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Posted 15 Mar 2011

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Kinect and WPF: Complete body tracking

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3 Dec 2013Ms-PL2 min read
Complete body tracking in Kinect.

It's time for a really interesting and useful Kinect tutorial. We'll see how to achieve full body tracking using Kinect sensor, OpenNI library and Windows Presentation Foundation.

I found OpenNI C# samples a little messy, so I decided to develop a .NET 4 wrapper library which could be used into WPF applications whithout requiring .NET 2 staff like GDI+, System.Drawing, etc. I named it Nui.Vision and it's part of a larger framework I currently develop. Nui.Vision is a .NET 4 assembly which offers an easy-to-use body tracking API!

Update 20/04/2011

Nui.Vision is now compatible with the latest release of OpenNI framework ( I have made some changes and bug-fixes to it, including the skeleton-display fix provided by roni26_wu (see comments below). An open-source version of Nui.Vision is coming soon!


Using the Library

Using Nui.Vision is a piece of cake. All body tracking is done in the background, so you only need to update your user interface when the proper events fire. Firstly, add a reference to and Nui.Vision.dll. Also import a valid configuration file to your project, as described here. Do not forget to type the corresponding using statement:

using Nui.Vision;

Then declare a new NuiUserTracker object and initialize it in the constructor. Provide the path of the configuration file you previously imported (do not forget to paste the same file in the Debug/Release folders of your application):

_skeleton = new NuiUserTracker("SamplesConfig.xml");

Just below that, you need to define the UserUpdated event.

_skeleton.UsersUpdated += new NuiUserTracker.UsersUpdatedHandler(Skeleton_UserUpdated);

A proper event handler is created. The NuiUserEventArgs parameter provides you with a collection of all the recognized users! You can now get the coordinates (X, Y and Z) of every body part of every user (OpenNI currently supports 15 body parts)!

foreach (var user in e.Users) {
    float headX = user.Head.X;
    float headY = user.Head.Y;
    float headZ = user.Head.Z;
    float neckX = user.Neck.X;
    float neckY = user.Neck.Y;
    // etc... 

Quite easy, huh?

Here is a list of all the available body parts:

  • Head
  • Neck
  • LeftShoulder
  • LeftElbow
  • LeftHand
  • RightShoulder
  • RightElbow
  • RightHand
  • Torso
  • LeftKnee
  • LeftHip
  • LeftFoot
  • RightKnee
  • RightHip
  • RightFoot

You may now start developing cool WPF Kinect applications and games. Imagination's the limit.


This article, along with any associated source code and files, is licensed under The Microsoft Public License (Ms-PL)

Comments and Discussions

Generalmay I ask you a question? Pin
kouna19-Jun-12 19:23
kouna19-Jun-12 19:23 
QuestionThanks so much! Pin
duong21795-Jan-12 22:32
duong21795-Jan-12 22:32 
Questionimage raw and depth map and labelmap are not sync Pin
xocode23-May-11 21:13
xocode23-May-11 21:13 
Questionpoint cloud generating Pin
xocode22-May-11 23:09
xocode22-May-11 23:09 
AnswerRe: point cloud generating Pin
Vangos Pterneas24-May-11 15:34
professionalVangos Pterneas24-May-11 15:34 
GeneralGreat! but some trouble... Pin
Jonas Toftefors29-Apr-11 3:50
Jonas Toftefors29-Apr-11 3:50 
QuestionProblem with latest version Pin
cedtat123-Apr-11 11:50
cedtat123-Apr-11 11:50 
AnswerRe: Problem with latest version Pin
Vangos Pterneas24-Apr-11 9:49
professionalVangos Pterneas24-Apr-11 9:49 
GeneralRe: Problem with latest version [modified] Pin
cedtat124-Apr-11 11:28
cedtat124-Apr-11 11:28 
GeneralAWESOME! [modified] Pin
henrygoro25-Mar-11 3:40
henrygoro25-Mar-11 3:40 
GeneralRe: AWESOME! Pin
Vangos Pterneas24-Apr-11 9:47
professionalVangos Pterneas24-Apr-11 9:47 

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