite$$HandTrackerFrameRef$$getHands() method / The nite::HandTrackerFrameRef object, How it works...
  • nite$$HandTrackerFrameRef object
    • methods / The nite::HandTrackerFrameRef object
  • nite$$HandTrackerFrameRef object, methods
    • nite$$HandTrackerFrameRef$$getGestures() method / The nite::HandTrackerFrameRef object
    • nite$$HandTrackerFrameRef$$getHands() method / The nite::HandTrackerFrameRef object
    • nite$$HandTrackerFrameRef$$getDepthFrame() method / The nite::HandTrackerFrameRef object
  • nite$$HandTrackerFrameRef variable / How it works...
  • nite$$HandTracker object / How it works...
  • nite$$HandTracker object, methods
    • nite$HandTracker$$startGestureDetection() method / The nite::HandTracker object
    • nite$$HandTracker$$startHandTracking() method / The nite::HandTracker object
    • nite$$HandTracker$$stopGestureDetection() method / The nite::HandTracker object
    • nite$$HandTracker$$stopHandTracking() method / The nite::HandTracker object
    • nite$$HandTracker$$convertHandCoordinatesToDepth() method / The nite::HandTracker object
    • nite$$HandTracker$$readFrame() method / The nite::HandTracker object
  • nite$$HandTracker variable / How it works...
  • nite$$NiTE$$getVersion() method / The nite::NiTE object
  • nite$$NiTE$$initialize() method / The nite::NiTE object
  • nite$$NiTE$$shutdown() method / The nite::NiTE object
  • nite$$NiTE object
    • about / The nite::NiTE object
  • nite$$NiTE object, methods
    • nite$$NiTE$$initialize() method / The nite::NiTE object
    • nite$$NiTE$$shutdown() method / The nite::NiTE object
    • nite$$NiTE$$getVersion() method / The nite::NiTE object
  • nite$$PoseData$$getType() method / The nite::PoseData object
  • nite$$PoseData$$isEntered() method / The nite::PoseData object
  • nite$$PoseData$$isExited() method / The nite::PoseData object
  • nite$$PoseData$$isHeld() method / The nite::PoseData object
  • nite$$PoseData object
    • methods / The nite::PoseData object
  • nite$$PoseData object, methods
    • nite$$PoseData$$getType() method / The nite::PoseData object
    • nite$$PoseData$$isEntered() method / The nite::PoseData object
    • nite$$PoseData$$isExited() method / The nite::PoseData object
    • nite$$PoseData$$isHeld() method / The nite::PoseData object
  • nite$$Skeleton$$getJoint() method / The nite::Skeleton object
  • nite$$Skeleton$$getState() method / The nite::Skeleton object
  • nite$$SkeletonJoint$$getOrientation() method / The nite::SkeletonJoint object
  • nite$$SkeletonJoint$$getOrientationConfidence() method / The nite::SkeletonJoint object
  • nite$$SkeletonJoint$$getPosition() method / The nite::SkeletonJoint object
  • nite$$SkeletonJoint$$getPositionConfidence() method / The nite::SkeletonJoint object
  • nite$$SkeletonJoint$$getType() method / The nite::SkeletonJoint object
  • nite$$SkeletonJoint object
    • about / The nite::SkeletonJoint object
  • nite$$SkeletonJoint object, methods
    • nite$$SkeletonJoint$$getOrientation() method / The nite::SkeletonJoint object
    • nite$$SkeletonJoint$$getOrientationConfidence() method / The nite::SkeletonJoint object
    • nite$$SkeletonJoint$$getPosition() method / The nite::SkeletonJoint object
    • nite$$SkeletonJoint$$getPositionConfidence() method / The nite::SkeletonJoint object
    • nite$$SkeletonJoint$$getType() method / The nite::SkeletonJoint object
  • nite$$Skeleton object, methods
    • nite$$Skeleton$$getJoint() method / The nite::Skeleton object
    • nite$$Skeleton$$getState() method / The nite::Skeleton object
  • nite$$SkeletonState / The nite::Skeleton object
  • nite$$SKELETON_CALIBRATING / The nite::Skeleton object
  • nite$$SKELETON_CALIBRATION_ERROR_HANDS / The nite::Skeleton object
