Last week, I focussed on fixing the Kinect and started obtaining Point Cloud Data. This week I have obtained a continuous PCD using the SCENECT software. The SCENECT software is fairly easy to use and …
More mirror stuff
Implemented mirrors with reflections about arbitrary planes at arbitrary distances from the origin. The math runs something like this: Let R be the Reflection matrix (see Essential Maths for Games, pg152), then the combined matrix …
VRPN Zspace
Last week I was focused on making a function that would allow track the orientation of the stylus with position matrix. But while digging through the ZSpace SDK I noticed that VRPN supports ZSpace. This …
ReKinStruct- PCD: Check
After a bit of an initial struggle to set the Kinect up with the laptop, I have finally obtained Point Cloud Data. Yes, it is Alienware. Yes, I got my hands on the beast. So, the …
ReKinStruct: Installing PCL, OpenNI and other Kinect Dependencies on Windows (Tutorial)
Since I couldn’t find a simple and direct tutorial on the internet that helps compiling PCL, OpenNI and its related dependencies on a Windows machine, here goes one. Before this begins, a few clarifications. Why …
Week of 3/3/14
(Sorry for the late post – I’ve been having VPN issues with my laptop) Copper Taffeta: I finally got a good result on my taffeta etching! I perfected the salt/vinegar ratio and applied the vaseline …
Mirrors in VizHome
Started exporting/importing data about mirrors from SCENE into the VizHome viewer. Currently all surfaces with mirrors are manually preprocessed (to get rid of the false mirror points), so adding a few steps to this process …
ReKinStruct : Apple to Alienware
I mentioned in my last post that I was having some trouble with getting KinFu running on my laptop. My Macbook Pro came with an Intel graphics card while KinFu (and most graphics intense applications) …
Splatting vs PointSprites
Low-resolution normals Normals and their respective point radius are now stored as 8-bit signed chars and converted to floats when uploaded to the GPU. This seems to faster than storing everything as floats and it …
Continuing stylus integration & key mapping
For this week I would like to focus on a couple of things. The first being getting the rotation fixed with the stylus. I found some c++ code for converting a rotational matrix into a …