This is an old revision of the document!
Kinect Library
The official library for Kinect v2 can be downloaded here: https://www.microsoft.com/en-us/download/details.aspx?id=44561. The library is available for JavaScrip, C# and C++: https://msdn.microsoft.com/en-us/library/dn758675.aspx
A Python package is also available for interacting with the Kinect SDK: https://github.com/Kinect/PyKinect2
C++ Library
Configuration in Microsoft Visual Studio
In order to use the library in your code, you first must configure the project:
- The 'include' path must be set in “Project→Properties→C++→General→Other directories”.
- The 'library' path must be set in “Project→Properties→Linker→General→Other directories”.
- The library name must be set in “Project→Properties→Linker→Entry”. The library name is “kinect20.lib”.
Once the configuration is done, you can start to use the library in your code.
Initializing the Kinect
The first thing to do is to include the corresponding header
#include "kinect.h"
To manage data from kinect you need to create and initialize the IKinectSensor object
IKinectSensor* kinect; HRESULT hr; hr = GetDefaultKinectSensor(&kinect);
If the kinect is correctly initialized, you can now open it and initialize the desired streams as color, depth and skeleton. Note that the coordinate mapper is also initialized. It will be used to map the 3D skeleton to 2D images for display purpose.
hr = kinect->Open(); // Color stream IColorFrameSource* pColorFrameSource = NULL; IColorFrameReader* colorReader = NULL; if (SUCCEEDED(hr)){ hr = kinect->get_ColorFrameSource(&pColorFrameSource); } if (SUCCEEDED(hr)){ hr = pColorFrameSource->OpenReader(&colorReader); } // Depth stream IDepthFrameSource* pDepthFrameSource = NULL; IDepthFrameReader* depthReader = NULL; if (SUCCEEDED(hr)){ hr = kinect->get_DepthFrameSource(&pDepthFrameSource); } if (SUCCEEDED(hr)){ hr = pDepthFrameSource->OpenReader(&depthReader); } // Skeleton stream IBodyFrameSource* pBodyFrameSource = NULL; IBodyFrameReader* bodyReader = NULL; if (SUCCEEDED(hr)){ hr = kinect->get_BodyFrameSource(&pBodyFrameSource); } if (SUCCEEDED(hr)){ hr = pBodyFrameSource->OpenReader(&bodyReader); } // Coordinate Mapper ICoordinateMapper* coordinateMapper; if (SUCCEEDED(hr)){ hr = kinect->get_CoordinateMapper(&coordinateMapper); }
Getting data
For getting the current data captured by the kinect, you need to call the 'AcquireLatestFrame' function for each of the reader.
// Color data IColorFrame* pColorFrame = NULL; hr = colorReader->AcquireLatestFrame(&pColorFrame); // Depth data IDepthFrame* pDepthFrame = NULL; hr = depthReader->AcquireLatestFrame(&pDepthFrame); // Skeleton data IBodyFrame* pBodyFrame = NULL; hr = colorReader->AcquireLatestFrame(&pColorFrame);
Processing data
In your code you may need to process data. Here is an example how to proceed in order to display the frames using OpenCV 2.4.x. OpenCv need to be installed and included in the header. It can be downloaded here: http://opencv.org/downloads.html
Processing and displaying color data
Here we assume that the color frame has been captured in 'pColorFrame'.
cv::Mat tmp; RGBQUAD *pColorBuffer = new RGBQUAD[1920 * 1080]; UINT nColorBufferSize = 0; nColorBufferSize = 1920 * 1080 * sizeof(RGBQUAD); hr = pColorFrame->CopyConvertedFrameDataToArray(nColorBufferSize, reinterpret_cast<BYTE*>(pColorBuffer), ColorImageFormat_Bgra); if (SUCCEEDED(hr)){ tmp = cv::Mat(cv::Size(1920, 1080), CV_8UC4, pColorBuffer, cv::Mat::AUTO_STEP); if (tmp.rows != 0 || tmp.cols != 0){ cv::imshow("Color", tmp); char key = cv::waitKey(10); } } SafeRelease(pColorFrame);
Processing and displaying depth data
Here we assume that the depth frame has been captured in 'pDepthFrame'. In this case, the received data are depth values in milimeter. For display purpose, the conversion in pixel value is needed. This is done using minimum and maximum depth values.
USHORT nDepthMaxDistance = 0; USHORT nDepthMinDistance = 0; if (SUCCEEDED(hr)){ hr = pDepthFrame->get_DepthMaxReliableDistance(&nDepthMaxDistance); } if (SUCCEEDED(hr)){ hr = pDepthFrame->get_DepthMinReliableDistance(&nDepthMinDistance); } cv::Mat depthImg; UINT nBufferSize = 424*512; UINT16* m_Buffer = new UINT16[424 * 512]; RGBQUAD* pixelData = new RGBQUAD[424 * 512]; if (SUCCEEDED(hr)){ hr = pDepthFrame->CopyFrameDataToArray(512 * 424, m_Buffer); for (int j = 0; j < nBufferSize; j=j+1){ USHORT dval = m_Buffer[j]; BYTE intensity = (BYTE)(dval >= nDepthMinDistance && dval <= nDepthMaxDistance ? dval : 0); pixelData[j].rgbBlue = intensity; pixelData[j].rgbRed = intensity; pixelData[j].rgbGreen = intensity; } depthImg = cv::Mat(cv::Size(512, 424), CV_8UC4, pixelData, cv::Mat::AUTO_STEP); cv::imshow("Depth", depthImg); key = cv::waitKey(10); } SafeRelease(pDepthFrame); delete(m_Buffer); delete(pixelData);
Processing and displaying skeleton data
Here we assume that the skeleton frame has been captured in 'pBodyFrame'. For better clarity, two external functions are employed for drawing the skeleton ('drawSkeleton' and 'drawLine').