  • nite$$SKELETON_CALIBRATION_ERROR_HEAD / The nite::Skeleton object
  • nite$$SKELETON_CALIBRATION_ERROR_LEGS / The nite::Skeleton object
  • nite$$SKELETON_CALIBRATION_ERROR_NOT_IN_POSE / The nite::Skeleton object
  • nite$$SKELETON_CALIBRATION_ERROR_TORSO / The nite::Skeleton object
  • nite$$SKELETON_NONE / The nite::Skeleton object
  • nite$$SKELETON_TRACKED / The nite::Skeleton object
  • nite$$UserData$$getBoundingBox() method / The nite::UserData object
  • nite$$UserData$$getCenterOfMass() method / The nite::UserData object
  • nite$$UserData$$getId() method / The nite::UserData object
  • nite$$UserData$$getPose() method / The nite::UserData object
  • nite$$UserData$$getSkeleton() method / The nite::UserData object, How it works...
  • nite$$UserData$$isLost() method / The nite::UserData object
  • nite$$UserData$$isNew() method / The nite::UserData object
  • nite$$UserData$$isVisible() method / The nite::UserData object
  • nite$$UserData object
    • about / The nite::UserData object
    • methods / The nite::UserData object
  • nite$$UserData object, methods
    • nite$$ UserData$$getCenterOfMass() method / The nite::UserData object
    • nite$$UserData$$getBoundingBox() method / The nite::UserData object
    • nite$$UserData$$getId() method / The nite::UserData object
    • nite$$UserData$$isLost() method / The nite::UserData object
    • nite$$UserData$$isNew() method / The nite::UserData object
    • nite$$UserData$$isVisible() method / The nite::UserData object
    • nite$$UserData$$getPose() method / The nite::UserData object
    • nite$$UserData$$getSkeleton() method / The nite::UserData object
  • nite$$UserMap$$getHeight() method / The nite::UserMap object
  • nite$$UserMap$$getPixels() method / The nite::UserMap object
  • nite$$UserMap$$getStride() method / The nite::UserMap object
  • nite$$UserMap$$getWidth() method / The nite::UserMap object
  • nite$$UserMap class, methods
    • nite$$UserMap$$getWidth() method / The nite::UserMap object
    • nite$$UserMap$$getHeight() method / The nite::UserMap object
    • nite$$UserMap$$getPixels() method / The nite::UserMap object
    • nite$$UserMap$$getStride() method / The nite::UserMap object
  • nite$$UserMap object / How it works..., How it works...
  • nite$$UserTracker$$convertJointCoordinatesToDepth() method / How it works...
  • nite$$UserTracker$$readFrame() method / The nite::UserTracker object, The nite::UserTrackerFrameRef object
  • nite$$UserTracker$$startPoseDetection() method / The nite::UserTracker object, How it works...
  • nite$$UserTracker$$startSkeletonTracking() method / The nite::UserTracker object
  • nite$$UserTracker$$stopPoseDetection() method / The nite::UserTracker object
  • nite$$UserTracker$$stopSkeletonTracking() method / The nite::UserTracker object
  • nite$$UserTracker class / Introduction
  • nite$$UserTrackerFrameRef object
    • about / The nite::UserTrackerFrameRef object, How it works...
  • nite$$UserTracker object
    • about / The nite::UserTracker object, The nite::HandTracker object
    • nite$$UserTracker$$readFrame() method / The nite::UserTracker object
    / How it works...
  • nite$$UserTracker object, methods
    • nite$$UserTracker$$startPoseDetection() method / The nite::UserTracker object
    • nite$$UserTracker$$startSkeletonTracking() method / The nite::UserTracker object
    • nite$$UserTracker$$stopPoseDetection() method / The nite::UserTracker object
    • nite$$UserTracker$$stopSkeletonTracking() method / The nite::UserTracker object
  • nite$HandTracker$$startGestureDetection() method / The nite::HandTracker object
  • NIUI
    • about / Introduction to the "Introduction"
  • NiWrapper.Net / Developing applications and games with the Natural Interactive User Interface

