Augmented reality with Kinect [[electronic resource] ] : develop your own hands-free and attractive augmented reality applications with Microsoft Kinect / / Rui Wang |
Autore | Wang Rui (Software engineer) |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (122 p.) |
Collana | Community experience distilled |
Soggetto topico |
Kinect (Microcontroller) - Programming
Multimodal user interfaces (Computer systems) |
ISBN | 1-84969-439-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910779861603321 |
Wang Rui (Software engineer)
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Birmingham, : Packt Pub., 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Augmented reality with Kinect : develop your own hands-free and attractive augmented reality applications with Microsoft Kinect / / Rui Wang |
Autore | Wang Rui (Software engineer) |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (122 p.) |
Disciplina | 006 |
Collana | Community experience distilled |
Soggetto topico |
Kinect (Microcontroller) - Programming
Multimodal user interfaces (Computer systems) |
ISBN | 1-84969-439-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Augmented Reality with Kinect -- Table of Contents -- Augmented Reality with Kinect -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Errata -- Piracy -- Questions -- 1. Getting Started with Kinect -- Installation of Kinect -- Setting up your Kinect software on PCs -- Why did I do that? -- The idea of the AR-based Fruit Ninja game -- Summary -- 2. Creating Your First Program -- Preparing the development environment -- Building the Visual Studio project -- Starting the device -- Initializing and using Kinect in C++ -- Understanding the code -- Additional information -- Summary -- 3. Rendering the Player -- Choosing image stream types -- Obtaining color and depth images -- Drawing color and depth as textures -- Understanding the code -- An incorrect way to combine depth and color -- A traditional way for background subtraction -- Understanding the code -- Aligning color with depth -- Generating a color image from depth -- Understanding the code -- Additional information -- Using a green screen with Kinect -- Making a magic photographer -- Understanding the code -- Additional information -- Summary -- 4. Skeletal Motion and Face Tracking -- Understanding skeletal mapping -- Obtaining joint positions -- Drawing the skeleton -- Understanding the code -- Drawing the linetrails following the hands -- Drawing the path for specified joints -- Understanding the code -- Face tracking in Kinect -- Detecting a face from the camera -- Detecting and drawing the face rectangle -- Understanding the code -- Constructing the face model.
Drawing the parametric face model -- Understanding the code -- Summary -- 5. Designing a Touchable User Interface -- Multitouch systems -- Locating the cursors -- Drawing cursors from two hands -- Understanding the code -- Additional information -- Common touching gestures -- Recognizing holding and swiping gestures -- Drawing cursors using two hands -- Understanding the code -- Additional information -- Sending cursors to external applications -- Emulating Windows mouse with cursors -- Understanding the code -- Summary -- 6. Implementing the Scene and Gameplay -- Integrating the current code -- Integrating existing elements in a scene -- Understanding the code -- Cutting the fruits -- Adding and handling fruit objects -- Understanding the code -- Playing the game -- Adding simple game logic -- Understanding the code -- Additional information -- Summary -- A. Where to Go from Here -- libfreenect - the pioneer of Kinect middleware -- OpenNI - a complete and powerful Kinect middleware -- Free and open source resources -- Commercial products using Kinect -- Index. |
Record Nr. | UNINA-9910819178103321 |
Wang Rui (Software engineer)
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Birmingham, : Packt Pub., 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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OpenSceneGraph 3.0 [[electronic resource] ] : beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines / / Rui Wang, Xuelei Qian |
Autore | Wang Rui (Software engineer) |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Open Source, 2010 |
Descrizione fisica | 1 online resource (412 p.) |
Disciplina |
005.3
006.6 006.6869 |
Altri autori (Persone) | QianXuelei |
Soggetto topico |
Application program interfaces (Computer software)
Virtual reality - Computer programs Three-dimensional display systems Computer graphics |
ISBN |
1-282-94775-3
9786612947759 1-84951-283-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard
Time for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node Time for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects Storing array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes Time for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures Time for action - analyzing the Cessna structure |
Record Nr. | UNINA-9910785402803321 |
Wang Rui (Software engineer)
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Birmingham, U.K., : Packt Open Source, 2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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OpenSceneGraph 3.0 : beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines / / Rui Wang, Xuelei Qian |
Autore | Wang Rui (Software engineer) |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Open Source, 2010 |
Descrizione fisica | 1 online resource (412 p.) |
Disciplina |
005.3
006.6 006.6869 |
Altri autori (Persone) | QianXuelei |
Soggetto topico |
Application program interfaces (Computer software)
Virtual reality - Computer programs Three-dimensional display systems Computer graphics |
ISBN |
1-282-94775-3
9786612947759 1-84951-283-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard
Time for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node Time for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects Storing array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes Time for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures Time for action - analyzing the Cessna structure |
Altri titoli varianti | Open Scene Graph 3.0 |
Record Nr. | UNINA-9910814483303321 |
Wang Rui (Software engineer)
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Birmingham, U.K., : Packt Open Source, 2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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