RoomAlive Toolkit Revisited

Been a while since we’ve covered RoomAlive, so when I this this download I thought it a good time to revisit the project…

RoomAlive Toolkit sample calibration files

The RoomAlive Toolkit calibrates multiple projectors and cameras to enable immersive, dynamic projection mapping experiences such as RoomAlive. This download includes sample calibration files which can be used with the RoomAlive Toolkit. The RoomAlive Toolkit itself is hosted at https://github.com/Kinect/RoomAliveToolkit

Project Download URL: https://www.microsoft.com/en-us/download/details.aspx?id=54771&WT.mc_id=rss_alldownloads_all

Kinect/RoomAliveToolkit

The RoomAlive Toolkit calibrates multiple projectors and cameras to enable immersive, dynamic projection mapping experiences such as RoomAlive. It also includes a simple projection mapping sample.

This document has a few things you should know about using the toolkit’s projector/camera calibration, and gives a tutorial on how to calibrate one projector and Kinect sensor (AKA ‘camera’).

Prerequisites

  • Visual Studio 2015 Community Edition (or better)
  • Kinect for Windows v2 SDK

The project uses SharpDX and Math.NET Numerics packages. These will be downloaded and installed automatically via NuGet when RoomAlive Toolkit is built.

The ‘Shaders’ project requires Visual C++. Note that in Visual Studio 2015, Visual C++ is not installed by default. You may be prompted to install the necessary components when building the ‘Shaders’ project of the RoomAlive Toolkit.

Tutorial: Calibrating One Camera and One Projector

We outline the procedure for calibrating one projector and one camera. While one of the main features of RoomAlive Toolkit is support for multiple cameras and multiple projectors, this minimal configuration is a good place to start.

  • Room Setup…
  • KinectServer…
  • ProjectorServer…
  • Configure calibration.xml…
  • Acquire Calibration Images…
  • Run the Calibration…
  • Inspect the Results …

ProjectionMapping Sample

The projection mapping sample included in the RoomAlive Toolkit uses the calibration information. Pass the path of your calibration .xml as a command line argument so that the sample can find it. The main window shows the target rendering used in projection mapping.

In Visual Studio, look at the Settings.settings file under the Properties folder in the ProjectionMappingSample project. There are a few settings that control how the sample runs:

Calibrating Mutiple Cameras and Multiple Projectors

How Does Projection Mapping Work?

Briefly:

  • A ‘user view’ off-screen render is peformed. This is the ‘target’ or ‘desired’ visual the user should see after projection onto a possibly non-flat surface. When rendering 3D virtual objects, this will likely require the user’s head position.
  • A graphics projection matrix is assembled for each projector in the ensemble. This uses the projector intrinsics, and, because the principal point of the projector is most likely not at the center of the projected image, uses an ‘off-center’ or ‘oblique’ style perspective projection matrix.
  • The projector’s projection matrix is combined with calibrated projector and depth camera pose information to create a transformation matrix mapping a 3D point in the coordinate frame of a given depth camera to a 3D point in the projector’s view volume.
  • A second transformation matrix is assembled, mapping a point in a given depth camera’s coordinate system to the user’s view volume. This is used to compute the texture coordinates into the ‘user view’ (above) associated with each 3D depth camera point.
  • Vertex and geometry shaders use the above transformations to render a depth image to transformed vertices and texture coordinates for a given projector and a given depth camera. Essentially, the shaders render the receiving surface of the projected light, with a texture that is calcuated to match the ‘user view’ from the user’s point of view, as projected by the projector.
  • A projector’s final rendering is perfomed by rendering each Kinect depth image using the above shaders. This procedure is performed for all projectors in the ensemble. Note that in this process, the depth images may be updated every frame; this is possible because the calibration and projection mapping process is fundamentally 3D in nature.

