Fusion和OpenGL之间的集成

Fusion和OpenGL之间的集成

本文介绍了Kinect Fusion和OpenGL之间的集成的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

亲爱的,


我知道Kinect Fusion界面为可视化及其网格提供了重建体积的阴影图像。


我试图在OpenGL中检索和显示网格,但速度很慢。


主要问题是
INuiFusionReconstruction :: CalculateMesh
方法,每次网格检索花费大约1.2秒。


我想知道是否有更有效的方法来集成(可视化)由OpenGL中的KinectFusion重建的卷。


我想从点云到点音量然后回到网格我浪费了很多资源。


谢谢!

解决方案

CalculateMesh很慢,但作为替代方案,您可以使用高于1的voxelStep调用它。   


另一种方法是使用INuiFusionReconstruction :: CalculatePointCloud,然后锁定并复制点云图像框中的位,将采用这种格式,每像素六个浮点数:(posX,posY,posZ,normX,normY,normZ)。


获取该数据并将其发送到OpenGL以进行渲染。这种方法应该更快。





Dear all,

I know the Kinect Fusion interface provides the shaded image of reconstructed volume for visualization and its mesh as well.

I tried to retrieve and display the mesh in OpenGL but the speed was quite slow.

The main problem was INuiFusionReconstruction::CalculateMesh method which took about 1.2 seconds for each mesh retrieval.

I was wondering if there is any more efficient way to integrate (visualize) the volume reconstructed by KinectFusion in OpenGL.

As I guess from point cloud to volume and then back to mesh I am wasting a lot of resources.

Thank you!

解决方案

CalculateMesh is slow, but as an alternative you could call it with a voxelStep of higher than 1.  

An alternative would be to use INuiFusionReconstruction::CalculatePointCloud and then lock and copy the bits out of the point cloud image frame, which will be in this format, six float per pixel: (posX, posY, posZ, normX, normY, normZ).

Take that data and send it to OpenGL to render as you like. That approach should be faster.



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09-01 19:42