Reputation: 31
I want to change this code so it can save raw depth data as uint16 format. but at this stage, it saves the image in uint8 format by converting the values 0-255. but i need to save the value as it come from camera or kinect such as uint16 format.
Code:depthBasics:
//------------------------------------------------------------------------------
// <copyright file="MainWindow.xaml.cs" company="Microsoft">
// Copyright (c) Microsoft Corporation. All rights reserved.
// </copyright>
//------------------------------------------------------------------------------
namespace Microsoft.Samples.Kinect.DepthBasics
{
using System;
using System.ComponentModel;
using System.Diagnostics;
using System.Globalization;
using System.IO;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using Microsoft.Kinect;
/// <summary>
/// Interaction logic for MainWindow
/// </summary>
public partial class MainWindow : Window, INotifyPropertyChanged
{
/// <summary>
/// Map depth range to byte range
/// </summary>
private const int MapDepthToByte = 8000 ;
/// <summary>
/// Active Kinect sensor
/// </summary>
private KinectSensor kinectSensor = null;
/// <summary>
/// Reader for depth frames
/// </summary>
private DepthFrameReader depthFrameReader = null;
/// <summary>
/// Description of the data contained in the depth frame
/// </summary>
private FrameDescription depthFrameDescription = null;
/// <summary>
/// Bitmap to display
/// </summary>
private WriteableBitmap depthBitmap = null;
/// <summary>
/// Intermediate storage for frame data converted to color
/// </summary>
private byte[] depthPixels = null;
/// <summary>
/// Current status text to display
/// </summary>
private string statusText = null;
/// <summary>
/// Initializes a new instance of the MainWindow class.
/// </summary>
public MainWindow()
{
// get the kinectSensor object
this.kinectSensor = KinectSensor.GetDefault();
// open the reader for the depth frames
this.depthFrameReader = this.kinectSensor.DepthFrameSource.OpenReader();
// wire handler for frame arrival
this.depthFrameReader.FrameArrived += this.Reader_FrameArrived;
// get FrameDescription from DepthFrameSource
this.depthFrameDescription = this.kinectSensor.DepthFrameSource.FrameDescription;
// allocate space to put the pixels being received and converted
this.depthPixels = new byte[this.depthFrameDescription.Width * this.depthFrameDescription.Height];
// create the bitmap to display
this.depthBitmap = new WriteableBitmap(this.depthFrameDescription.Width, this.depthFrameDescription.Height, 96.0, 96.0, PixelFormats.Gray8, null);
// set IsAvailableChanged event notifier
this.kinectSensor.IsAvailableChanged += this.Sensor_IsAvailableChanged;
// open the sensor
this.kinectSensor.Open();
// set the status text
this.StatusText = this.kinectSensor.IsAvailable ? Properties.Resources.RunningStatusText
: Properties.Resources.NoSensorStatusText;
// use the window object as the view model in this simple example
this.DataContext = this;
// initialize the components (controls) of the window
this.InitializeComponent();
}
/// <summary>
/// INotifyPropertyChangedPropertyChanged event to allow window controls to bind to changeable data
/// </summary>
public event PropertyChangedEventHandler PropertyChanged;
/// <summary>
/// Gets the bitmap to display
/// </summary>
public ImageSource ImageSource
{
get
{
return this.depthBitmap;
}
}
/// <summary>
/// Gets or sets the current status text to display
/// </summary>
public string StatusText
{
get
{
return this.statusText;
}
set
{
if (this.statusText != value)
{
this.statusText = value;
// notify any bound elements that the text has changed
if (this.PropertyChanged != null)
{
this.PropertyChanged(this, new PropertyChangedEventArgs("StatusText"));
}
}
}
}
/// <summary>
/// Execute shutdown tasks
/// </summary>
/// <param name="sender">object sending the event</param>
/// <param name="e">event arguments</param>
private void MainWindow_Closing(object sender, CancelEventArgs e)
{
if (this.depthFrameReader != null)
{
// DepthFrameReader is IDisposable
this.depthFrameReader.Dispose();
this.depthFrameReader = null;
