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using System.Threading.Tasks;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using Microsoft.Research.Kinect.Nui;
namespace KinectDepthSmoothing
{
public partial class MainWindow : Window
{
private BitmapSource CreateSmoothImageFromDepthArray(ImageFrame image)
{
int width = image.Image.Width;
int height = image.Image.Height;
// We first want to create a simple array where each index represents a single pixel of depth information.
// This will make it easier to work with the data to filter and average it for smoothing.
short[] depthArray = CreateDepthArray(image);
// Users can decide from the UI if this feature is applied
if (useFiltering)
depthArray = CreateFilteredDepthArray(depthArray, width, height);
// Users can decide from the UI if this feature is applied
if (useAverage)
depthArray = CreateAverageDepthArray(depthArray);
// After we have processed the data, we can transform it into color channels for final rendering.
byte[] colorBytes = CreateColorBytesFromDepthArray(depthArray, width, height);
return BitmapSource.Create(width, height, 96, 96, PixelFormats.Bgr32, null, colorBytes, width * PixelFormats.Bgr32.BitsPerPixel / 8);
}
private byte[] CreateColorBytesFromDepthArray(short[] depthArray, int width, int height)
{
// We multiply the product of width and height by 4 because each byte
// will represent a different color channel per pixel in the final iamge.
byte[] colorFrame = new byte[width * height * 4];
// Process each row in parallel
Parallel.For(0, 240, depthArrayRowIndex =>
{
// Process each pixel in the row
for (int depthArrayColumnIndex = 0; depthArrayColumnIndex < 320; depthArrayColumnIndex++)
{
var distanceIndex = depthArrayColumnIndex + (depthArrayRowIndex * 320);
// Because the colorFrame we are creating has four times as many bytes representing
// a pixel in the final image, we set the index to for times of the depth index.
var index = distanceIndex * 4;
// Map the distance to an intesity that can be represented in RGB
var intensity = CalculateIntensityFromDistance(depthArray[distanceIndex]);
// Apply the intensity to the color channels
colorFrame[index + BlueIndex] = intensity;
colorFrame[index + GreenIndex] = intensity;
colorFrame[index + RedIndex] = intensity;
}
});
return colorFrame;
}
}
}
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