Make: Making Things See - Print

Make: Making Things See - Print

Learn to build interactive applications for Kinect using this hands-on vision technology.


Make: Making Things See: 3D Vision with Kinect, Processing, Arduino, and MakerBot . Welcome to the Vision Revolution. With Microsoft's Kinect leading the way, you can now use 3D computer vision technology to build digital 3D models of people and objects that you can manipulate with gestures and spoken commands. This hands-on guide provides all the technical and conceptual information you need to build cool applications for Kinect, using the Processing programming language and the Arduino microcontroller.

Whether you're a student, hobbyist, maker, gamer, or hardware hacker, Making Things See gets you off and running with several Kinect projects, and gives you the skills and experience you need to build your own fun and creative projects with this magical 3D computer vision technology. Unlock your ability to build interactive applications with Kinect.

  • Learn about face recognition, gait analysis, and depth imaging
  • Analyze and manipulate point clouds
  • Track people with skeletonization and pose detection, and use blob tracking to detect objects
  • Use gestural interfaces for assistive technology
  • Create models for design and fabrication, using 3D scanning technology and a 3D printer
  • Delve into motion tracking for animation and games
  • Build every project in this book with inexpensive off-the-shelf components

Greg Borenstein

After a decade as a musician, web programmer, and startup founder, Greg Borenstein recently moved to New York to become an artist and teacher. His work explores the use of special effects as an artistic medium. He is fascinated by how special effects techniques cross the boundary between images and the physical objects that make them: miniatures, motion capture, 3D animation, animatronics, and digital fabrication. He is currently a grad student at NYU's Interactive Telecommunications Program.

  1. Chapter 1 What Is the Kinect?

    1. How Does It Work? Where Did It Come From?

    2. Kinect Artists

  2. Chapter 2 Working with the Depth Image

    1. Images and Pixels

    2. Project 1: Installing the SimpleOpenNI Processing Library

    3. Project 2: Your First Kinect Program

    4. Project 3: Looking at a Pixel

    5. Converting to Real-World Distances

    6. Project 4: A Wireless Tape Measure

    7. Project 5: Tracking the Nearest Object

    8. Projects

    9. Project 6: Invisible Pencil

    10. Project 7: Minority Report Photos

    11. Exercises

  3. Chapter 3 Working with Point Clouds

    1. What You'll Learn in This Chapter

    2. Welcome to the Third Dimension

    3. Drawing Our First Point Cloud

    4. Making the Point Cloud Move

    5. Viewing the Point Cloud in Color

    6. Making the Point Cloud Interactive

    7. Projects

    8. Project 8: Air Drum Kit

    9. Project 9: Virtual Kinect

    10. Conclusion

  4. Chapter 4 Working with the Skeleton Data

    1. A Note About Calibration

    2. Stages in the Calibration Process

    3. User Detection

    4. Accessing Joint Positions

    5. Skeleton Anatomy Lesson

    6. Measuring the Distance Between Two Joints

    7. Transferring Orientation in 3D

    8. Background Removal, User Pixels, and the Scene Map

    9. Tracking Without Calibration: Hand Tracking and Center of Mass

    10. Projects

    11. Project 10: Exercise Measurement

    12. Project 11: モStayin' Aliveヤ Dance Move Triggers MP3

    13. Conclusion

  5. Chapter 5 Scanning for Fabrication

    1. Scan and Print: Rapid Prototyping Objects

    2. Intro to Modelbuilder

    3. Intro to MeshLab

    4. Making a Mesh from the Kinect Data

    5. Looking at Our First Scan

    6. Cleaning Up the Mesh

    7. Looking at Our Corrected Model

    8. Prepping for Printing

    9. Reduce Polygons in MeshLab

    10. Printing Our Model on a MakerBot

    11. Sending Our Model to Shapeways

    12. Conclusion: Comparing Prints

  6. Chapter 6 Using the Kinect for Robotics

    1. Forward Kinematics

    2. Inverse Kinematics

    3. Conclusion

  7. Chapter 7 Conclusion: What's Next?

    1. Beyond Processing: Other Frameworks and Languages

    2. Topics in 3D Programming to Explore

    3. Ideas for Projects

  1. Appendix Appendix

    1. SimpleOpenNI Cheat Sheet

    2. Chapter 2

    3. Chapter 4

    4. Chapter 6

  2. Colophon