====== Kinect ====== Die Kinect ist eine Hardware zur Steuerung der Xbox360. Mit ihr lassen sich besonders gut Tiefen-Informationen eines Raumes gewinnen und die Bewegungen eines Menschen im Raum messen. Sie misst den Abstand von Oberflächen zur Kamera an vielen verschiedenen Orten im Sichtfeld und erzeugt so eine Art Tiefen-Video, in dem die Farbe eine Pixels dem Abstand zur Kamera in mm entspricht. Zusätzlich erkennt sie Personen im Blickfeld und gibt eine Liste von Gelenkpositionen "Joint coordinates" in mm aus. ===== Installation ===== ==== Windows ==== Um die unter Windows für Processing einzurichten,müsst ihr folgende Installationen durchführen: - Processing - Download [[https://processing.org/download/|Processing 2.0]] oder aktueller - Geht in das Menü: Sketch -> Import Library -> Add Library - Installiert "SimpleOpenNI" - Kinect SDK - Download [[http://go.microsoft.com/fwlink/?LinkId=275588|Kinect SDK]] - Installer starten Es kann sein das ihr zusätzlich noch die .NET Frameworks installieren müsst, aber darauf macht euch der Kinect SDK installier aufmerksam. Nach erfolgreicher Installation sollte die Kinect im Gerätemanager auftauchen. ===== Nützliche Beispiele ===== Die SimpleOnenNI Library kommt mit einigen Beispielen, die euch eine Idee davon vermitteln, wie ihr Daten aus der Kinekt in euer Programm bekommt. === Skelettkoordinaten === Wenn Ihr hauptsächlich an der Position eines vor der Kinekt stehenden Menschen interessiert seid, schaut euch mal das Beispiel **//Contributed Libraries/SimpleOpenNI/User//** an. In der Funktion drawSkeleton(int userId) gibt es den Abschnitt // to get the 3d joint data PVector jointPos = new PVector(); context.getJointPositionSkeleton(userId,SimpleOpenNI.SKEL_NECK,jointPos); println(jointPos) der die Position des Kopfes einer erkannten Person ausgibt. ---- ===== Zusätzliches Spektakel ===== ==== Kinect Physics Tutorial for Processing ==== Auf der Website [[http://www.creativeapplications.net/processing/kinect-physics-tutorial-for-processing/|http://www.creativeapplications.net]] findet ihr ein spektakuläres Tutorial zur Kinect. Da seit erstellen des Tutorials neue Versionen der SimpleOpenNI und Processing erschienen sind, solltet ihr den SourceCode aus unserem Wiki verwenden. Der Code von "creativeApplications" funktioniert leider nicht mehr. Außerdem benötigt ihr einige weiter Bibliotheken unter Processing um den Code ausführen zu können. Die Installation erfolgt analog zu der von SimpleOpenNI. Geh in das Menü: Sketch -> Import Library -> Add Library * Installiert "v3ga blob detection" * Installiert "Toxiclibs" * Installiert "PBox2D" ==== UserPixel ==== Zunächst schauen wir uns eine einfache Möglichkeit an, eine Person vom Rest der Umgebung zu isolieren: [[http://www.creativeapplications.net/wp-content/uploads/2012/09/AmnonOwed-KinectPhysics-01.png|{{http://www.creativeapplications.net/wp-content/uploads/2012/09/AmnonOwed-KinectPhysics-01.png}}]] // UserPixel Basic Example by Corvin Jaedicke (15.08.13) import processing.opengl.*; import SimpleOpenNI.*; SimpleOpenNI kinect; PImage userImage; int userID; int[] userMap; int[] user; PImage rgbImage; void setup() { size(640, 480, OPENGL); kinect = new SimpleOpenNI(this); kinect.enableDepth(); kinect.enableUser(); } void draw() { background(0); kinect.update(); // if we have detected any users if (kinect.getNumberOfUsers() > 0) { // find out which pixels have users in them user=kinect.userMap(); userMap = kinect.userImage().pixels; // populate the pixels array // from the sketch's current contents loadPixels(); for (int i = 0; i < userMap.length; i++) { // if the current pixel is on a user if (user[i] > 0) { // make it green pixels[i] = color(0,0,255); } } // display the changed pixel array updatePixels(); } } void onNewUser(int uID) { userID = uID; println("tracking"); } ==== KinectPhysics ==== [[http://www.creativeapplications.net/wp-content/uploads/2012/09/AmnonOwed-KinectPhysics-06.png|{{http://www.creativeapplications.net/wp-content/uploads/2012/09/AmnonOwed-KinectPhysics-06.png}}]] // Kinect Physics Example by Amnon Owed (15/09/12) modified by Corvin Jaedicke (15.10.13) // import libraries import processing.opengl.