}
if (this.kinectSensor != null)
{
this.kinectSensor.Close();
this.kinectSensor = null;
}
}
/// <summary>
/// Handles the user clicking on the screenshot button
/// </summary>
/// <param name="sender">object sending the event</param>
/// <param name="e">event arguments</param>
private void ScreenshotButton_Click(object sender, RoutedEventArgs e)
{
if (this.depthBitmap != null)
{
// create a png bitmap encoder which knows how to save a .png file
BitmapEncoder encoder = new PngBitmapEncoder();
// create frame from the writable bitmap and add to encoder
encoder.Frames.Add(BitmapFrame.Create(this.depthBitmap));
string time = System.DateTime.UtcNow.ToString("hh'-'mm'-'ss", CultureInfo.CurrentUICulture.DateTimeFormat);
string myPhotos = Environment.GetFolderPath(Environment.SpecialFolder.MyPictures);
string path = Path.Combine(myPhotos, "KinectScreenshot-Depth-" + time + ".png");
// write the new file to disk
try
{
// FileStream is IDisposable
using (FileStream fs = new FileStream(path, FileMode.Create))
{
encoder.Save(fs);
}
this.StatusText = string.Format(CultureInfo.CurrentCulture, Properties.Resources.SavedScreenshotStatusTextFormat, path);
}
catch (IOException)
{
this.StatusText = string.Format(CultureInfo.CurrentCulture, Properties.Resources.FailedScreenshotStatusTextFormat, path);
}
}
}
/// <summary>
/// Handles the depth frame data arriving from the sensor
/// </summary>
/// <param name="sender">object sending the event</param>
/// <param name="e">event arguments</param>
private void Reader_FrameArrived(object sender, DepthFrameArrivedEventArgs e)
{
bool depthFrameProcessed = false;
using (DepthFrame depthFrame = e.FrameReference.AcquireFrame())
{
if (depthFrame != null)
{
// the fastest way to process the body index data is to directly access
// the underlying buffer
using (Microsoft.Kinect.KinectBuffer depthBuffer = depthFrame.LockImageBuffer())
{
// verify data and write the color data to the display bitmap
if (((this.depthFrameDescription.Width * this.depthFrameDescription.Height) == (depthBuffer.Size / this.depthFrameDescription.BytesPerPixel)) &&
(this.depthFrameDescription.Width == this.depthBitmap.PixelWidth) && (this.depthFrameDescription.Height == this.depthBitmap.PixelHeight))
{
// Note: In order to see the full range of depth (including the less reliable far field depth)
// we are setting maxDepth to the extreme potential depth threshold
ushort maxDepth = ushort.MaxValue;
// If you wish to filter by reliable depth distance, uncomment the following line:
//// maxDepth = depthFrame.DepthMaxReliableDistance
this.ProcessDepthFrameData(depthBuffer.UnderlyingBuffer, depthBuffer.Size, depthFrame.DepthMinReliableDistance, maxDepth);
depthFrameProcessed = true;
}
}
}
}
if (depthFrameProcessed)
{
this.RenderDepthPixels();
}
}
/// <summary>
/// Directly accesses the underlying image buffer of the DepthFrame to
/// create a displayable bitmap.
/// This function requires the /unsafe compiler option as we make use of direct
/// access to the native memory pointed to by the depthFrameData pointer.
/// </summary>
/// <param name="depthFrameData">Pointer to the DepthFrame image data</param>
/// <param name="depthFrameDataSize">Size of the DepthFrame image data</param>
/// <param name="minDepth">The minimum reliable depth value for the frame</param>
/// <param name="maxDepth">The maximum reliable depth value for the frame</param>
private unsafe void ProcessDepthFrameData(IntPtr depthFrameData, uint depthFrameDataSize, ushort minDepth, ushort maxDepth)
{
// depth frame data is a 16 bit value
ushort* frameData = (ushort*)depthFrameData;
// convert depth to a visual representation
for (int i = 0; i < (int)(depthFrameDataSize / this.depthFrameDescription.BytesPerPixel); ++i)
{
// Get the depth for this pixel
ushort depth = frameData[i];
// To convert to a byte, we're mapping the depth value to the byte range.
// Values outside the reliable depth range are mapped to 0 (black).
this.depthPixels[i] = (byte)(depth >= minDepth && depth <= maxDepth ? (depth / MapDepthToByte) : 0);
}
}
/// <summary>
/// Renders color pixels into the writeableBitmap.
