Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Kinect for Windows SDK Programming Guide

You're reading from   Kinect for Windows SDK Programming Guide

Arrow left icon
Product type Paperback
Published in Dec 2012
Publisher Packt
ISBN-13 9781849692380
Length 392 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Abhijit Jana Abhijit Jana
Author Profile Icon Abhijit Jana
Abhijit Jana
Arrow right icon
View More author details
Toc

Table of Contents (19) Chapters Close

Kinect for Windows SDK Programming Guide
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. Understanding the Kinect Device 2. Getting Started FREE CHAPTER 3. Starting to Build Kinect Applications 4. Getting the Most out of Kinect Camera 5. The Depth Data – Making Things Happen 6. Human Skeleton Tracking 7. Using Kinect's Microphone Array 8. Speech Recognition 9. Building Gesture-controlled Applications 10. Developing Applications Using Multiple Kinects 11. Putting Things Together Index

Understanding the Kinect image stream


An image stream is nothing but a succession of still image frames. Kinect can deliver the still image frame within a range of 12 to 30 frames per second (fps). The frame rate can change as per the requested type and resolution. The SDK supports two types of image stream formats:

  • Color image stream

  • Depth image stream

Different streams are transferred in different pipelines, which you must enable along with the type of data that you want from the sensor. The type of image frames depend on input parameters such as the frame resolution, image type, and frame rate. Based on your inputs, the sensor will initialize the stream channel for data transfer. If you are not specifying anything, the SDK will pick up the default image type and resolution defined in the SDK for that particular channel.

Note

The image frames are stored into a buffer before they are used by the application. If there is any delay in reading the buffer data and rendering it as images, the buffer...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image