Getting Started with Kinect, Setup, Depth, Player Index
- Posted: Aug 02, 2011 at 6:00 AM
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We've not highlighted a Getting Started guide in a bit and since this one comes in three courses, it's like your getting a three for one deal, free! Another point s that it's good to get different perspectives, different viewpoints on getting started and using the Kinect SDK for Windows. We're all trying to figure out the easiest and "best" way to use it, more inputs, more views, more fun...
That and I've got a soft place in my heart for WinForms... ![]()
Getting started with Microsoft Kinect SDK
The Microsoft official SDK for Kinect is easy to use. Basically you download it, plug the Kinect into a free USB socket and start programming. You can create applications in C#, VB or any .NET language including C++. Its only disadvantage is that it has a non-commercial license which means you cannot use it to make any profit or even use it at all within a profit making organization. If all you want to do is explore the Kinect or have some fun then this is no big problem.
You also need to be running Windows 7 which is perhaps a bigger restriction.
As well as being easy to use the new SDK is also significantly more powerful than what you can find as open source - it has an improved body tracker and it supports the Kinect's sound hardware.
In this article we look at how easy it is to start writing software using C#.
Getting started with Microsoft Kinect SDK - Depth
How to use the raw depth data that the Kinect provides to display and analyze a scene and create a live histogram of depth.
This is the second installment of a series on getting started with the Kinect SDK. In this part we look at the basic use of the depth camera.
Getting started with Microsoft Kinect SDK - Player index
This is the third installment of a series on getting started with the Kinect SDK. In Part 1 we covered the initial steps of how to power your Kinect, downloading and installing the SDK, and using the video camera, Part 2 we looked working with the raw depth data in this part we work with some processed data - the player index.
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Now all you need to do is to use a cascading character brush for each depth plane and you can be in the Matrix!
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