depth

How to align kinect's depth image with color image

匿名 (未验证) 提交于 2019-12-03 02:47:02
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: The image produced by the color and depth sensor on the Kinect are slightly out of alignment. How can I transform them to make them line up? 回答1: The key to this is the call to 'Runtime.NuiCamera.GetColorPixelCoordinatesFromDepthPixel' Here is an extension method for the Runtime class. It returns a WriteableBitmap object. This WriteableBitmap is automatically updated as new frames come in. So the usage of it is really simple: kinect = new Runtime(); kinect.Initialize(RuntimeOptions.UseColor | RuntimeOptions.UseSkeletalTracking |

cakephp array results [maximum depth reached]

匿名 (未验证) 提交于 2019-12-03 02:29:01
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: i have two models. Teacher and Subject joined by HABTM defined both ways. A teacher can teach many subjects and a subject can be taught by many teachers.my join table is subjects_teachers and have fields id,teacher_id and subject_id. Fetching Teacher data from its model, i expect all teachers and their respective subjects , Fetching Subject data from its model i expect to also see the teachers teaching that particular subject problem on both instances, the associated model returns the correct number of records but the data is absent. i see

WebGL Depth Texture all white?

匿名 (未验证) 提交于 2019-12-03 02:29:01
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: I'm using the WEBGL_depth_texture in chrome to render a scene to a framebuffer with a color and depth texture. When I display my color texture works fine, but my depthtexture is all white. Shouldn't it be like gray? my draw texture function: this.drawTexture = function() { //gl.viewport(0, 0, this.canvas.width, this.canvas.height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.bindBuffer(gl.ARRAY_BUFFER, this.vertBuffer); gl.vertexAttribPointer(this.VertexPosition, 2, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, this

Why kinect color and depth won't align correctly?

匿名 (未验证) 提交于 2019-12-03 02:06:01
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 由 翻译 强力驱动 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 long story short, I ended up writing a

How to upload 32 bit image to server-side pixmap

匿名 (未验证) 提交于 2019-12-03 01:59:02
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 由 翻译 强力驱动 问题: I'm trying to create server-side RGBA pixmap from client-side buffer. CreatePixmap & CreateImage work ok for 32 and 24 bit, but XPutImage result in Match Error returned by server X Error of failed request : BadMatch ( invalid parameter attributes ) Major opcode of failed request : 72 ( X_PutImage ) Serial number of failed request : 8 Current serial number in output stream : 8 server does support 32 bit pixmaps (xdpyinfo output: https://gist.github.com/2582961 ). Same behaviour on ubuntu 12.04 (X.Org version: 1.11.3) and OSX with X

python: OpenCV depth of image unsupported (CV_64F)

匿名 (未验证) 提交于 2019-12-03 01:46:01
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: So, I'm trying to show a binary picture with only black and white using this code: import cv2 import numpy as np x_img = cv2.imread("lenac.tif") x_img_g = cv2.cvtColor(x_img, cv2.COLOR_BGR2GRAY) y = x_img_g > 128 cv2.imshow("", y*1.0) cv2.waitKey(0) cv2.destroyAllWindows() But I'm getting this error: >Traceback (most recent call last): File "ex5.py", line 11, in <module> cv2.imshow("", y*1.0) cv2.error: OpenCV(4.0.0) c:\projects\opencv- python\opencv\modules\imgproc\src\color.hpp:261: error: (-2:Unspecified error) >in function '__cdecl cv:

Depth First Iterative deepening algorithm returning no results (in java)

匿名 (未验证) 提交于 2019-12-03 01:46:01
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: I have a search algorithm that is supposed to parse the entire tree, find all results that could match a search query, and return them all as a list. I realize this isn't quite the point of the algorithm, but I'm doing this as a test with breadth first and depth first searches to see what is fastest by timing them. The other two searches work as intended, but when I enter the same search information as my goal for the DFID search i get an empty list. So I know my data is right, just something in the algorithm is wrong and I can't figure out

OpenGL depth problem

匿名 (未验证) 提交于 2019-12-03 01:22:02
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: I'm having problem with rendering depth in OpenGL Following code is a simple example of code in which problem occurs. It renders 2 trapezoids in same place, and one of them rotates. But the rotating one is always displayed on top, even though it should go behind the first trapezoid while rotating. I guess I messed up something with initializing OpenGL. Also while searching through stackoverflow i found a post where someone suggested to execute following code and see the output. int depth; glGetIntegerv(GL_DEPTH_BITS, &depth); printf("%i bits

Access maximum template depth at compile?

匿名 (未验证) 提交于 2019-12-03 00:59:01
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: In a certain compilation I need to play around with the option -ftemplate-depth=N that specifies the maximum template recursion. Is it possible to access the value of the maximum template depth from the program? I am interested in gcc or clang . $ c++ -ftemplate-depth=128 main.cpp #include<iostream> int main(){ std::cout << MAX_TEMPLATE_RECURSION << std::endl; // hypothetical name } 文章来源: Access maximum template depth at compile?

Logarithmic Depth Buffer + Orthographic Camera

匿名 (未验证) 提交于 2019-12-03 00:52:01
可以将文章内容翻译成中文,广告屏蔽插件可能会导致该功能失效(如失效,请关闭广告屏蔽插件后再试): 问题: I'm trying to use the Logarithmic Depth Buffer with an Orthographic camera, and encountering some interesting results. I've constructed a sample here: http://jsfiddle.net/TheJim01/05up96m0/ The renderer on the left (the red knot) uses a standard linear depth buffer ( 1 to 1000 ). Selecting Perspective or Orthographic will re-render the scene with the selected camera type, and both appear to work as expected. The renderer on the right (the green knot) uses a logarithmic depth buffer ( 1e-6 to 1e27 ). As with the left sample, selecting a