Monthly Archives: August 2012

Kinect in Windows for Processing 5

This is a more or less finished version of the Kinect for Processing library. It includes the basic skeleton tracking, the RGB image, depth image and a mask image. I shall move the related posts to the research page with more documentation on the data structure and method description. Stay tune.     The sample [...]

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Kinect for Windows in Processing 4

This is the new version of the Kinect for Processing library using the Kinect for Windows 1.5 SDK. In this version, I only implement the skeleton tracking, without the previous RGB image and depth image yet. For all the field, method and constant names, I try to use the same ones as in the SDK. [...]

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Telling 32-bit or 64-bit in Java

Here is a short tip to check whether the current machine (JVM) is running 32 bit or 64 bit in Java and thus Processing.   int arch = Integer.parseInt(System.getProperty("sun.arch.data.model"));   The integer variable arch will give either 32 or 64 depending on the JVM.

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Kinect for Java

I found this Java wrapper Jnet for Eclipse for the Kinect for Windows driver.  

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Kinect for Windows in Processing 3

Finally, the skeleton part of the library is done. In this very experimental version, I extract only one skeleton and store the joints information in an array (size 20) of PVector type in Processing. The tracking state is not implemented yet. I use the z-depth value to indicate if that joint is validly tracked or [...]

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More on GridFlow for Pure Data

Further to the previous post on GridFlow in Pure Data, I include here the installation steps for GridFlow. The Pd Extended package does not include GridFlow. After I download the file from the GridFlow website, I unzip it into the gridflow-9.13 folder. To install, I copy the inside gridflow folder to the following location: /Library/Pd/ [...]

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Kinect for Windows in Processing 2

After the first post of the Kinect for Windows library, this is the second version of the Kinect for Windows in Processing. I modified the pixels array to contain only the colour pixels of players. The rest is painted green as background. In this version, I align the colour and depth pixels in one output [...]

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