int _tmain(int argc, _TCHAR* argv[]) { XnStatus nRetVal = XN_STATUS_OK; Context context; nRetVal = context.Init(); DepthGenerator depth; nRetVal = depth.Create(context); XnMapOutputMode mapMode; mapMode.nXRes = XN_VGA_X_RES; mapMode.nYRes = XN_VGA_Y_RES; mapMode.nFPS = 30; nRetVal = depth.SetMapOutputMode(mapMode); nRetVal = context.StartGeneratingAll(); XnUInt32 nMiddleIndex = XN_VGA_X_RES * XN_VGA_Y_RES/2 + XN_VGA_X_RES/2; int count = 0; const XnDepthPixel* pDepthMap; while (count<50) { // Update to next frame nRetVal = context.WaitOneUpdateAll(depth); pDepthMap = depth.GetDepthMap(); printf("Middle pixel is %u millimeters away\n", pDepthMap[nMiddleIndex]); count++; } DepthMetaData g_depthMD; depth.GetMetaData(g_depthMD); cout<<g_depthMD.FullXRes(); cout<<g_depthMD.FullYRes(); const double maxDepth = 3000; const int xScale = 1; const int yScale = 1; const int xActualRes = XN_VGA_X_RES; const int yActualRes = XN_VGA_Y_RES; const int xRes = xActualRes/xScale; const int yRes = yActualRes/yScale; const int sizeOfMap = xRes * yRes + 2*xRes + 2*(yRes-2) +2 ; //multiply by two for back face vertex* vertices = new vertex[sizeOfMap]; double xRealScale = 1.0; double yRealScale = 1.0; for (int j = 0; j < yRes; j++) { for (int i = 0; i < xRes; i++) { double x = xScale * xRealScale * i; double y = yScale * yRealScale * j; double z = -(double) g_depthMD.DepthMap()[xActualRes * j * yScale + i * xScale]; if (z == 0) z = -maxDepth; if (z > 1800) z = -maxDepth; vertices[xRes*j + i] = vertex(x,y,z); } } int offset = xRes*yRes; vector<int> indices; //bottom facets for (int i = 0; i< xRes; i++) { double x = xRealScale * xScale* i; double y = 0; double z = -maxDepth - 100; //placeholder vertices[offset + i] = vertex(x,y,z); } //bottom facet winding for (int i = 0; i< xRes-1; i++) { indices.push_back(i); indices.push_back(i+1); indices.push_back(xRes*yRes + 1 + i); indices.push_back(i); indices.push_back(xRes*yRes + 1 + i); indices.push_back(xRes*yRes + i); } offset = offset + xRes; //right side facets for (int i = 1; i< yRes; i++) { double x = xRealScale * xScale * (xRes-1); double y = yRealScale * yScale * i; double z = -maxDepth - 100; //placeholder vertices[offset + i -1] = vertex(x,y,z); } offset = offset + yRes -1; //right facet winding for (int i = 0; i< yRes-1; i++) { indices.push_back(xRes-1 + i * xRes); //2 good indices.push_back(xRes-1 + xRes * (i+1)); //5 indices.push_back(xRes*yRes + xRes + i); //12 indices.push_back(xRes-1 + i * xRes); //2 good indices.push_back(xRes*yRes + xRes + i -1); //11 indices.push_back(xRes*yRes + xRes + i); //12 } //top side facets for (int i = 1; i< xRes; i++) { double x = xRealScale * xScale * (xRes-1 - i); double y = yRealScale * yScale * (yRes-1); double z = -maxDepth - 100; //placeholder vertices[offset + i -1] = vertex(x,y,z); } //top facet winding for (int i = 0; i< xRes-1; i++) { indices.push_back(xRes*yRes-1 - i); //8 good indices.push_back(xRes*yRes -1 + xRes + yRes + i); //14 indices.push_back(xRes*yRes -2 - i); //7 indices.push_back(xRes*yRes-1 - i); //8 good indices.push_back(xRes*yRes -1 + xRes + yRes + i -1); //13 indices.push_back(xRes*yRes -1 + xRes + yRes + i); //14 } offset = offset + xRes - 1; //check //left side facet for (int i = 1; i< yRes+1; i++) { double x = 0; double y = yRealScale * yScale * (yRes - i); //check double z = -maxDepth - 100; //placeholder vertices[offset + i -1] = vertex(x,y,z); //check } //left side winding