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  • Primesense Kinect Camera Drivers For Mac
    카테고리 없음 2020. 2. 8. 23:37

    Apple is - and being granted - patents on a regular basis these days. Just today, the USPTO issued a new one covering PrimeSense motion technology that could be used in Mac and MacBook devices. The tech also became part of the Face ID system, meaning Face ID could be coming to those products as well. PrimeSense, an Israeli company, created the tech that was eventually used in the Microsoft Kinect devices for the Xbox 360 and Xbox One. The inventors, Amir Hoffnung and Jonathan Pokrass, joined Apple after the acquisition.

    1. Primesense Scanner

    Home » Microsoft Kinect Camera Use the links on this page to download the latest version of Microsoft Kinect Camera drivers. All drivers available for download have been scanned by antivirus program.

    That tech eventually made its way to the iPhone X as part of the TrueDepth camera. The new patent focuses on the gesture-based UI and details a device that could sit on top of a Mac or MacBook, or even be integrated, similar to the way Touch ID was used. The patent describes a Mac that recognizes hand movements as commands, negating the need for a touchpad, keyboard, or mouse.: “An unlock gesture enables the user to engage a locked non-tactile 3D user interface, as pressing a specific sequence of keys unlocks a locked cellular phone. In some embodiments, the non-tactile 3D user interface conveys visual feedback to the user performing the focus and the unlock gestures.” While the patent focuses on gestures, the fact that the PrimeSense tech was used in the infrared dot projection of the TrueDepth camera means that a Face ID feature could also be in the works for Apple's other devices.

    As usual, Apple is staying mum about what it plans to do with the patent. It could end up being nothing, as it has been granted similar gesture patents that have yet to make their way into any Apple products. But given the popularity of the iPhone X and Face ID, it stands to reason that the tech, and similar advancements, could be coming to Apple's Mac and MacBook line in the near future. Source: Images.

    Getting started with XBOX 360 Kinect on OSX Jun 21, 2012 A recent project of mine involves research and development with an XBOX 360 Kinect Sensor. Being a python guy, I started searching for python bindings to some OSX-supported framework. When you just get started looking into this area it can be a little confusing. There are a number of layers to the software stack to enable one to accomplish anything meaningful. This is just a short and general blog post outlining the basics of what I have discovered thus far, to help anyone else that might also be getting started.

    At the lowest level, you need a driver. Something that can talk to the USB device that is the Kinect sensor. When you purchase the XBOX Kinect for Windows version of the sensor, and you are going to be developing on windows, much of this whole stack is provided to you by way of the Kinect SDK. But for the open source folks with the standard XBOX 360 sensor, you need to piece together your own solution.

    Two drivers that I have discovered thus far:. I had started OpenKinect (libfreenect) because it comes with a included. There were a few dependencies (I will talk about specific build steps in just a moment), but once I got this installed I was able to fire up the included glview app and see both depth and rgb data streaming in from my sensor. The role of these drivers is to provide simply the basic streams. That is, the depth, rgb, audio, and a few other sensor data streams. If your goal is to start tracking players, seeing skeletons, and registering gestures, the drivers are not enough. You would be required to make your own solution from this raw data at this phase in the game.

    For

    You would now want to look into middleware that can take the raw data and provide to you an API with higher level information. This would include finding users in the scene for you, tracking their body features, and giving you various events to watch for as the data streams. Being that my goal was to have python bindings, I found my options to be much more limited than if I were going to be developing in C. Wrappers have to exist for the framework you want. This is where my research really started ramping up. I spent a few days dealing wtih compiling issues, as well as having an actual bad power adapter that had to be exchanged. But all said and done, here is what I have settled on thus far.

    Driver:. A recent project of mine involves research and development with an XBOX 360 Kinect Sensor. Being a python guy, I started searching for python bindings to some OSX-supported framework. When you just get started looking into this area it can be a little confusing.

    There are a number of layers to the software stack to enable one to accomplish anything meaningful. This is just a short and general blog post outlining the basics of what I have discovered thus far, to help anyone else that might also be getting started. At the lowest level, you need a driver. Something that can talk to the USB device that is the Kinect sensor.

    Primesense

    When you purchase the XBOX Kinect for Windows version of the sensor, and you are going to be developing on windows, much of this whole stack is provided to you by way of the Kinect SDK. But for the open source folks with the standard XBOX 360 sensor, you need to piece together your own solution.

    Primesense Scanner

    Two drivers that I have discovered thus far:. I had started OpenKinect (libfreenect) because it comes with a included.

    There were a few dependencies (I will talk about specific build steps in just a moment), but once I got this installed I was able to fire up the included glview app and see both depth and rgb data streaming in from my sensor. The role of these drivers is to provide simply the basic streams. That is, the depth, rgb, audio, and a few other sensor data streams. If your goal is to start tracking players, seeing skeletons, and registering gestures, the drivers are not enough. You would be required to make your own solution from this raw data at this phase in the game. You would now want to look into middleware that can take the raw data and provide to you an API with higher level information.

    Pro

    This would include finding users in the scene for you, tracking their body features, and giving you various events to watch for as the data streams. Being that my goal was to have python bindings, I found my options to be much more limited than if I were going to be developing in C. Wrappers have to exist for the framework you want. This is where my research really started ramping up. I spent a few days dealing wtih compiling issues, as well as having an actual bad power adapter that had to be exchanged.

    But all said and done, here is what I have settled on thus far. Driver:.

    for OpenNI. python bindings Install Details Install homebrew (package manager) Install build tools brew install cmake brew install boost Install python2.7 brew install python -framework Suggestion: virtualenv Environment This is not a requirement. But I recommend using virtualenv to set up an environment that specifically uses python2.7 so that you don’t have to fight with mixed dependencies and versions.

    Create a virtualenv called “kinect”. Pip install virtualenv virtualenv -no-site-packages -p python2.7 kinect cd kinect source bin/activate Install libusb (patched version) There is a special patched version of the libusb library, in the form of a homebrew formula. Git clone Now copy platform/osx/homebrew/libusb-freenect.rb - /usr/local/Library/Formula/ brew install libusb-freenect Install SensorKinect drivers git clone Then uncompress Bin/SensorKinect093-Bin-MacOSX-v.tar.bz2 sudo./install.sh Install OpenNI framework.

    Go here:. Download Unstable Binary for MacOSX. sudo./install.sh Install NITE middleware (for OpenNI). Go here:. Download Unstable MIDDLEWARE of NITE for OSX. sudo./install.sh Install PyOpenNI Be aware that on OSX, PyOpenNI requires a framework build of python 2.7+ and that you must build it for x8664 specifically.

    Also, I was having major problems with cmake properly finding the python includes location. I had to suggest a fix, so. I have referenced a patched fork of the repository below. Export CPPFLAGS = '-arch x8664' git clone git://github.com/justinfx/PyOpenNI.git mkdir PyOpenNI-build cd PyOpenNI-build cmake -D PYTHONINCLUDEDIR =/usr/local/Cellar/python/2.7.3/Frameworks/Python.framework/Headers./PyOpenNI make copy the lib/openni.so module to the python2.7 site-packages Examples Once you have everything installed, you can try out the examples that are included both in the NITE source location that you downloaded and also in the PyOpenNI source location:.

    NITE/Samples. PyOpenNI/examples.

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