cv::namedWindow("Skeleton"); cv::Mat skeletonFrame(424, 512, CV_8UC3, cv::Scalar(0, 0, 0)); IBody* ppBodies[BODY_COUNT] = { 0 }; if (SUCCEEDED(hr)){ hr = pBodyFrame->GetAndRefreshBodyData(_countof(ppBodies), ppBodies); } if (SUCCEEDED(hr)){ for (int i = 0; i < BODY_COUNT; i=i+1){ IBody* pBody = ppBodies[i]; if (pBody){ BOOLEAN tracked; hr = pBody->get_IsTracked(&tracked); if (SUCCEEDED(hr) && tracked){ Joint joints[JointType_Count]; hr = pBody->GetJoints(_countof(joints), joints); if (SUCCEEDED(hr)){ for (int j = 0; j < _countof(joints); j=j+1){ const CameraSpacePoint position3D = joints[j].Position; DepthSpacePoint position2D; coordinateMapper->MapCameraPointToDepthSpace(position3D, &position2D); cv::circle(skeletonFrame, cv::Point(position2D.X, position2D.Y), 5, cv::Scalar(255, 255, 255), -1); } drawSkeleton(skeletonFrame, joints, coordinateMapper); } } } } } cv::imshow("Skeleton", skeletonFrame); key = cv::waitKey(10); for (int i = 0; i < _countof(ppBodies); i=i+1){ SafeRelease(ppBodies[i]); } SafeRelease(pBodyFrame);
The two external functions are
void drawLine(cv::Mat src, Joint j1, Joint j2, ICoordinateMapper* mapper){ if (j1.TrackingState > 1 && j2.TrackingState > 1){ const CameraSpacePoint position3D1 = j1.Position; DepthSpacePoint position2D1; mapper->MapCameraPointToDepthSpace(position3D1, &position2D1); const CameraSpacePoint position3D2 = j2.Position; DepthSpacePoint position2D2; mapper->MapCameraPointToDepthSpace(position3D2, &position2D2); cv::line(src, cv::Point(position2D1.X, position2D1.Y), cv::Point(position2D2.X, position2D2.Y), cv::Scalar(255, 255, 255), 5); } } void drawSkeleton(cv::Mat src, Joint joints[JointType_Count], ICoordinateMapper* mapper){ drawLine(src, joints[0], joints[1], mapper); drawLine(src, joints[1], joints[2], mapper); drawLine(src, joints[2], joints[3], mapper); drawLine(src, joints[2], joints[4], mapper); drawLine(src, joints[4], joints[5], mapper); drawLine(src, joints[5], joints[6], mapper); drawLine(src, joints[6], joints[7], mapper); drawLine(src, joints[2], joints[8], mapper); drawLine(src, joints[8], joints[9], mapper); drawLine(src, joints[9], joints[10], mapper); drawLine(src, joints[10], joints[11], mapper); drawLine(src, joints[0], joints[12], mapper); drawLine(src, joints[12], joints[13], mapper); drawLine(src, joints[13], joints[14], mapper); drawLine(src, joints[14], joints[15], mapper); drawLine(src, joints[0], joints[16], mapper); drawLine(src, joints[16], joints[17], mapper); drawLine(src, joints[17], joints[18], mapper); drawLine(src, joints[18], joints[19], mapper); }
Safe Release
Note that each frame is safely released after being processed. This is done using the following function
// Safe release for interfaces template<class Interface> inline void SafeRelease(Interface *& pInterfaceToRelease){ if (pInterfaceToRelease != NULL){ pInterfaceToRelease->Release(); pInterfaceToRelease = NULL; } }
Closing the Kinect
At the end of the code, we correctly close the kinect sensor
kinect->Close();
Python package
A python package is available in order to use the kinect SDK in python. It can be downloaded here: https://github.com/Kinect/PyKinect2
Initialisation
You need to initialize the kinect with the desired sources.
from pykinect2 import PyKinectV2 from pykinect2.PyKinectV2 import * from pykinect2 import PyKinectRuntime kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Depth | PyKinectV2.FrameSourceTypes_Body)
Getting data
Color data
if kinect.has_new_color_frame(): frame = kinect.get_last_color_frame()
Depth data
if kinect.has_new_depth_frame(): frameD = kinect.get_last_depth_frame()
Skeleton data
if kinect.has_new_body_frame(): bodies= kinect.get_last_color_frame()
Processing data
Here is some examples how to proceed data in order to display it using pygame.
screen = pygame.display.set_mode((self._infoObject.current_w >> 1, self._infoObject.current_h >> 1), pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)