Making Things See 3D Vision with Kinect, Processing, Arduino, and MakerBot

ISBN-10: 1449307078

ISBN-13: 9781449307073

Edition: 2012

Authors: Greg Borenstein

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Welcome to the Vision Revolution. With Microsoft's Kinect leading the way, you can now use 3D computer vision technology to build digital 3D models of people and objects that you can manipulate with gestures and spoken commands. This hands-on guide provides all the technical and conceptual information you need to build cool applications for Kinect, using the Processing programming language and the Arduino microcontroller.Whether you're a student, hobbyist, maker, gamer, or hardware hacker, Making Things See gets you running with several Kinect projects, and gives you the skills and experience you need to build your own fun and creative projects with this magical 3D computer vision technology. Unlock your ability to build interactive applications with Kinect.Learn about face recognition, gait analysis, and depth imagingAnalyze and manipulate point cloudsTrack people with skeletonization and pose detection, and use blob tracking to detect objectsUse gestural interfaces for assistive technologyCreate models for design and fabrication, using 3D scanning technology and a 3D printerDelve into motion tracking for animation and gamesBuild every project in this book with inexpensive off-the-shelf components
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Book details

List price: $41.99
Copyright year: 2012
Publisher: O'Reilly Media, Incorporated
Publication date: 2/6/2012
Binding: Paperback
Pages: 350
Size: 8.00" wide x 10.00" long x 0.75" tall
Weight: 0.968
Language: English

After a decade as a musician, web programmer, and startup founder, Greg Borenstein recently moved to New York to become an artist and teacher. His work explores the use of special effects as an artistic medium. He is fascinated by how special effects techniques cross the boundary between images and the physical objects that make them: miniatures, motion capture, 3D animation, animatronics, and digital fabrication. He is currently a grad student at NYU’s Interactive Telecommunications Program.

What Is the Kinect?
How Does It Work? Where Did It Come From?
Kinect Artists
Working with the Depth Image
Images and Pixels
Project 1: Installing the SimpleOpenNI Processing Library
Project 2: Your First Kinect Program
Project 3: Looking at a Pixel
Converting to Real-Wdrld Distances
Project 4: A Wireless Tape Measure
Project 5: Tracking the Nearest Object
Project 6: Invisible Pencil
Project 7: Minority Report Photos
Working with Point Clouds
What You'll Learn in This Chapter
Welcome to the Third Dimension
Drawing Our First Point Cloud
Making the Point Cloud Move
Viewing the Point Cloud in Color
Making the Point Cloud Interactive
Project 8: Air Drum Kit
Project 9: Virtual Kinect
Working with the Skeleton Data
A Note About Calibration
Stages in the Calibration Process
User Detection
Accessing Joint Positions
Skeleton Anatomy Lesson
Measuring the Distance Between Two Joints
Transferring Orientation in 3D
Background Removal, User Pixels, and the Scene Map
Tracking Without Calibration: Hand Tracking and Center of Mass
Project 10: Exercise Measurement
Project 11: "Stay-in' Alive": Dance Move Triggers MP3
Scanning for Fabrication
Intro to Modelbuilder
Intro to MeshLab
Making a Mesh from the Kinect Data
Looking at Our First Scan
Cleaning Up the Mesh
Looking at Our Corrected Model
Prepping for Printing
Reduce Polygons in MeshLab
Printing Our Model on a MakerBot
Sending Our Model to Shapeways
Conclusion: Comparing Prints
Using the Kinect for Robotics
Forward Kinematics
Inverse Kinematics
Conclusion: What's Next?
Beyond Processing: Other Frameworks and Languages
Topics in 3D Programming to Explore
Ideas for Projects
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