Yes it is exactly the same but running at 120 fps with full res pointcloud and around 100 hitboxes :)
I think i am going to contribute it within the next weeks. At the moment there is some stuff missing in the latest dx11 release so it would not work for the most of you.
Yes, compute shaders are awesome. With hitboxes there is no need to process 120fps, since the Kinect is still delivering only 30fps, means you do the same calculation four times.
Of course, the benefit of removing all the calculations from the CPU is huge and even the resolution of the depth mask can be increased which makes it Kinect One ready.
Same thing but CPU based /DX9
kinect-virtual-hit-boxes
DX11 prototype already working :)
https://scontent-b-lhr.xx.fbcdn.net/hphotos-prn2/t31.0-8/1978317_640801199334021_3078631725197384141_o.jpg
Yes it is exactly the same but running at 120 fps with full res pointcloud and around 100 hitboxes :)
I think i am going to contribute it within the next weeks. At the moment there is some stuff missing in the latest dx11 release so it would not work for the most of you.
Yes, compute shaders are awesome. With hitboxes there is no need to process 120fps, since the Kinect is still delivering only 30fps, means you do the same calculation four times.
Of course, the benefit of removing all the calculations from the CPU is huge and even the resolution of the depth mask can be increased which makes it Kinect One ready.
We made this project with the DX11, the responsiveness and full resolution of the depth mask was the essence.
http://mariajudova.net/personal/15_Drone/index.php
On the other hand, I've already had a few requests on how to make this work on a configurations with cards worse than SM3.0 compatible.