*; // opengl import SimpleOpenNI.*; // kinect import blobDetection.*; // blobs import toxi.geom.*; // toxiclibs shapes and vectors import toxi.processing.*; // toxiclibs display import pbox2d.*; // shiffman's jbox2d helper library import org.jbox2d.collision.shapes.*; // jbox2d import org.jbox2d.common.*; // jbox2d import org.jbox2d.dynamics.*; // jbox2d // declare SimpleOpenNI object SimpleOpenNI context; // declare BlobDetection object BlobDetection theBlobDetection; // ToxiclibsSupport for displaying polygons ToxiclibsSupport gfx; // declare custom PolygonBlob object (see class for more info) PolygonBlob poly; // PImage to hold incoming imagery and smaller one for blob detection PImage cam, blobs; int[] user; // the kinect's dimensions to be used later on for calculations int kinectWidth = 640; int kinectHeight = 480; // to center and rescale from 640x480 to higher custom resolutions float reScale; // background and blob color color bgColor, blobColor; // three color palettes (artifact from me storing many interesting color palettes as strings in an external data file ;-) String[] palettes = { "-1117720,-13683658,-8410437,-9998215,-1849945,-5517090,-4250587,-14178341,-5804972,-3498634", "-67879,-9633503,-8858441,-144382,-4996094,-16604779,-588031", "-1978728,-724510,-15131349,-13932461,-4741770,-9232823,-3195858,-8989771,-2850983,-10314372" }; color[] colorPalette; // the main PBox2D object in which all the physics-based stuff is happening PBox2D box2d; // list to hold all the custom shapes (circles, polygons) ArrayList polygons = new ArrayList(); void setup() { // it's possible to customize this, for example 1920x1080 size(1280, 720, OPENGL); context = new SimpleOpenNI(this); // initialize SimpleOpenNI object if(context.isInit() == false) { // if context.enableScene() returns false // then the Kinect is not working correctly // make sure the green light is blinking println("Kinect not connected!"); exit(); } else { // mirror the image to be more intuitive context.enableDepth(); context.enableUser(); context.setMirror(true); // calculate the reScale value // currently it's rescaled to fill the complete width (cuts of top-bottom) // it's also possible to fill the complete height (leaves empty sides) reScale = (float) width / kinectWidth; // create a smaller blob image for speed and efficiency blobs = createImage(kinectWidth/3, kinectHeight/3, RGB); // initialize blob detection object to the blob image dimensions theBlobDetection = new BlobDetection(blobs.width, blobs.height); theBlobDetection.setThreshold(0.3); // initialize ToxiclibsSupport object gfx = new ToxiclibsSupport(this); // setup box2d, create world, set gravity box2d = new PBox2D(this); box2d.createWorld(); box2d.setGravity(0, -20); // set random colors (background, blob) setRandomColors(1); } } void draw() { background(bgColor); // update the SimpleOpenNI object context.update(); //if (context.getNumberOfUsers() > 0) { // find out which pixels have users in them user = context.userMap(); cam = context.userImage(); // populate the pixels array // from the sketch's current contents //loadPixels(); for (int i = 0; i < cam.pixels.length; i++) { // if the current pixel is on a user if (user[i] > 0) { // make it green cam.pixels[i] = color(0,0,255); }else{ cam.pixels[i] = color(0,0,0); } } // display the changed pixel array // updatePixels(); //} // put the image into a PImage // cam = context.userImage(); // copy the image into the smaller blob image blobs.copy(cam, 0, 0, cam.width, cam.height, 0, 0, blobs.width, blobs.height); // blur the blob image blobs.filter(BLUR, 1); // detect the blobs