for (int i = 0; i < yRes-1; i++) { indices.push_back(xRes*yRes - (xRes*(i+2))); //3 indices.push_back(xRes*yRes - (xRes*(i+1))); //6 indices.push_back(xRes*yRes + 2*xRes + yRes -3 +i); //15 indices.push_back(xRes*yRes + 2*xRes + yRes -3 + i + 1); //16 indices.push_back(xRes*yRes - (xRes*(i+2))); indices.push_back(xRes*yRes + 2*xRes + yRes -3 +i); //15 //indices.push_back(xRes*yRes - xRes * (i+1)); //6 //indices.push_back(xRes*yRes + 2*xRes + yRes - 3 + i); //15 //indices.push_back(xRes*yRes - xRes * (i+2)); //3 //indices.push_back(xRes*yRes - xRes * (i+2)); //3 //indices.push_back(xRes*yRes + 2*xRes + yRes - 3 + i); //15 //indices.push_back(xRes*yRes + 2*xRes + yRes - 3 + i +1); //16 } indices.push_back(xRes*yRes); //6 indices.push_back(0); //15 indices.push_back(xRes*yRes + 2*xRes + 2*yRes -4); //bottom face indices.push_back(xRes*yRes); //6 indices.push_back(xRes*yRes + xRes-1); //15 indices.push_back(xRes*yRes + xRes + yRes -2); //3 indices.push_back(xRes*yRes); //6 indices.push_back(xRes*yRes + xRes + yRes -2); //15 indices.push_back(xRes*yRes + 2*xRes + yRes -3); //3 printf("Created %u vertices\n",sizeOfMap); //front face - this shows the actual depth map for (int i = 0; i < xRes-1; i++) { for (int j = 0; j < yRes-1; j++) { indices.push_back(j * xRes + i); indices.push_back((j+1) * xRes + i); indices.push_back(j * xRes + i + 1); indices.push_back(j * xRes + i + 1); indices.push_back((j+1) * xRes + i); indices.push_back((j+1) * xRes + i + 1); } } int numFacets = indices.size()/3; printf("Created %u facets\n",numFacets); //int offset = sizeOfMap-1; // number of vertices on front face ////back face ////for (int i = 0; i < xRes-1; i++) { //// for (int j = 0; j < yRes-1; j++) { //// indices.push_back(j * xRes + i + 1 + offset); //// indices.push_back((j+1) * xRes + i + offset); //// indices.push_back(j * xRes + i + offset); //// //// indices.push_back((j+1) * xRes + i + 1 + offset); //// indices.push_back((j+1) * xRes + i + offset); //// indices.push_back(j * xRes + i + 1 + offset); //// } ////} //int n = indices.size()/3; ofstream stlOut; stlOut.open ("stlOut.stl"); printf("Writing to STL...\n"); stlOut << "solid kinectout\n"; // printf("Face Count: %u Vertex Count: %u", numFacets, xRes*yRes); for (int ii = 0; ii < numFacets; ++ii) { int v1 = indices[3*ii]; int v2 = indices[3*ii + 1]; int v3 = indices[3*ii + 2]; vertex p1 = vertices[v1]; vertex p2 = vertices[v2]; vertex p3 = vertices[v3]; vertex dir1 = p1.subtract(p2); vertex dir2 = p3.subtract(p2); vertex n = dir1.cross(dir2).normalize(); stlOut << " facet normal "<< n.x << " " << n.y << " " << n.z << "\n"; stlOut << " outer loop\n"; stlOut << " vertex " << p1.x << " " << p1.y << " " << p1.z << "\n"; stlOut << " vertex " << p2.x << " " << p2.y << " " << p2.z << "\n"; stlOut << " vertex " << p3.x << " " << p3.y << " " << p3.z << "\n"; stlOut << " endloop\n"; stlOut << " endfacet\n"; } stlOut << "endsolid kinectout"; printf("Complete!\n"); stlOut.close(); }
