Here's a link to the company that makes the underlying technology... or one very similar to it: http://www.primesense.com/?p=487 <http://www.primesense.com/?p=487>* * What's interesting about the zcam is that it actually uses TIME-OF-FLIGHT to compute depth, so IR reflectivity shouldn't really matter!
They have a way to phase things such that they can switch off the CCD in picoseconds (I think tens or maybe even a hundred ish of them). On Wed, Nov 17, 2010 at 12:22 AM, David Griffiths <[email protected]> wrote: > On Tue, 2010-11-16 at 16:40 -0800, Scott wrote: > > http://www.primesense.com/?p=515 > > > > > > Is the company that provides the underlying technology, and a > > middleware layer. Unfortunately, it doesn't look like they've made it > > easy for just normal folk to get them. > > I had access to the primesense camera when I was working for another > games/hardware company who were considering going in this direction. > > The depth data from the camera is certainly an order of magnitude better > than relying on rgb for algorithmically understanding the scene, but it > of course brings it's own problems with it. Anything reflective or with > high ir (like patches of sunlight) can cause big spikes in the depthmap > for example. > > I haven't had access to the kinetic system, but I'd like to see how good > the skeleton matching is - the reviews I've read have been luke warm on > this feature, as it seems difficult to make some of the gestures work. > It will be interesting if this gets fixed with a bit more experience > from the games developers or whether it's a lower level problem. > > In any case, I would say that interesting stuff can definately be done > with the raw data from the camera. I would also imagine it won't be long > till we start to see free software libraries appearing to do different > things with the data, and these are likely to end up more > interesting/useful for more general purpose stuff than the proprietary > APIs. > > cheers, > > dave > >
