depth

Save Kinect depth image in Matlab?

♀尐吖头ヾ 提交于 2019-12-04 06:44:09
By using Kinect, I can get depth image in which each depth image pixel store the distance(in millimeter) between camera and object. Now I want to save them so that I can use later. What is the best recommendation? I am thinking to save the depth image as an image (jpg/png, etc). However, the value is usually from 50 mm to 10000 mm while the normal image element can store from 0-255. Then I will need to scale the data to range 0-255 and that may exploit the data somehow. You can use any format like tiff or png that supports 16 bit grayscale images, since your data will fit in a 16 bit (2^16-1

scrapy 爬虫中间件 deepth深度

≡放荡痞女 提交于 2019-12-04 03:39:45
源码 class DepthMiddleware(object): def __init__(self, maxdepth, stats, verbose_stats=False, prio=1): self.maxdepth = maxdepth self.stats = stats self.verbose_stats = verbose_stats self.prio = prio @classmethod def from_crawler(cls, crawler): settings = crawler.settings maxdepth = settings.getint('DEPTH_LIMIT') verbose = settings.getbool('DEPTH_STATS_VERBOSE') prio = settings.getint('DEPTH_PRIORITY') return cls(maxdepth, crawler.stats, verbose, prio) def process_spider_output(self, response, result, spider): def _filter(request): if isinstance(request, Request): depth = response.meta['depth'] +

How to copy depth buffer to a texture on the GPU?

不问归期 提交于 2019-12-04 02:34:51
I want to get the current depth buffer to a texture, to access it in a shader. For various reasons I can't do a separate depth pass, but would need to copy the already-rendered depth. glReadPixels would involve the CPU and potentially kill performance, and as far as I know glBlitFramebuffer can't blit depth-to-color, only depth-to-depth. How to do this on the GPU? The modern way of doing this would be to use a FBO. Attach a color and depth texture to it, render, then disable the FBO and use the textures as inputs to a shader that will render to the default framebuffer. All the details you need

Convert 16-bit-depth CvMat* to 8-bit-depth

老子叫甜甜 提交于 2019-12-04 02:18:23
I'm working with Kinect and OpenCV. I already search in this forum but I didn't find anything like my problem. I keep the raw depth data from Kinect (16 bit), I store it in a CvMat* and then I pass it to the cvGetImage to create an IplImage* from it: CvMat* depthMetersMat = cvCreateMat( 480, 640, CV_16UC1 ); [...] cvGetImage(depthMetersMat,temp); But now I need to work on this image in order to do cvThreshdold and find contours. These 2 functions need an 8-bit-depth-image in input. How can I convert the CvMat* depthMetersMat in an 8-bit-depth-CvMat* ? The answer that @SSteve gave almost did

Microsoft Kinect SDK Depth calibration

萝らか妹 提交于 2019-12-03 22:44:36
问题 I am working on a 3D model reconstruction application with Kinect sensor. I use Microsoft SDK to get depth data, I want to calculate the location of each point in the real-world. I have read several articles about it and I have implemented several depth-calibration methods but all of them do not work in my application. the closest calibration was http://openkinect.org/wiki/Imaging_Information but my result in Meshlab was not acceptable. I calculate depth value by this method: private double

Kinect: How to get the skeleton data from some depth data( geting from kinect but i modified some place)

霸气de小男生 提交于 2019-12-03 21:03:51
问题 I could get the depth frame from my Kinect and then modify data in the frame. Now I want to use the modified depth frame to get the skeleton data. How can I do it? 回答1: well, I find there's no way to do this with microsoft kinect sdks. Now, I find its ok to use OpenNI, an open sourse API by Primesense. 来源: https://stackoverflow.com/questions/12155062/kinect-how-to-get-the-skeleton-data-from-some-depth-data-geting-from-kinect-bu

Android: Save Bitmap object as a bmp (1bpp) file format

一曲冷凌霜 提交于 2019-12-03 21:01:07
Based on this question asked by @ben75: Android : save a Bitmap to bmp file format My question now is: How can I have a BMP image with the depth of 1 bit per pixel (Black & White)? Answering my own question... After some tough search all over the web I realized I had to create 2 things: a bitmap black and white - and did that using the approach of making all 0's for colors below 128 and 255's for the rest, like this (this is C# code, as I'm using Xamarin to code my app): private void ConvertArgbToOneColor (Bitmap bmpOriginal, int width, int height){ int pixel; int k = 0; int B=0,G=0,R=0; try{

Why kinect color and depth won't align correctly?

徘徊边缘 提交于 2019-12-03 19:36:34
问题 I've been working on this problem for quite some time and am at the end of my creativity, so hopefully someone else can help point me in the right direction. I've been working with the Kinect and attempting to capture data to MATLAB. Fortunately there's quite a few ways of doing so (I'm currently using http://www.mathworks.com/matlabcentral/fileexchange/30242-kinect-matlab). When I attempted to project the captured data to 3D, my traditional methods gave poor reconstruction results. To cut a

What is the maximum depth of HTML documents in practice?

↘锁芯ラ 提交于 2019-12-03 14:55:06
问题 I want to allow embedding of HTML but avoid DoS due to deeply nested HTML documents that crash some browsers. I'd like to be able to accommodate 99.9% of documents, but reject those that nest too deeply. Two closely related question: What document depth limits are built into browsers? E.g. browser X fails to parse or does not build documents with depth > some limit. Are document depth statistics for documents available on the web? Is there a site with web statistics that explains that some

AS3 - At exactly 23 empty alpha channels, images below stop drawing

坚强是说给别人听的谎言 提交于 2019-12-03 08:37:37
I noticed, while trying to draw large numbers of circles, that occasionally, there would be some kind of visual bug where some circles wouldn't draw properly. Well, I narrowed it down, and have noticed that if there is 23 or more objects with 00 for an alpha value on the same spot, then the objects below don't draw. It appears to be on a pixel-by-pixel basis, since parts of the image still draw. Originally, this problem was noticed with a class that inherited Sprite. It was confirmed to also be a problem with Sprites, and now Bitmaps, too. If anyone can find a lower-level class than Bitmap