1. Cliff Biffle
  2. kinect-viewer

Source

kinect-viewer / KVRenderer.h

Author Commit Message Date Builds
Cliff Biffle
KVRenderer now defines an option for controlling texturing.
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shaders
Cliff Biffle
Renamed and recommented the data structure holding the renderer's two-dimensional point field, which used to have something to do with raycasting, but totally doesn't now.
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shaders
Cliff Biffle
KVRenderer no longer sends useless Z components to the GPU, reducing the size of the transfer by 33%. Actual render times decrease by roughly the same amount.
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shaders
Cliff Biffle
Removed the last vestiges of CPU-side normal computation.
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shaders
Cliff Biffle
Removed triangulated and mesh rendering, in the interest of merely being a Kinect *viewer* and not inferring data where there isn't any.
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shaders
Cliff Biffle
Removed the unused linearizationTable -- the shader doesn't need it. Might be worth building a 1D linearization texture later though.
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shaders
Cliff Biffle
Removed the KVSpaceModel protocol.
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Cliff Biffle
Renamed KVRayFieldSpaceModel -> KVRenderer, now that it's looking like I won't have multiple implementations any time soon.
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shaders
Cliff Biffle
Renamed KVRenderer's "useLighting" property to just "lit" to be more consistent with other properties -- and shorter.
Cliff Biffle
Pixel color data can now be mapped onto the depth scene. The defaults are reasonably accurate for my Kinect, but keyboard shortcuts are available for tweaking the matrix.
Cliff Biffle
KVRenderers now receive color data when rendering, though they don't do anything with it yet.
Cliff Biffle
KVRenderers no longer maintain their own Z-buffers -- this is now the job of KVDepthMap. This restores the ability to change renderers during freeze-frame, and prepares the way for reimplementing foreground isolation.
Cliff Biffle
Renderer colors are now configurable.
Cliff Biffle
Refactored rendering. Executive summary: (1) rather than building the scene itself, KVDepthView now delegates to a strategy object described by the KVRenderer protocol; (2) my three favorite rendering algorithms are now implemented as KVRenderers, while the others are kaput; (3) foreground subject isolation has been removed for now while I rework it to be cleaner. Outstanding issue: you can no longer switch renderers during a freeze-frame, because each renderer maintains independent depth data and the samples are not saved/copied otherwise.