Kinect Edge Detect

And, here’s the live edge detection version. Again, pretty straight forward. Same setup as before, but just changed the fragment shader to be an edge detector instead of that cross hatch thing. Really, you can do anything GLSL will support.

When it’s supported by OpenCL kernels, then it gets even more interesting because you’re not quite as constrained by the language constructs of GLSL. As I just explained to my daughter.

I must say, at this point, it really has nothing to do with the Kinect, other than to the extent that I’m using the Kinect as a cheap source of video input. Actually, it’s not a particularly cheap source for video input. The Kinect for PC cost $250, and requires a dedicated USB 2.0 bus, and is very finicky when it comes to performance.

For the same $250, you could purchase a couple of HD quality webcams, and enough hardware to put them on a piece of aluminum at a sufficient distance from each other to do some stereo correspondence work. That might be nice for some close up situations, which the Kinect for PC is supposed to deal with. The Kinect probably works better for that larger distances away from the screen, but does it…

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