theBlobDetection.computeBlobs(blobs.pixels); // initialize a new polygon poly = new PolygonBlob(); // create the polygon from the blobs (custom functionality, see class) poly.createPolygon(); // create the box2d body from the polygon poly.createBody(); // update and draw everything (see method) updateAndDrawBox2D(); // destroy the person's body (important!) poly.destroyBody(); // set the colors randomly every 240th frame setRandomColors(240); } void updateAndDrawBox2D() { // if frameRate is sufficient, add a polygon and a circle with a random radius if (frameRate >10) { polygons.add(new CustomShape(kinectWidth/2, -50, -1)); polygons.add(new CustomShape(kinectWidth/2, -50, random(2.5, 20))); } // take one step in the box2d physics world box2d.step(); // center and reScale from Kinect to custom dimensions translate(0, (height-kinectHeight*reScale)/2); scale(reScale); // display the person's polygon noStroke(); fill(blobColor); gfx.polygon2D(poly); // display all the shapes (circles, polygons) // go backwards to allow removal of shapes for (int i=polygons.size()-1; i>=0; i--) { CustomShape cs = polygons.get(i); // if the shape is off-screen remove it (see class for more info) if (cs.done()) { polygons.remove(i); // otherwise update (keep shape outside person) and display (circle or polygon) } else { cs.update(); cs.display(); } } } // sets the colors every nth frame void setRandomColors(int nthFrame) { if (frameCount % nthFrame == 0) { // turn a palette into a series of strings String[] paletteStrings = split(palettes[int(random(palettes.length))], ","); // turn strings into colors colorPalette = new color[paletteStrings.length]; for (int i=0; i Die CustomShape Klasse // usually one would probably make a generic Shape class and subclass different types (circle, polygon), but that // would mean at least 3 instead of 1 class, so for this tutorial it's a combi-class CustomShape for all types of shapes // to save some space and keep the code as concise as possible I took a few shortcuts to prevent repeating the same code class CustomShape { // to hold the box2d body Body body; // to hold the Toxiclibs polygon shape Polygon2D toxiPoly; // custom color for each shape color col; // radius (also used to distinguish between circles and polygons in this combi-class float r; CustomShape(float x, float y, float r) { this.r = r; // create a body (polygon or circle based on the r) makeBody(x, y); // get a random color col = getRandomColor(); } void makeBody(float x, float y) { // define a dynamic body positioned at xy in box2d world coordinates, // create it and set the initial values for this box2d body's speed and angle BodyDef bd = new BodyDef(); bd.type = BodyType.DYNAMIC; bd.position.set(box2d.coordPixelsToWorld(new Vec2(x, y))); body = box2d.createBody(bd); body.setLinearVelocity(new Vec2(random(-8, 8), random(2, 8))); body.setAngularVelocity(random(-5, 5)); // depending on the r this combi-code creates either a box2d polygon or a circle if (r == -1) { // box2d polygon shape PolygonShape sd = new PolygonShape(); // toxiclibs polygon creator (triangle, square, etc) toxiPoly = new Circle(random(5, 20)).toPolygon2D(int(random(3, 6))); // place the toxiclibs polygon's vertices into a vec2d array Vec2[] vertices = new Vec2[toxiPoly.getNumPoints()]; for (int i=0; i height; if (offscreen) { box2d.destroyBody(body); return true; } return false; } } Die PolygonBlob Klasse // an extended polygon class quite similar to the earlier PolygonBlob class (but extending Toxiclibs' Polygon2D class instead) // The main difference is that this one is able to create (and destroy) a box2d body from it's own shape import java.util.Collections; class PolygonBlob extends Polygon2D { // to hold the box2d body Body body; // the createPolygon() method is nearly identical to the one presented earlier // see the Kinect Flow Example for a more detailed description of this method (again, feel free to improve