void mixRGB_Depth() { bool bShouldRun = true; int c; XnStatus nRetVal = XN_STATUS_OK; Context context; // Initialize context object nRetVal = context.Init(); // Check error code if (nRetVal) printf("Error: %s", xnGetStatusString(nRetVal)); context.SetGlobalMirror(true); //Create Depth generator node DepthGenerator depth; nRetVal = depth.Create(context); // Check error code if (nRetVal) printf("Error: %s", xnGetStatusString(nRetVal)); // Create an ImageGenetor node ImageGenerator image; nRetVal = image.Create(context); if (nRetVal) printf("Error: %s", xnGetStatusString(nRetVal)); // Sync the DepthGenerator with the ImageGenerator nRetVal = depth.GetAlternativeViewPointCap().SetViewPoint(image); if (nRetVal) printf("Error: %s", xnGetStatusString(nRetVal)); //Set it to VGA maps at 30 fps XnMapOutputMode mapMode; mapMode.nXRes = XN_VGA_X_RES; mapMode.nYRes = XN_VGA_Y_RES; mapMode.nFPS = 30; nRetVal = depth.SetMapOutputMode(mapMode); // Make it start generating data nRetVal = context.StartGeneratingAll(); if (nRetVal) printf("Error: %s", xnGetStatusString(nRetVal)); // Create an OpenCv matrix CvMat* depthMetersMat = cvCreateMat(480, 640, CV_16UC1); IplImage *kinectDepthImage; kinectDepthImage = cvCreateImage(cvSize(640,480), 16, 1); IplImage *rgbimg = cvCreateImageHeader(cvSize(640,480), 8,3); // Main loop while (bShouldRun) { //wait for new data to be available nRetVal = context.WaitOneUpdateAll(depth); if (nRetVal) { printf("Error: %s", xnGetStatusString(nRetVal)); continue; } //Take current depth map const XnDepthPixel* pDepthMap = depth.GetDepthMap(); for (int y=0; y<XN_VGA_Y_RES; y++) { for (int x=0; x<XN_VGA_X_RES; x++) { depthMetersMat->data.s[y*XN_VGA_X_RES+x]=10*pDepthMap[y*XN_VGA_X_RES+x]; } } cvGetImage(depthMetersMat, kinectDepthImage); //take current image const XnRGB24Pixel* pImage = image.GetRGB24ImageMap(); //process image data XnRGB24Pixel* ucpImage = const_cast<XnRGB24Pixel*>(pImage); cvSetData(rgbimg, ucpImage, 640*3); cvShowImage("RGB", kinectDepthImage); c = cvWaitKey(1); if (c == 27) bShouldRun = false; } cvReleaseImageHeader(&kinectDepthImage); context.Shutdown(); }
int main(int argc, char *argv[]) { //--------------------------------------------------------------------// //------------------------- SETUP REQUIRED NODES ---------------------// //--------------------------------------------------------------------// // Setup the command line parameters. setupParams(argc, argv); // Setup all the sockets. setupSockets(); // Setup the capture socket server for Mac. #if (XN_PLATFORM == XN_PLATFORM_MACOSX) if(_featureDepthMapCapture || _featureRGBCapture) { if(_useSockets) { g_AS3Network = network(); g_AS3Network.init(setupServer); } } #endif // Setup the status. XnStatus _status = XN_STATUS_OK; EnumerationErrors _errors; // Context Init and Add license. _status = _context.Init(); CHECK_RC(_status, "AS3OpenNI :: Initialize context"); _context.SetGlobalMirror(_mirror); XnChar vendor[XN_MAX_NAME_LENGTH]; XnChar license[XN_MAX_LICENSE_LENGTH]; _license.strVendor[XN_MAX_NAME_LENGTH] = strcmp(vendor, "PrimeSense"); _license.strKey[XN_MAX_LICENSE_LENGTH] = strcmp(license, "0KOIk2JeIBYClPWVnMoRKn5cdY4="); _status = _context.AddLicense(_license); CHECK_RC(_status, "AS3OpenNI :: Added license"); // Set it to VGA maps at 30 FPS _depthMode.nXRes = 640; _depthMode.nYRes = 480; _depthMode.nFPS = 30; // Depth map create. _status = _depth.Create(_context); CHECK_RC(_status, "AS3OpenNI :: Create depth generator"); _status = _depth.SetMapOutputMode(_depthMode); // Depth map create. _status = _image.Create(_context); CHECK_RC(_status, "AS3OpenNI :: Create image generator"); _status = _image.SetMapOutputMode(_depthMode); _status = _image.SetPixelFormat(XN_PIXEL_FORMAT_RGB24); // Create the hands generator. _status = _hands.Create(_context); CHECK_RC(_status, "AS3OpenNI :: Create hands generator"); _hands.SetSmoothing(0.1); // Create