Showing posts with label realtime. Show all posts
Showing posts with label realtime. Show all posts

Monday, July 2, 2012

Augmented Reality Sandbox with Real-Time Water Flow Simulation

Augmented Reality Sandbox with Real-Time Water Flow Simulation

Description
Video of a sandbox equipped with a Kinect 3D camera and a projector to project a real-time colored topographic map with contour lines onto the sand surface. The sandbox lets virtual water flow over the surface using a GPU-based simulation of the Saint-Venant set of shallow water equations. We (the UC Davis WM Keck Center for Active Visualization in the Earth Sciences, www.keckcaves.org) built this for an NSF-funded project on informal science education. These AR sandboxes will be set up as hands-on exhibits in science museums, such as the UC Davis Tahoe Environmental Research Center (TERC) or Lawrence Hall of Science. Project home page idav.ucdavis.edu The sandbox is based on the original idea shown in this video: www.youtube.com The water flow simulation is based on the work of Kurganov and Petrova, "a second-order well-balanced positivity preserving central-upwind scheme for the Saint-Venant system."

Tag : augmented reality, AR, sandbox, kinect, water flow simulation, Saint-Venant, shallow water equations, real-time simulation, GPU-based computing, topographic map, topographic contours, keckcaves, UC Davis, TERC, LHS, ECHO

More information about Xbox 360 250GB Console with Kinect

Sunday, April 10, 2011

Kinect MotionBuilder realtime motion capture device

Kinect MotionBuilder realtime motion capture device

Description
Update: Now available at www.brekel.com Here's a quick preview of some experiments on streaming a skeleton from a Microsoft Kinect into MotionBuilder, in realtime. A base application acquires a color and depth image from the Kinect and processes this into a 3D pointcloud. (Not shown here but these can be dumped to disk as polygon objects as well) PrimeSense's NITE is used to recognize the user and track a skeleton. It then streams that data over TCP (could be done over a network connection) into MotionBuilder. Using a custom device plugin the regular MotionBuilder toolset can then be used to map this onto a character. All still very alpha and proof of concept at the moment, but hey it kinda works and is fun More info at: www.brekel.com Note, this all runs on 30+ fps on a core2quad, the screencapture software had difficulty with it though.

Tag : autodesk, motionbuilder, microsoft, kinect, realtime, device, motion, capture

More information about Xbox 360 250GB Console with Kinect