it) void createPolygon() { ArrayList> contours = new ArrayList>(); int selectedContour = 0; int selectedPoint = 0; // create contours from blobs for (int n=0 ; n 100) { ArrayList contour = new ArrayList(); for (int m=0; m 15 || dp > 15) { if (contour.size() > 0) { contour.add(new PVector(eB.x*kinectWidth, eB.y*kinectHeight)); contours.add(contour); contour = new ArrayList(); } else { contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight)); } } else { contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight)); } } } } } while (contours.size() > 0) { // find next contour float distance = 999999999; if (getNumPoints() > 0) { Vec2D vecLastPoint = vertices.get(getNumPoints()-1); PVector lastPoint = new PVector(vecLastPoint.x, vecLastPoint.y); for (int i=0; i c = contours.get(i); PVector fp = c.get(0); PVector lp = c.get(c.size()-1); if (fp.dist(lastPoint) < distance) { distance = fp.dist(lastPoint); selectedContour = i; selectedPoint = 0; } if (lp.dist(lastPoint) < distance) { distance = lp.dist(lastPoint); selectedContour = i; selectedPoint = 1; } } } else { PVector closestPoint = new PVector(width, height); for (int i=0; i c = contours.get(i); PVector fp = c.get(0); PVector lp = c.get(c.size()-1); if (fp.y > kinectHeight-5 && fp.x < closestPoint.x) { closestPoint = fp; selectedContour = i; selectedPoint = 0; } if (lp.y > kinectHeight-5 && lp.x < closestPoint.y) { closestPoint = lp; selectedContour = i; selectedPoint = 1; } } } // add contour to polygon ArrayList contour = contours.get(selectedContour); if (selectedPoint > 0) { Collections.reverse(contour); } for (PVector p : contour) { add(new Vec2D(p.x, p.y)); } contours.remove(selectedContour); } } // creates a shape-deflecting physics chain in the box2d world from this polygon void createBody() { // for stability the body is always created (and later destroyed) BodyDef bd = new BodyDef(); body = box2d.createBody(bd); // if there are more than 0 points (aka a person on screen)... if (getNumPoints() > 0) { // create a vec2d array of vertices in box2d world coordinates from this polygon Vec2[] verts = new Vec2[getNumPoints()]; for (int i=0; i ==== KinectFlow ==== [[http://www.creativeapplications.net/wp-content/uploads/2012/09/AmnonOwed-KinectPhysics-04.png|{{http://www.creativeapplications.net/wp-content/uploads/2012/09/AmnonOwed-KinectPhysics-04.png}}]] // Kinect Flow Example by Amnon Owed (15/09/12) modified by Corvin Jaedicke (15.10.13) // import libraries import processing.opengl.*; // opengl import SimpleOpenNI.*; // kinect import blobDetection.*; // blobs // this is a regular java import so we can use and extend the polygon class (see PolygonBlob) import java.awt.Polygon; // declare SimpleOpenNI object SimpleOpenNI context; // declare BlobDetection object BlobDetection theBlobDetection; // declare custom PolygonBlob object (see class for more info) PolygonBlob poly = new PolygonBlob(); // PImage to hold incoming imagery and smaller one for blob detection PImage cam, blobs; int[] user; // the kinect's dimensions to be used later on for calculations int kinectWidth = 640; int kinectHeight = 480; // to center and rescale from 640x480 to higher custom resolutions float reScale; // background color color bgColor; // three color palettes (artifact from me storing many interesting color palettes as strings in an external data file ;-) String[] palettes = { "-1117720,-13683658,-8410437,-9998215,-1849945,-5517090,-4250587,-14178341,-5804972,-3498634", "-67879,-9633503,-8858441,-144382,-4996094,-16604779,-588031", "-16711663,-13888933,-9029017,-5213092,-1787063,-11375744,-2167516,-15713402,-5389468,-2064585" }; // an array called flow of 2250 Particle objects (see Particle class) Particle[] flow = new Particle[2000]; // global variables to influence the movement of all particles float globalX, globalY; void setup() { // it's possible to customize this, for example 1920x1080 size(1280, 