the gesture generator. _status = _gesture.Create(_context); CHECK_RC(_status, "AS3OpenNI :: Create gesture generator"); // Create user generator. _status = _userGenerator.Create(_context); CHECK_RC(_status, "AS3OpenNI :: Find user generator"); // Create and initialize point tracker _sessionManager = new XnVSessionManager(); _status = _sessionManager->Initialize(&_context, "Wave", "RaiseHand"); if (_status != XN_STATUS_OK) { printf("AS3OpenNI :: Couldn't initialize the Session Manager: %s\n", xnGetStatusString(_status)); CleanupExit(); } _sessionManager->RegisterSession(NULL, &SessionStart, &SessionEnd, &SessionProgress); // Start catching signals for quit indications CatchSignals(&_quit); //---------------------------------------------------------------// //------------------------- SETUP FEATURES ---------------------// //--------------------------------------------------------------// // Define the Wave and SinglePoint detectors. _waveDetector = new XnVWaveDetector(); // SinglePoint detector. if(_featureSinglePoint) _waveDetector->RegisterPointUpdate(NULL, &OnPointUpdate); // Feature Gesture. if(_featureGesture) { // Wave detector. _waveDetector->RegisterWave(NULL, &OnWave); // Push detector. _pushDetector = new XnVPushDetector(); _pushDetector->RegisterPush(NULL, &onPush); // Swipe detector. _swipeDetector = new XnVSwipeDetector(); _swipeDetector->RegisterSwipeUp(NULL, &Swipe_SwipeUp); _swipeDetector->RegisterSwipeDown(NULL, &Swipe_SwipeDown); _swipeDetector->RegisterSwipeLeft(NULL, &Swipe_SwipeLeft); _swipeDetector->RegisterSwipeRight(NULL, &Swipe_SwipeRight); // Steady detector. _steadyDetector = new XnVSteadyDetector(); _steadyDetector->RegisterSteady(NULL, &Steady_OnSteady); } // Feature Circle. if(_featureCircle) { // Circle detector. _circleDetector = new XnVCircleDetector(); _circleDetector->RegisterCircle(NULL, &CircleCB); _circleDetector->RegisterNoCircle(NULL, &NoCircleCB); _circleDetector->RegisterPrimaryPointCreate(NULL, &Circle_PrimaryCreate); _circleDetector->RegisterPrimaryPointDestroy(NULL, &Circle_PrimaryDestroy); } // Feature Slider. if(_featureSlider) { // Left/Right slider. _leftRightSlider = new XnVSelectableSlider1D(3, 0, AXIS_X); _leftRightSlider->RegisterActivate(NULL, &LeftRightSlider_OnActivate); _leftRightSlider->RegisterDeactivate(NULL, &LeftRightSlider_OnDeactivate); _leftRightSlider->RegisterPrimaryPointCreate(NULL, &LeftRightSlider_OnPrimaryCreate); _leftRightSlider->RegisterPrimaryPointDestroy(NULL, &LeftRightSlider_OnPrimaryDestroy); _leftRightSlider->RegisterValueChange(NULL, &LeftRightSlider_OnValueChange); _leftRightSlider->SetValueChangeOnOffAxis(false); // Up/Down slider. _upDownSlider = new XnVSelectableSlider1D(3, 0, AXIS_Y); _upDownSlider->RegisterActivate(NULL, &UpDownSlider_OnActivate); _upDownSlider->RegisterDeactivate(NULL, &UpDownSlider_OnDeactivate); _upDownSlider->RegisterPrimaryPointCreate(NULL, &UpDownSlider_OnPrimaryCreate); _upDownSlider->RegisterPrimaryPointDestroy(NULL, &UpDownSlider_OnPrimaryDestroy); _upDownSlider->RegisterValueChange(NULL, &UpDownSlider_OnValueChange); _upDownSlider->SetValueChangeOnOffAxis(false); // In/Out slider. _inOutSlider = new XnVSelectableSlider1D(3, 0, AXIS_Z); _inOutSlider->RegisterActivate(NULL, &InOutSlider_OnActivate); _inOutSlider->RegisterDeactivate(NULL, &InOutSlider_OnDeactivate); _inOutSlider->RegisterPrimaryPointCreate(NULL, &InOutSlider_OnPrimaryCreate); _inOutSlider->RegisterPrimaryPointDestroy(NULL, &InOutSlider_OnPrimaryDestroy); _inOutSlider->RegisterValueChange(NULL, &InOutSlider_OnValueChange); _inOutSlider->SetValueChangeOnOffAxis(false); } // Feature