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SDK OverviewDr David BrownMicrosoft Technology Centre
AgendaInstalling and Using the Kinect SensorSetting up your Development EnvironmentCamera FundamentalsWorking with Depth DataSkeletal Tracking FundamentalsAudio Fundamentals
HardwareComputer with a dual-core 2.66-GHz or faster processor2GB RAMWindows 7-compatible graphics card that supports DirectX 9.0c
Kinect Sensor 3D DEPTH SENSORSRGB CAMERAMOTORIZED TILTMULTI-ARRAY MIC
Development EnvironmentMicrosoft Visual Studio 2010 Express or other Visual Studio 2010 edition .NET Framework 4.0SDK, http://research.microsoft.com/kinectsdkDirectX SamplesMicrosoft DirectX® SDK - June 2010 or later versionCurrent runtime for Microsoft DirectX® 9Speech SamplesMicrosoft Speech Platform Runtime, version 10.2 (x86 edition)Microsoft Kinect Speech Platform (US-English version)Microsoft Speech Platform - Software Development Kit, version 10.2 (x86 edition)
Image API
Demo
Depth ImageArray of bytes (ImageFrame.Image.Bits)Left to right, top to bottomRepresents distance for pixel in mm (850 to 4,000mm)0 means unknownShadows, low reflectivity, and high reflectivity among the few reasonsPlayer Index0, No player1, Skeleton 02, Skeleton 1
Depth Data2 bytes per pixel (16 bits)Depth (Distance per pixel)Bitshiftsecond byte by 8Distance (0,0) = (int)(Bits[0] | Bits[1] << 8);DepthAndPlayer Index (Includes Player index)Bitshift by 3 first byte (player index), 5 second byteDistance (0,0) =(int)(Bits[0] >> 3 | Bits[1] << 5);
Demo
Skeleton API
Skeleton Data
Joint DataMaximum two players tracked at onceSix player proposalsEach player with set of joints<x, y, z> in metersTracking stateTrackedInferredOccluded, clipped, or low confidence jointsNot trackedRare, but your code must check for this state
Demo
Audio ProcessingFour microphone arraywith hardware-basedaudio processingMultichannel echo cancellation (MEC)Sound position trackingOther digital signal processing (noise suppression and reduction)
Audio API
Speech RecognitionGrammar – What we are listening forCode – GrammarBuilder, ChoicesSpeech Recognition Grammar Specification (SRGS)C:\Program Files (x86)\Microsoft Speech Platform SDK\Samples\Sample Grammars\Set AutomaticGainControl = false
Demo
SamplesNUISkeletal viewer, C++, C#Shape Game Demo, C#AudioRaw capture, C++Audio filtering, C++Echo cancellation, C++Recording, C#Speech, C#
ResourcesSDK, http://research.microsoft.com/kinectsdkChannel 9 quick-starts, http://channel9.msdn.com/series/KinectSDKQuickstarts/Coding4Fun gallery & blog, http://channel9.msdn.com/coding4fun/kinect
Kinect for Windows SDK Dr David Brown
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Kinect for Windows SDK Dr David Brown

  • 1. SDK OverviewDr David BrownMicrosoft Technology Centre
  • 2. AgendaInstalling and Using the Kinect SensorSetting up your Development EnvironmentCamera FundamentalsWorking with Depth DataSkeletal Tracking FundamentalsAudio Fundamentals
  • 3. HardwareComputer with a dual-core 2.66-GHz or faster processor2GB RAMWindows 7-compatible graphics card that supports DirectX 9.0c
  • 4. Kinect Sensor 3D DEPTH SENSORSRGB CAMERAMOTORIZED TILTMULTI-ARRAY MIC
  • 5. Development EnvironmentMicrosoft Visual Studio 2010 Express or other Visual Studio 2010 edition .NET Framework 4.0SDK, http://research.microsoft.com/kinectsdkDirectX SamplesMicrosoft DirectX® SDK - June 2010 or later versionCurrent runtime for Microsoft DirectX® 9Speech SamplesMicrosoft Speech Platform Runtime, version 10.2 (x86 edition)Microsoft Kinect Speech Platform (US-English version)Microsoft Speech Platform - Software Development Kit, version 10.2 (x86 edition)
  • 8. Depth ImageArray of bytes (ImageFrame.Image.Bits)Left to right, top to bottomRepresents distance for pixel in mm (850 to 4,000mm)0 means unknownShadows, low reflectivity, and high reflectivity among the few reasonsPlayer Index0, No player1, Skeleton 02, Skeleton 1
  • 9. Depth Data2 bytes per pixel (16 bits)Depth (Distance per pixel)Bitshiftsecond byte by 8Distance (0,0) = (int)(Bits[0] | Bits[1] << 8);DepthAndPlayer Index (Includes Player index)Bitshift by 3 first byte (player index), 5 second byteDistance (0,0) =(int)(Bits[0] >> 3 | Bits[1] << 5);
  • 10. Demo
  • 13. Joint DataMaximum two players tracked at onceSix player proposalsEach player with set of joints<x, y, z> in metersTracking stateTrackedInferredOccluded, clipped, or low confidence jointsNot trackedRare, but your code must check for this state
  • 14. Demo
  • 15. Audio ProcessingFour microphone arraywith hardware-basedaudio processingMultichannel echo cancellation (MEC)Sound position trackingOther digital signal processing (noise suppression and reduction)
  • 17. Speech RecognitionGrammar – What we are listening forCode – GrammarBuilder, ChoicesSpeech Recognition Grammar Specification (SRGS)C:\Program Files (x86)\Microsoft Speech Platform SDK\Samples\Sample Grammars\Set AutomaticGainControl = false
  • 18. Demo
  • 19. SamplesNUISkeletal viewer, C++, C#Shape Game Demo, C#AudioRaw capture, C++Audio filtering, C++Echo cancellation, C++Recording, C#Speech, C#
  • 20. ResourcesSDK, http://research.microsoft.com/kinectsdkChannel 9 quick-starts, http://channel9.msdn.com/series/KinectSDKQuickstarts/Coding4Fun gallery & blog, http://channel9.msdn.com/coding4fun/kinect