O

  • OniDepthPixel / VideoFrameRef object
  • ONI file
    • streams, recording to file / Recording streams to file (ONI file), How to do it..., How it works...
  • Oni file
    • opening / Opening an already recorded file (ONI file) instead of a device, How to do it..., How it works...
  • OniGrayscale16Pixel / VideoFrameRef object
  • OniRGB888Pixel / VideoFrameRef object
  • OniYUV422DoublePixel / VideoFrameRef object
  • OpenGL
    • preparing / Initializing and preparing OpenGL, How to do it..., How it works...
  • OpenNI
    • about / What is OpenNI?, Introduction
    • downloading / Downloading and installing OpenNI, How to do it...
    • installing / How to do it..., How it works...
  • openni$$CameraSettings$$getExposure() method / There's more...
  • openni$$CameraSettings$$getGain() method / There's more...
  • openni$$CameraSettings$$setAutoExposureEnabled() method / How it works...
  • openni$$CameraSettings$$setAutoWhiteBalanceEnabled() method / How it works...
  • openni$$CameraSettings$$setExposure() method / There's more...
  • openni$$CameraSettings$$setGain() method / There's more...
  • openni$$CameraSettings object
    • about / The openni::CameraSettings object
  • openni$$CoordinateConverter class
    • about / The openni::CoordinateConverter class
    / Converting the depth unit to millimetre, Retrieving the color of the nearest point without depth over color registration
  • openni$$Device$$getImageRegistrationMode() method / How it works...
  • openni$$Device$$hasSensor() method / How it works...
  • openni$$Device$$open() method / Selecting a specific device for accessing depth stream
  • openni$$DeviceInfo.getName() method / How it works...
  • openni$$DeviceInfo.getUri() method / How it works...
  • openni$$DeviceInfo.getUsbProductId() method / How it works...
  • openni$$DeviceInfo.getUsbVendorId() method / How it works...
  • openni$$DeviceInfo.getVendor() method / How it works...
  • openni$$Device object
    • about / The openni::Device object
  • openni$$OpenNI$$addDeviceConnectedListener() method / How it works...
  • openni$$OpenNI$$addDeviceDisconnectedListener() method / How it works...
  • openni$$OpenNI$$enumerateDevices() method / How it works...
  • openni$$OpenNI$$getExtendedError() / How it works...
  • openni$$OpenNI$$getVersion() method / How it works...
  • openni$$OpenNI$$initialize() method / How it works..., How it works..., How it works..., The nite::NiTE object
  • openni$$OpenNI$$initilize() / Enumerating a list of connected devices
  • openni$$OpenNI$$waitForAnyStream() / Back to the OpenNI object again
  • openni$$OpenNI class / How it works..., How it works...
  • openni$$OpenNI object / Back to the OpenNI object again
  • openni$$PixelFormat$$PIXEL_FORMAT_DEPTH_1_MM / How it works...
  • openni$$PixelFormat$$PIXEL_FORMAT_DEPTH_100_UM / How it works...
  • openni$$PixelFormat$$PIXEL_FORMAT_GRAY8 / How it works...
  • openni$$PixelFormat$$PIXEL_FORMAT_GRAY16 / How it works...
  • openni$$PixelFormat$$PIXEL_FORMAT_JPEG / How it works...
  • openni$$PixelFormat$$PIXEL_FORMAT_RGB888 / How it works...
  • openni$$PixelFormat$$PIXEL_FORMAT_SHIFT_9_2 / How it works...
  • openni$$PixelFormat$$PIXEL_FORMAT_SHIFT_9_3 / How it works...
  • openni$$PixelFormat$$PIXEL_FORMAT_YUV422 / How it works...
  • openni$$PixelFormat$$PIXEL_FORMAT_YUYV / How it works...
  • openni$$PlaybackControl$$seek() method / How it works...
  • openni$$Recorder$$attach() method / How it works...
  • openni$$Recorder$$create() method / How it works...
  • openni$$Recorder class / Recording streams to file (ONI file)
  • openni$$SensorInfo$$getSupportedVideoModes() method / How it works...
  • openni$$SensorInfo object / How it works...
  • openni$$Status / Defining a method for displaying error message
    • about / Possible values of openni::Status
  • openni$$Status$$STATUS_BAD_PARAMETER / Possible values of openni::Status
  • openni$$Status$$STATUS_ERROR / Possible values of openni::Status
  • openni$$Status$$STATUS_NOT_IMPLEMENTED / Possible values of openni::Status
  • openni$$Status$$STATUS_NOT_SUPPORTED / Possible values of openni::Status
  • openni$$Status$$STATUS_NO_DEVICE / Possible values of openni::Status
  • openni$$Status$$STATUS_OK / Possible values of openni::Status
  • openni$$Status$$STATUS_OUT_OF_FLOW / Possible values of openni::Status
  • openni$$Status datatype / OpenNI class and error handling
  • openni$$VideoFrameRef / VideoFrameRef object
  • openni$$VideoFrameRef$$getDataSize() method / VideoFrameRef object
  • openni$$VideoFrameRef$$getFrameIndex() method / VideoFrameRef object
  • openni$$VideoFrameRef$$getHeight() method / VideoFrameRef object
  • openni$$VideoFrameRef$$getSensorType() method / VideoFrameRef object
  • openni$$VideoFrameRef$$getStrideInBytes() method / VideoFrameRef object
  • openni$$VideoFrameRef$$getTimestamp() method / VideoFrameRef object
  • openni$$VideoFrameRef$$getVideoMode() method / VideoFrameRef object
  • openni$$VideoFrameRef$$getWidth() method / VideoFrameRef object
  • openni$$VideoFrameRef object / How it works...
  • openni$$VideoFrameRef variable / VideoFrameRef object
  • openni$$VideoStream / How it works...
    • TopicnreadFrame() method / VideoFrameRef object
  • openni$$VideoStream$$readFrame() method / How it works...
  • openni$$VideoStream$$setMirroringEnabled() method / How it works...
  • openni$$VideoStream.getCameraSettings() method / How it works...
  • openni$$VideoStream class / VideoFrameRef object
  • openni$$VideoStream method / How it works..., Cropping and mirroring frames right from the buffer
  • openni$$VideoStream object / VideoFrameRef object, The openni::CameraSettings object
    • about / The openni::VideoStream object
  • openni$$VideoStream objects / How it works...
  • OpenNI class
    • about / OpenNI class and error handling, How to do it..., How it works...
  • OpenNI object
    • about / The OpenNI object, The device object

