Author Commit Message Labels Comments Date
Cliff Biffle avatarCliff Biffle
Removed the old KFKinect class, which hadn't been used in some time.
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Cliff Biffle avatarCliff Biffle
Renamed KVDepthView's spaceModel property to renderer.
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Cliff Biffle avatarCliff Biffle
Removed the KVSpaceModel protocol.
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Cliff Biffle avatarCliff Biffle
Renamed KVRayFieldSpaceModel -> KVRenderer, now that it's looking like I won't have multiple implementations any time soon.
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Cliff Biffle avatarCliff Biffle
The Kinect's depth field is now passed to the GPU as a texture, used by the vertex shader to reconstruct geometry. It's also being passed as vertices. One step at a time....
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Cliff Biffle avatarCliff Biffle
KVSpaceModels now have a chance to perform initialization.
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Cliff Biffle avatarCliff Biffle
Switched anaglyph rendering from a hackish "toe-in" projection to a proper frustrum-skewing projection. Looks much better now.
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Cliff Biffle avatarCliff Biffle
Reworked the GL projection math to avoid the use of gluPerspective. (I need to be able to create skewed frustums to do proper anaglyph, so gluPerspective was cramping my style.)
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Cliff Biffle avatarCliff Biffle
Pinch-zoom gestures now change the FOV (i.e. zoom) instead of changing camera.z (dollying).
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Cliff Biffle avatarCliff Biffle
Moved the default camera the rest of the way to the origin, and updated the target so anaglyph still works.
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Cliff Biffle avatarCliff Biffle
Reworked camera and frustum setup so that the default projection is basically the Kinect's optical projection. This makes better use of display area.
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Cliff Biffle avatarCliff Biffle
Split the vertex shader up into multiple files.
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Cliff Biffle avatarCliff Biffle
Data holes are now eliminated by the shaders: the vertex shader marks them with transparent alpha, and the fragment shader discards them. This mostly affects the point cloud renderer.
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Cliff Biffle avatarCliff Biffle
Added a rudimentary fragment shader.
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Cliff Biffle avatarCliff Biffle
Factored shader loading code into a separate method, for when there are multiple shaders.
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Cliff Biffle avatarCliff Biffle
Split the vertex shader out into a separate file and cleaned it up a little.
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Cliff Biffle avatarCliff Biffle
Point rendering now passes a normal array to the card to support lighting calculations.
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Cliff Biffle avatarCliff Biffle
Moved linearization onto the GPU. Now the CPU exclusively deals with values in camera-space, including when it computes normals. This improves surface reconstruction (by making the maximum Z-jump scale with distance). Performance seems somewhat improved, particularly on the triangle renderer. I'm not convinced that my method for projecting the normals out of camera-space is correct.
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Cliff Biffle avatarCliff Biffle
Made a first crack at correcting the normals after projection.
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Cliff Biffle avatarCliff Biffle
Moved lighting into the vertex shader. As of my previous commit lighting was simply broken -- now it is closer to functional, though the normals are not transformed with the vertices and thus tend to point toward the camera more than they should.
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Cliff Biffle avatarCliff Biffle
Discovered another flavor of Xcode per-user settings file, and told hg to ignore it.
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Cliff Biffle avatarCliff Biffle
Moved raycasting into a vertex shader. Substantially reduces CPU usage.
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Cliff Biffle avatarCliff Biffle
Adjusted the maximum Z-delta for triangulation. It was making the foreground a little stringy.
Cliff Biffle avatarCliff Biffle
Changed how anaglyph rendering is handled so that the near plane is the monitor.
Cliff Biffle avatarCliff Biffle
Rearranged XCode's file/group layout.
Cliff Biffle avatarCliff Biffle
KVDepthRecorder now writes frames asynchronously using GCD. There are no safeguards against buffering all of RAM if the disk is slow, but previously we'd drop frames and that was lame.
Cliff Biffle avatarCliff Biffle
Factored recording out of KVDepthView into the app delegate, using a KVDepthRecorder.
Cliff Biffle avatarCliff Biffle
KVDepthRecorder is now thread-safe and forces the file to exist before writing.
Cliff Biffle avatarCliff Biffle
KVKinectHardware was setting the wrong length on the data it broadcast. Nobody noticed because nobody checked the data, but the recorder was getting hosed.
Cliff Biffle avatarCliff Biffle
Factored depth playback and recording into separate objects, and simplified the app delegate.
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