720, OPENGL); // initialize SimpleOpenNI object context = new SimpleOpenNI(this); if(context.isInit() == false) { // if context.enableScene() returns false // then the Kinect is not working correctly // make sure the green light is blinking println("Kinect not connected!"); exit(); return; } else { // mirror the image to be more intuitive context.enableDepth(); context.enableUser(); context.setMirror(true); // calculate the reScale value // currently it's rescaled to fill the complete width (cuts of top-bottom) // it's also possible to fill the complete height (leaves empty sides) reScale = (float) width / kinectWidth; // create a smaller blob image for speed and efficiency blobs = createImage(kinectWidth/3, kinectHeight/3, RGB); // initialize blob detection object to the blob image dimensions theBlobDetection = new BlobDetection(blobs.width, blobs.height); theBlobDetection.setThreshold(0.2); setupFlowfield(); } } void draw() { // fading background noStroke(); fill(bgColor, 65); rect(0, 0, width, height); // update the SimpleOpenNI object context.update(); // put the image into a PImage user = context.userMap(); cam = context.userImage(); // populate the pixels array // from the sketch's current contents //loadPixels(); for (int i = 0; i < cam.pixels.length; i++) { // if the current pixel is on a user if (user[i] > 0) { // make it green cam.pixels[i] = color(0,0,255); }else{ cam.pixels[i] = color(0,0,0); } } // copy the image into the smaller blob imag blobs.copy(cam, 0, 0, cam.width, cam.height, 0, 0, blobs.width, blobs.height); // blur the blob image blobs.filter(BLUR); // detect the blobs theBlobDetection.computeBlobs(blobs.pixels); // clear the polygon (original functionality) poly.reset(); // create the polygon from the blobs (custom functionality, see class) poly.createPolygon(); drawFlowfield(); } void setupFlowfield() { // set stroke weight (for particle display) to 2.5 strokeWeight(2.5); // initialize all particles in the flow for(int i=0; i Die Particle Klasse // a basic noise-based moving particle class Particle { // unique id, (previous) position, speed float id, x, y, xp, yp, s, d; color col; // color Particle(float id) { this.id = id; s = random(2, 6); // speed } void updateAndDisplay() { // let it flow, end with a new x and y position id += 0.01; d = (noise(id, x/globalY, y/globalY)-0.5)*globalX; x += cos(radians(d))*s; y += sin(radians(d))*s; // constrain to boundaries if (x<-10) x=xp=kinectWidth+10; if (x>kinectWidth+10) x=xp=-10; if (y<-10) y=yp=kinectHeight+10; if (y>kinectHeight+10) y=yp=-10; // if there is a polygon (more than 0 points) if (poly.npoints > 0) { // if this particle is outside the polygon if (!poly.contains(x, y)) { // while it is outside the polygon while(!poly.contains(x, y)) { // randomize x and y x = random(kinectWidth); y = random(kinectHeight); } // set previous x and y, to this x and y xp=x; yp=y; } } // individual particle color stroke(col); // line from previous to current position line(xp, yp, x, y); // set previous to current position xp=x; yp=y; } } Die PolygonBlob Klasse // an extended polygon class with my own customized createPolygon() method (feel free to improve!) import java.util.Collections; class PolygonBlob extends Polygon { // took me some time to make this method fully self-sufficient // now it works quite well in creating a correct polygon from a person's blob // of course many thanks to v3ga, because the library already does a lot of the work void createPolygon() { // an arrayList... of arrayLists... of PVectors // the arrayLists of PVectors are basically the person's contours (almost but not completely in a polygon-correct order) ArrayList> contours = new ArrayList>(); // helpful variables to keep track of the selected contour and point (start/end point) int selectedContour = 0; int selectedPoint = 0; // create contours from blobs // go over all the detected blobs for (int n=0 ; n 