/// </summary>
private void RenderDepthPixels()
{
this.depthBitmap.WritePixels(
new Int32Rect(0, 0, this.depthBitmap.PixelWidth, this.depthBitmap.PixelHeight),
this.depthPixels,
this.depthBitmap.PixelWidth,
0);
}
/// <summary>
/// Handles the event which the sensor becomes unavailable (E.g. paused, closed, unplugged).
/// </summary>
/// <param name="sender">object sending the event</param>
/// <param name="e">event arguments</param>
private void Sensor_IsAvailableChanged(object sender, IsAvailableChangedEventArgs e)
{
// on failure, set the status text
this.StatusText = this.kinectSensor.IsAvailable ? Properties.Resources.RunningStatusText
: Properties.Resources.SensorNotAvailableStatusText;
}
}
}
Upvotes: 1
Views: 930
Reputation: 441
The example provided in the Kinect SDK saves the PNG's in 8-bit format (0-255) therefore you loose the depth values. The issue is that WPF(?) cannot display 16-bit image data on screen (i believe due to GDI+ restrictions as mentioned in another SO question) To save the depth images as Raw 16-bit PNG's; a couple of things need to be done.
Note that the above can be modified as required (or for performance reasons if req) but for me, this works just fine and i can display the depth images and save the raw depth data aswell.
The code is as follows:
Initialize a new var:
private ushort[] raw = null;
private WriteableBitmap rawPNG = null;
In MainWindow Create two writeableBitmap's
this.depthBitmap = new WriteableBitmap(this.depthFrameDescription.Width, this.depthFrameDescription.Height, 96.0, 96.0, PixelFormats.Gray8, null);
this.rawPNG= new WriteableBitmap( this.depthFrameDescription.Width, this.depthFrameDescription.Height, 96.0, 96.0, PixelFormats.Gray16, null );
In ProcessDepthFrameData assign the values:
// FOR DISPLAYING ON SCREEN:
// To convert to a byte, we're mapping the depth value to the byte range.
// Values outside the reliable depth range are mapped to 0 (black).
this.depthPixels[i] = (byte)(depth >= minDepth && depth <= maxDepth ? (depth / MapDepthToByte) : 0);
// FOR SAVING RAW PNG 16-BIT DATA
// Keeping the raw depth values after clipping them to the max depth. The data is converted to ushort which is 16bit data
raw[i] = (ushort)(depth >= minDepth && depth <= maxDepth ? (depth) : 0);
In RenderDepthPixels, create teh two images:
// Rendering frame for displaying on the screen, in 8-Bit grayscale format
depthBitmap.WritePixels(
new Int32Rect( 0, 0, depthBitmap.PixelWidth, depthBitmap.PixelHeight ),
depthPixels,
depthBitmap.PixelWidth,
0 );
// Rendering frame for saving as raw-16-bit PNG file
rawPNG.WritePixels(
new Int32Rect( 0, 0, depthBitmap.PixelWidth, depthBitmap.PixelHeight ),
raw,
depthBitmap.PixelWidth * 2,
0 );
And lastly, in ScreenshotButton_Click, save the file:
// TO SAVE THE DISPLAYED 8-BIT PNG
//encoder.Frames.Add( BitmapFrame.Create( this.depthBitmap) );
// TO SAVE THE RAW 16-BIT PNG
encoder.Frames.Add( BitmapFrame.Create( this.rawPNG ) );
The results can be verified by loading the depth image in Matlab. Imread shows a Uint16 image format and the depth values are retained in the matrix. Or by just checking the png file properties :)
I have shared the complete code that is working for me at Pastebin. Hopefully it should work for you aswell, and solves the issue.
Upvotes: 0
Reputation: 1322
private unsafe void ProcessDepthFrameData(IntPtr depthFrameData, uint depthFrameDataSize, ushort minDepth, ushort maxDepth)
{
// CONVERT IN TO ANY VALID FORMAT YOU WANT
// THEN HERE YOU HAVE DEPTH DATA ARRAY, SAVE IT AS YOU LIKE
ushort* frameData = (ushort*)depthFrameData;
}
If you need more efficiency, you can try something like
depthFrame.CopyFrameDataToBuffer(buffer);
In Reader_FrameArrived
function.
Upvotes: 0