P

  • pixel formats
    • openni$$PixelFormat$$PIXEL_FORMAT_DEPTH_1_MM / Pixel formats
    • openni$$PixelFormat$$PIXEL_FORMAT_DEPTH_100_UM / Pixel formats
    • openni$$PixelFormat$$PIXEL_FORMAT_SHIFT_9_2 / Pixel formats
    • openni$$PixelFormat$$PIXEL_FORMAT_SHIFT_9_3 / Pixel formats
    • openni$$PixelFormat$$PIXEL_FORMAT_RGB888 / Pixel formats
    • openni$$PixelFormat$$PIXEL_FORMAT_YUV422 / Pixel formats
    • openni$$PixelFormat$$PIXEL_FORMAT_GRAY8 / Pixel formats
    • openni$$PixelFormat$$PIXEL_FORMAT_GRAY16 / Pixel formats
    • openni$$PixelFormat$$PIXEL_FORMAT_JPEG / Pixel formats
    • openni$$PixelFormat$$PIXEL_FORMAT_YUYV / Pixel formats
    • unsigned char / VideoFrameRef object
    • OniDepthPixel / VideoFrameRef object
    • OniRGB888Pixel / VideoFrameRef object
    • OniGrayscale16Pixel / VideoFrameRef object
    • OniYUV422DoublePixel / VideoFrameRef object
  • playback options
    • changing / There's more...
  • playControl object / How it works...
  • player
    • controlling, while file opening / Controlling the player when opening a device from file, How to do it..., How it works...
  • POINTFLOAT variable / How it works...
  • PongBall$$angle / How it works...
  • PongBall$$location / How it works...
  • PongBall$$speed / How it works...
  • pong game
    • designing, skeleton tracking used / Designing a simple pong game using skeleton tracking
  • PrimeSense sensors
    • connecting, steps for / How to do it..., How it works...
  • printf() function / How it works..., How it works...
  • Product IDs
    • list / List of known Product IDs and Vendor IDs at the time of writing of this book
  • project
    • creating, in Visual Studio 2010 / Creating a project in Visual Studio 2010, Getting ready, How to do it..., How it works..., There's more...
  • PSI pose / Detecting a user's pose
  • push
    • about / How it works...