100) { // create a new contour arrayList of PVectors ArrayList contour = new ArrayList(); // go over all the edges in the blob for (int m=0; m 15 || dp > 15) { // if the current contour size is bigger than zero if (contour.size() > 0) { // add final point contour.add(new PVector(eB.x*kinectWidth, eB.y*kinectHeight)); // add current contour to the arrayList contours.add(contour); // start a new contour arrayList contour = new ArrayList(); // if the current contour size is 0 (aka it's a new list) } else { // add the point to the list contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight)); } // if both distance are smaller than 15 (aka the points are close) } else { // add the point to the list contour.add(new PVector(eA.x*kinectWidth, eA.y*kinectHeight)); } } } } } // at this point in the code we have a list of contours (aka an arrayList of arrayLists of PVectors) // now we need to sort those contours into a correct polygon. To do this we need two things: // 1. The correct order of contours // 2. The correct direction of each contour // as long as there are contours left... while (contours.size() > 0) { // find next contour float distance = 999999999; // if there are already points in the polygon if (npoints > 0) { // use the polygon's last point as a starting point PVector lastPoint = new PVector(xpoints[npoints-1], ypoints[npoints-1]); // go over all contours for (int i=0; i c = contours.get(i); // get the contour's first point PVector fp = c.get(0); // get the contour's last point PVector lp = c.get(c.size()-1); // if the distance between the current contour's first point and the polygon's last point is smaller than distance if (fp.dist(lastPoint) < distance) { // set distance to this distance distance = fp.dist(lastPoint); // set this as the selected contour selectedContour = i; // set selectedPoint to 0 (which signals first point) selectedPoint = 0; } // if the distance between the current contour's last point and the polygon's last point is smaller than distance if (lp.dist(lastPoint) < distance) { // set distance to this distance distance = lp.dist(lastPoint); // set this as the selected contour selectedContour = i; // set selectedPoint to 1 (which signals last point) selectedPoint = 1; } } // if the polygon is still empty } else { // use a starting point in the lower-right PVector closestPoint = new PVector(width, height); // go over all contours for (int i=0; i c = contours.get(i); // get the contour's first point PVector fp = c.get(0); // get the contour's last point PVector lp = c.get(c.size()-1); // if the first point is in the lowest 5 pixels of the (kinect) screen and more to the left than the current closestPoint if (fp.y > kinectHeight-5 && fp.x < closestPoint.x) { // set closestPoint to first point closestPoint = fp; // set this as the selected contour selectedContour = i; // set selectedPoint to 0 (which signals first point) selectedPoint = 0; } // if the last point is in the lowest 5 pixels of the (kinect) screen and more to the left than the current closestPoint if (lp.y > kinectHeight-5 && lp.x < closestPoint.y) { // set closestPoint to last point closestPoint = lp; // set this as the selected contour selectedContour = i; // set selectedPoint to 1 (which signals last point) selectedPoint = 1; } } } // add contour to polygon ArrayList contour = contours.get(selectedContour); // if selectedPoint is bigger than zero (aka last point) then reverse the arrayList of points if (selectedPoint > 0) { Collections.reverse(contour); } // add all the points in the contour to the polygon for (PVector p : contour) { addPoint(int(p.x), int(p.y)); } // remove this contour from the list of contours contours.remove(selectedContour); // the while loop above makes all of this code loop until the number of contours is zero // at that time all the points in all the contours have been added to the polygon... in the correct order (hopefully) } } }