3D Scanner With Kinect
MINH NGUYEN
08/2013
Kinect sensor
3D Scanning & Reconstruction with Kinect
Depth Frame
A depth frame = array of pixels
640 px
480px
13 bits = depth 3 bits = player
1 pixel = 16 bits
Color Frame
• A color frame: Array
of color pixels
640 px
480px
Blue
1 color pixel = 32 bits
Green Red
8 bits
Kinect Space & Real World Space
Sensor direction
z
y
x
• Right-handed coordinate system
North direction
y
z
x
Upward
Kinect skeleton coordinate system Real world coordinate system
Depth Frame To Point Cloud
• Pixel(x, y)  Point (x1, y1, z, color)
– Map pixel (x, y) to (x1, y1) in Kinect space.
– Z = depth at pixel (x, y)
– Color = map to color frame to get color at pixel (x,
y)
Spatial sensor
• Rotate by counter clockwise in Real World coordinate system
North direction
y
z
x
Upward
Yaw = Rotate about Z axis
Roll = Rotate about X axis
Pitch = Rotate about Y axis
Kinect To RealWorld
• Point (X, Y, Z) in Kinect = Point (X?, Y?, Z?) in Real World ?
• Need the real world origin (anchor point) !
• Algorithm: Transform = Rotate + Translate
• Step 1: Rotate to bring current Kinect coordinate system back to normal Kinect position:
• Rotate about X a ‘roll degree’ to get roll to zero
• Rotate about Z a ‘-pitch degree’ o get pitch to zero
• Rotate about Y a ‘-yaw degree’ to get yaw to zero
• Step 2: Rotate Kinect coordinate system to Real world coordinate system :
• Rotate about X ‘90 degree’ to bring Z upward
• Rotate about Z ‘180 degree’ to bring Y to North
• Step 3: Translate to anchor point
IMPORTANT:
The order of the rotation: (Roll -> Pitch -> Yaw) # (Yaw -> Pitch -> Roll)
Detect Anchor Point
• Image processing to recognize tennis ball
 Ball (x, y) in color frame
• Ball (x, y)  Ball In Kinect (x1, y1, z)
– Map color frame to depth frame to get (x1, y1)
– Z = depth value at (x1, y1)
• Kinect in Ball ?
– Rotate to real world
– Inverse sign
3D Model Construction
y
z
x
z
y
x
P(x, y, z)
Kinect Origin
Real World Origin
Attitude (0, 0, 0)
Ball in Kinect (0.1, 0. 0.3)
P in Kinect (0, 0, 0.2)
P in Real World (0.1, -0.1, 0)
Attitude (40, 0, 0)
Ball in Kinect (0.1, 0, 0.25)
P in Kinect (-0.1, 0, 0.3)
P in Real World (?, ?, ?)

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3D Scanning & Reconstruction with Kinect

  • 1. 3D Scanner With Kinect MINH NGUYEN 08/2013
  • 4. Depth Frame A depth frame = array of pixels 640 px 480px 13 bits = depth 3 bits = player 1 pixel = 16 bits
  • 5. Color Frame • A color frame: Array of color pixels 640 px 480px Blue 1 color pixel = 32 bits Green Red 8 bits
  • 6. Kinect Space & Real World Space Sensor direction z y x • Right-handed coordinate system North direction y z x Upward Kinect skeleton coordinate system Real world coordinate system
  • 7. Depth Frame To Point Cloud • Pixel(x, y)  Point (x1, y1, z, color) – Map pixel (x, y) to (x1, y1) in Kinect space. – Z = depth at pixel (x, y) – Color = map to color frame to get color at pixel (x, y)
  • 8. Spatial sensor • Rotate by counter clockwise in Real World coordinate system North direction y z x Upward Yaw = Rotate about Z axis Roll = Rotate about X axis Pitch = Rotate about Y axis
  • 9. Kinect To RealWorld • Point (X, Y, Z) in Kinect = Point (X?, Y?, Z?) in Real World ? • Need the real world origin (anchor point) ! • Algorithm: Transform = Rotate + Translate • Step 1: Rotate to bring current Kinect coordinate system back to normal Kinect position: • Rotate about X a ‘roll degree’ to get roll to zero • Rotate about Z a ‘-pitch degree’ o get pitch to zero • Rotate about Y a ‘-yaw degree’ to get yaw to zero • Step 2: Rotate Kinect coordinate system to Real world coordinate system : • Rotate about X ‘90 degree’ to bring Z upward • Rotate about Z ‘180 degree’ to bring Y to North • Step 3: Translate to anchor point IMPORTANT: The order of the rotation: (Roll -> Pitch -> Yaw) # (Yaw -> Pitch -> Roll)
  • 10. Detect Anchor Point • Image processing to recognize tennis ball  Ball (x, y) in color frame • Ball (x, y)  Ball In Kinect (x1, y1, z) – Map color frame to depth frame to get (x1, y1) – Z = depth value at (x1, y1) • Kinect in Ball ? – Rotate to real world – Inverse sign
  • 11. 3D Model Construction y z x z y x P(x, y, z) Kinect Origin Real World Origin Attitude (0, 0, 0) Ball in Kinect (0.1, 0. 0.3) P in Kinect (0, 0, 0.2) P in Real World (0.1, -0.1, 0) Attitude (40, 0, 0) Ball in Kinect (0.1, 0, 0.25) P in Kinect (-0.1, 0, 0.3) P in Real World (?, ?, ?)