R

  • RBI (Reality based interaction)
    • about / Introduction to the "Introduction"
  • ReadLastCharOfLine() function / How it works..., How it works..., How to do it..., How it works..., How it works..., How it works..., How it works...
  • ReadLastCharOfLine() method / How it works..., How it works..., How it works..., How it works...
  • ReadLastCharOfLine variable / How it works...
  • RGB stream / There's more...

S

  • selectedSensor variable / How it works...
  • sensorType argument / How it works...
  • SetActiveSensor function / How it works...
  • skeleton tracking
    • about / Compared to skeleton tracking
    • used, for designing pong game / Designing a simple pong game using skeleton tracking, How it works...
  • Structured-light 3D scanning
    • about / Motion-capture devices and the technologies behind them

T

  • TipTep Skeletonizer
    • URL / What is NiTE?

U

  • unsigned char / VideoFrameRef object
  • user
    • pose, detecting / Detecting a user's pose, How to do it..., How it works...
    • skeleton joints, getting / Getting a user's skeleton joints and displaying their position in the depth map, How to do it..., How it works...
    • position, displaying in depth map / Getting ready, How to do it..., How it works...
  • user ID
    • finding, for hand ID / Finding the related user ID for each hand ID, How it works...
  • userId variable / How it works...
  • users
    • active users, list / Getting a list of all the active users, How to do it..., How it works...
    • bounding box, reading / Reading users' bounding boxes and center of mass, Getting ready, How it works..., There's more...
  • users data
    • event-based reading / Event-based reading of users' data, How it works...
  • users pixel
    • in depth map, identifying / Identifying and coloring users' pixels in depth map, How to do it..., How it works...
    • in depth map, coloring / Identifying and coloring users' pixels in depth map, How to do it..., How it works...
  • UserTracker / Compared to skeleton tracking
  • uTracker variable / How it works...

V

  • Vendor IDs
    • list / List of known Product IDs and Vendor IDs at the time of writing of this book
  • video modes
    • supported video modes for depth stream, retrieving / Retrieving a list of supported video modes for depth stream, How to do it..., How it works...
  • VideoStream$$setCropping() method / How it works...
  • VideoStream object
    • about / The VideoStream object
    • paused state / VideoStream paused state
  • video streams
    • accessing / Accessing video streams (depth/IR/RGB) and configuring them, How to do it..., How it works...
  • Visual Studio 2010
    • project, creating in / Creating a project in Visual Studio 2010, Getting ready, How to do it..., How it works..., There's more...
    • configuring, to use OpenGPL / Configuring Visual Studio 2010 to use OpenGL, How to do it..., How it works...
  • Visual Studio 2010 Express Edition
    • URL, for downloading / Getting ready
    • URL, for installing / Getting ready
  • Visual Studio 2010 Ultimate Edition / Getting ready
  • vSlam
    • about / Motion-capture devices and the technologies behind them
    • URL / Motion-capture devices and the technologies behind them

W

  • Wave Gesture / Recognizing predefined hand gestures
  • while loop / Event-based reading of hands' data
  • Windows SDK
    • URL, for downloading / Getting ready
  • window_h variable / How it works...
  • window_w variable / How it works...
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