TrackPad. if(_featureTrackPad) { // Track Pad. if(trackpad_columns > 0 && trackpad_rows > 0) { _trackPad = new XnVSelectableSlider2D(trackpad_columns, trackpad_rows); } else { _trackPad = new XnVSelectableSlider2D(4, 9); } _trackPad->RegisterItemHover(NULL, &TrackPad_ItemHover); _trackPad->RegisterItemSelect(NULL, &TrackPad_ItemSelect); _trackPad->RegisterPrimaryPointCreate(NULL, &TrackPad_PrimaryCreate); _trackPad->RegisterPrimaryPointDestroy(NULL, &TrackPad_PrimaryDestroy); } // Feature User Tracking. if(_featureUserTracking) { // Setup user generator callbacks. XnCallbackHandle hUserCallbacks, hCalibrationCallbacks, hPoseCallbacks; if (!_userGenerator.IsCapabilitySupported(XN_CAPABILITY_SKELETON)) { printf("AS3OpenNI :: Supplied user generator doesn't support skeleton\n"); return 1; } _userGenerator.RegisterUserCallbacks(User_NewUser, User_LostUser, NULL, hUserCallbacks); // Setup Skeleton detection. _userGenerator.GetSkeletonCap().RegisterCalibrationCallbacks(UserCalibration_CalibrationStart, UserCalibration_CalibrationEnd, NULL, hCalibrationCallbacks); if (_userGenerator.GetSkeletonCap().NeedPoseForCalibration()) { _needPose = true; if (!_userGenerator.IsCapabilitySupported(XN_CAPABILITY_POSE_DETECTION)) { printf("AS3OpenNI :: Pose required, but not supported\n"); return 1; } _userGenerator.GetPoseDetectionCap().RegisterToPoseCallbacks(UserPose_PoseDetected, NULL, NULL, hPoseCallbacks); _userGenerator.GetSkeletonCap().GetCalibrationPose(_strPose); } _userGenerator.GetSkeletonCap().SetSkeletonProfile(XN_SKEL_PROFILE_ALL); } // Create the broadcaster manager. _broadcaster = new XnVBroadcaster(); // Start generating all. _context.StartGeneratingAll(); // Set the frame rate. _status = xnFPSInit(&xnFPS, 180); CHECK_RC(_status, "AS3OpenNI :: FPS Init"); //----------------------------------------------------------------------// //------------------------- SETUP DISPLAY SUPPORT ---------------------// //--------------------------------------------------------------------// // Setup depth and image data. _depth.GetMetaData(_depthData); _image.GetMetaData(_imageData); // Hybrid mode isn't supported in this sample if (_imageData.FullXRes() != _depthData.FullXRes() || _imageData.FullYRes() != _depthData.FullYRes()) { printf ("AS3OpenNI :: The device depth and image resolution must be equal!\n"); return 1; } // RGB is the only image format supported. if (_imageData.PixelFormat() != XN_PIXEL_FORMAT_RGB24) { printf("AS3OpenNI :: The device image format must be RGB24\n"); return 1; } // Setup the view points to match between the depth and image maps. if(_snapPixels) _depth.GetAlternativeViewPointCap().SetViewPoint(_image); //-------------------------------------------------------------// //------------------------- MAIN LOOP ------------------------// //-----------------------------------------------------------// // Setup the capture socket server for PC. #if (XN_PLATFORM == XN_PLATFORM_WIN32) if(_featureDepthMapCapture || _featureRGBCapture || _featureUserTracking) { if(_useSockets) { g_AS3Network = network(); g_AS3Network.init(setupServer); } } #endif // Main loop while ((!_kbhit()) && (!_quit)) { xnFPSMarkFrame(&xnFPS); _context.WaitAndUpdateAll(); _sessionManager->Update(&_context); if(_featureDepthMapCapture) captureDepthMap(g_ucDepthBuffer); if(_featureRGBCapture) captureRGB(g_ucImageBuffer); #if (XN_PLATFORM == XN_PLATFORM_WIN32) if(_featureUserTracking) getPlayers(); #else if(_featureUserTracking) renderSkeleton(); #endif } CleanupExit(); }