More Online Resources

Project Source URL: https://github.com/Kinect/RoomAliveToolkit

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Play Battlefield 1 Free This Weekend Only With Xbox Live Gold

Prepare for the dawn of all-out war. All Xbox Live Gold members on Xbox One can enjoy Battlefield 1 for free this weekend thanks to Xbox Live Gold’s Free Play Days. You’ll be able to deploy at 9:00am PST Friday, March 3 and play until 11:59pm PST Sunday, March 5. During this time, you’ll get to experience the full Battlefield 1 with its intense multiplayer matches and gripping single-player War Stories. You can also take advantage of a special offer during this time when Battlefield 1 will be 50% off, Battlefield 1 Deluxe Edition is 50% and the Battlefield 1 Ultimate… Continue reading Play Battlefield 1 Free This Weekend Only With Xbox Live Gold

New Investments for Xbox Developers and Gamers Kick Off GDC 2017

I love the annual Game Developers Conference in San Francisco. I just love it; the games, the people, the energy – GDC is one of the things that just makes you feel great about being in the game industry. It means so much to me personally, and also professionally as a proud member of Team Xbox.

For the Xbox team, GDC is among the best times to highlight new games – and there are some awesome new titles coming this year to Xbox One and Windows 10 PC through ID@Xbox – and it’s also a great place to catch up with new developers and old friends, listen to their feedback about all corners of Xbox, and also share a few pieces of news we hope fans will enjoy.

We have a few major developments to announce at GDC that bring new opportunities for game creators and awesome updates for players – and here’s how.

Introducing the Xbox Live Creators Program
Xbox is kicking off things this year by announcing the Xbox Live Creators Program, which empowers anyone to rapidly publish Xbox Live-enabled games on Xbox One and Windows 10 PCs, in a totally open way. With the Creators Program, anyone can integrate Xbox Live sign-in, presence, and social features into their UWP games, then publish their game to Xbox One and Windows 10. This means their title can see exposure to every Xbox One owner across the Xbox One family of devices, including Project Scorpio this holiday, as well as hundreds of millions of Windows 10 PCs, and millions of folks using the Xbox app on mobile platforms.

The Creators Program offers a straightforward way for developers to address a huge audience across Windows and Xbox One, with minimal additional development time. An important element is that developers can continue using the tools they’re already using today to create UWP games. Game engines with “out of the box” support for UWP games include Construct 2, MonoGame, Unity, and Xenko. The program works with retail Xbox One consoles, so you won’t need a dev kit to get started. For developers who want access to more Xbox Live capabilities and to gain additional development and marketing support for their game, they can enroll in the ID@Xbox program – even after their game ships.

On Windows 10 PC, games from the Creators Program will be available in the Windows Store. Xbox One offers players a more curated store experience, so games from the Creators Program will appear in a new, distinct Creators games section in the Store. This gives the best of both worlds – the curated store experience console players know and expect, and the opportunities that a totally open store experience offers as well. I’m stoked to see what developers create and offer the Xbox community with the Xbox Live Creators Program!

Starting today, we encourage developers to download and start using the Xbox Live Creators SDK at https://developer.microsoft.com/games/xbox/xboxlive/creator, where they can learn all the details of the program. The Creators Program is currently in preview, so the program will pilot with a select group of developers initially. We will be opening store publishing submissions to all developers soon. Continue reading New Investments for Xbox Developers and Gamers Kick Off GDC 2017

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Join us for the second episode of a two-part Modern Workplace special series on cybersecurity and learn how to help keep your organization more secure from potential security breaches.

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Special Olympics athlete Adewopo Marvellous Adedovin is a born leader

Adewopo Marvellous Adedovin — Marvellous, as he’s known — lives up to his auspicious moniker. The 18-year-old Nigerian athlete won a silver medal in basketball in the 2015 Special Olympics World Summer Games in Los Angeles and will compete in floor hockey in this year’s World Winter Games in Austria. Beyond his athletic talents, Adewopo is known as a natural leader who is widely respected by his teammates and peers. … Read more »

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What’s new in Office 365 administration—new Service health dashboard now generally available

The new Service health dashboard provides admins with an increased level of service health insights. We’re excited to announce that it is now available for all customers. Additional February improvements include a Power BI admin role, a weekly Message Center digest and an improved admin learning center. —Read on to learn more.

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Visio Online—anywhere, anytime access to your diagrams

We’re excited to announce Microsoft Visio Online, which enables users to share and view Visio diagrams in high fidelity from almost any device using their favorite browser. In addition, we’re releasing JavaScript APIs to help developers extend Visio Online capabilities for specific user needs. —Read on to learn more.

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Time to Escape (Again) in The Escapists 2 on Xbox One This Year

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