Editor's Notes

  • #4: Speech Platform Runtime &amp; SDK must use x86 editionMicrosoft Kinect Speech Platform is the same speech recognition for XBOX.NET 4.0 Windows.Speech namespace can be used but not as up-to-date
  • #5: Colour and depth stream4 to 11.5 feet (1.2 to 3.5 meters) Skeletal tracking4 to 11.5 feet (1.2 to 3.5 meters) Viewing angle43° vertical by 57° horizontal field of viewMechanized tilt range (vertical)±28° Frame rate (depth and colour stream)30 frames per second (FPS)Resolution, depth streamQVGA (320 × 240) Resolution, colour streamVGA (640 × 480) Audio format16-kHz, 16-bit mono pulse code modulation (PCM)Audio input characteristicsA four-microphone array with 24-bit analogue-to-digital converter (ADC) and Kinect-resident signal processing such as echo cancellation and noise suppression
  • #6: Speech Platform Runtime &amp; SDK must use x86 editionMicrosoft Kinect Speech Platform is the same speech recognition (acoustic model) for XBOX.NET 4.0 Windows.Speech namespace can be used but not as up-to-date
  • #8: WPF event-driven RGB &amp; Depth framesCamera tilt
  • #11: WPF event-driven RGB &amp; Depth framesCamera tilt
  • #15: WPF event-driven RGB &amp; Depth framesCamera tilt
  • #19: WPF event-driven RGB &amp; Depth framesCamera tilt
  • #20: Skeletal Viewer (C++ and C#) The Kinect sensor includes two cameras: one delivers depth information and the other delivers color data. The NUI API enables applications to access and manipulate this data. The SkeletalViewer sample uses the NUI API to render data from the Kinect sensor’s cameras as images on the screen. The managed sample uses WPF to render captured images, and the native application uses DirectX.ShapeGame—Creating a Game with Audio and Skeletal Tracking Displays the tracked skeletons of two players together with shapes falling from the sky. Players can control the shapes by moving and speaking commands.Audio Capture Raw (C++) The Kinect sensor’s audio component is a four-element microphone array. The AudioCaptureRaw sample uses the Windows Audio Session API (WASAPI) to capture the raw audio stream from the Kinect sensor’s microphone array and write it to a .wav file.MicArrayEchoCancellation—Acoustic Echo Cancellation, Beam Forming, and Source Localization (C++)The primary way for C++ applications to access the Kinect sensor’s microphone array is through the MSRKinectAudio DirectX Media Object (DMO). The MSRKinectAudio DMO supports all standard microphone array functionality, and adds support for beamforming and source localization. The MicArrayEchoCancellation sample shows how to use the KinectAudio DMO in a DirectShow graph. It uses acoustic echo cancellation to record a high-quality audio stream and beamforming and source localization to determine the selected beam and the direction to the sound source. MFAudioFilter—Media Foundation Audio Filter (C++) Shows how to capture an audio stream from the Kinect sensor’s microphone array by using the MSRKinectAudio DMO in filter mode in a Windows Media Foundation topology.RecordAudio—Recording an Audio Stream and Monitoring Direction (C#) Demonstrates how to capture an audio stream from the Kinect sensor’s microphone array and monitor the currently selected beam and sound source direction.Speech—Recognizing Voice Commands (C#) Demonstrates how to use the Kinect sensor’s microphone array with the Microsoft.Speech API to recognize voice commands