void main() { //--------------------------------------------------- bool bShouldRun = true; int c ; XnStatus nRetVal = XN_STATUS_OK; Context context; // Initialize context object nRetVal = context.Init(); // check error code if(nRetVal) printf("Error : %s", xnGetStatusString(nRetVal)); context.SetGlobalMirror(true); //mirror image // Create a DepthGenerator node DepthGenerator depth; nRetVal = depth.Create(context); // check error code if(nRetVal) printf("Failed to create depth generator: %s\n", xnGetStatusString(nRetVal)); /// Create an ImageGenerator node ImageGenerator image; nRetVal = image.Create(context); if(nRetVal) printf("Failed to create image generator: %s\n", xnGetStatusString(nRetVal)); if(nRetVal) printf("Failed to match Depth and RGB points of view: %s\n",xnGetStatusString(nRetVal)); // Set it to VGA maps at 30 FPS XnMapOutputMode mapMode; mapMode.nXRes = XN_VGA_X_RES; mapMode.nYRes = XN_VGA_Y_RES; mapMode.nFPS = 30; nRetVal = depth.SetMapOutputMode(mapMode); // Make it start generating data nRetVal = context.StartGeneratingAll(); // check error code if(nRetVal) printf("Error : %s", xnGetStatusString(nRetVal)); //create a OpenCv matrix CvMat* depthMetersMat = cvCreateMat(480, 640, CV_16UC1); IplImage *kinectDepthImage; kinectDepthImage = cvCreateImage( cvSize(640,480),16,1); IplImage *kinectDepthImage_raw= cvCreateImage( cvSize(640,480),16,1); IplImage rgbimg; XnPoint3D* pDepthPointSet = new XnPoint3D[ 640*480 ]; // Main loop while (bShouldRun) { // Wait for new data to be available nRetVal = context.WaitOneUpdateAll(depth); if (nRetVal != XN_STATUS_OK) { printf("Failed updating data: %s\n", xnGetStatusString(nRetVal)); continue; } // Take current depth map const XnDepthPixel* pDepthMap = depth.GetDepthMap(); xn::DepthGenerator rDepth; //Copy the depth values for (int y=0; y<XN_VGA_Y_RES; y++) for(int x=0;x<XN_VGA_X_RES;x++) { depthMetersMat->data.s[y * XN_VGA_X_RES + x ] = 20*pDepthMap[y * XN_VGA_X_RES + x]; // Convert the coordinates in the camera coordinate system pDepthPointSet[y * XN_VGA_X_RES + x].X = (XnFloat) x; pDepthPointSet[y * XN_VGA_X_RES + x].Y = (XnFloat) y; pDepthPointSet[y * XN_VGA_X_RES + x].Z = pDepthMap[y * XN_VGA_X_RES + x]; } cvGetImage(depthMetersMat,kinectDepthImage_raw); cvShowImage("Depth stream", kinectDepthImage_raw); unsigned char* picture_RGB = new unsigned char[XN_VGA_X_RES * XN_VGA_Y_RES * 3]; //initialization with the retrieved data memcpy(picture_RGB, (unsigned char*)image.GetRGB24ImageMap(),XN_VGA_Y_RES * XN_VGA_X_RES * 3); //From BGR to RGB for(int i = 0 ; i < XN_VGA_X_RES * XN_VGA_Y_RES ; i++) { unsigned char temp = picture_RGB[i*3]; picture_RGB[i*3] = picture_RGB[i*3+2]; picture_RGB[i*3+2] = temp; } cv::Mat colorMatRes(XN_VGA_Y_RES, XN_VGA_X_RES, CV_8UC3, picture_RGB); rgbimg=colorMatRes; //Conversion from cv::mat to IplImage format cvShowImage("Color stream",&rgbimg); //Display the RGB stream // free memory delete picture_RGB; c = cvWaitKey(1); if (c == 27) bShouldRun = false; //exit main loop } // Clean-up cvDestroyWindow("Color stream"); cvDestroyWindow("Depth stream"); cvReleaseImageHeader(&kinectDepthImage); delete pDepthPointSet; }