currently I am developing a tool for the Kinect for Windows v2 (similar to the one in XBOX ONE). I tried to follow some examples, and have a working example that shows the camera image, the depth image, and an image that maps the depth to the rgb using opencv. But I see that it duplicates my hand when doing the mapping, and I think it is due to something wrong in the coordinate mapper part.
here is an example of it:
And here is the code snippet that creates the image (rgbd image in the example)
void KinectViewer::create_rgbd(cv::Mat& depth_im, cv::Mat& rgb_im, cv::Mat& rgbd_im){
HRESULT hr = m_pCoordinateMapper->MapDepthFrameToColorSpace(cDepthWidth * cDepthHeight, (UINT16*)depth_im.data, cDepthWidth * cDepthHeight, m_pColorCoordinates);
rgbd_im = cv::Mat::zeros(depth_im.rows, depth_im.cols, CV_8UC3);
double minVal, maxVal;
cv::minMaxLoc(depth_im, &minVal, &maxVal);
for (int i=0; i < cDepthHeight; i++){
for (int j=0; j < cDepthWidth; j++){
if (depth_im.at<UINT16>(i, j) > 0 && depth_im.at<UINT16>(i, j) < maxVal * (max_z / 100) && depth_im.at<UINT16>(i, j) > maxVal * min_z /100){
double a = i * cDepthWidth + j;
ColorSpacePoint colorPoint = m_pColorCoordinates[i*cDepthWidth+j];
int colorX = (int)(floor(colorPoint.X + 0.5));
int colorY = (int)(floor(colorPoint.Y + 0.5));
if ((colorX >= 0) && (colorX < cColorWidth) && (colorY >= 0) && (colorY < cColorHeight))
{
rgbd_im.at<cv::Vec3b>(i, j) = rgb_im.at<cv::Vec3b>(colorY, colorX);
}
}
}
}
}
Does anyone have a clue of how to solve this? How to prevent this duplication?
Thanks in advance
UPDATE:
If I do a simple depth image thresholding I obtain the following image:
This is what more or less I expected to happen, and not having a duplicate hand in the background. Is there a way to prevent this duplicate hand in the background?