public void RecoverCalibrationFromSensor(KinectSensor kinectSensor)
        {
            var stopWatch = new System.Diagnostics.Stopwatch();
            stopWatch.Start();

            var objectPoints1 = new List<RoomAliveToolkit.Matrix>();
            var colorPoints1 = new List<System.Drawing.PointF>();
            var depthPoints1 = new List<System.Drawing.PointF>();

            int n = 0;
            for (float x = -2f; x < 2f; x += 0.2f)
                for (float y = -2f; y < 2f; y += 0.2f)
                    for (float z = 0.4f; z < 4.5f; z += 0.4f)
                    {
                        var kinectCameraPoint = new CameraSpacePoint();
                        kinectCameraPoint.X = x;
                        kinectCameraPoint.Y = y;
                        kinectCameraPoint.Z = z;

                        // use SDK's projection
                        // adjust Y to make RH cooridnate system that is a projection of Kinect 3D points
                        var kinectColorPoint = kinectSensor.CoordinateMapper.MapCameraPointToColorSpace(kinectCameraPoint);
                        kinectColorPoint.Y = colorImageHeight - kinectColorPoint.Y;
                        var kinectDepthPoint = kinectSensor.CoordinateMapper.MapCameraPointToDepthSpace(kinectCameraPoint);
                        kinectDepthPoint.Y = depthImageHeight - kinectDepthPoint.Y;

                        if ((kinectColorPoint.X >= 0) && (kinectColorPoint.X < colorImageWidth) &&
                            (kinectColorPoint.Y >= 0) && (kinectColorPoint.Y < colorImageHeight) &&
                            (kinectDepthPoint.X >= 0) && (kinectDepthPoint.X < depthImageWidth) &&
                            (kinectDepthPoint.Y >= 0) && (kinectDepthPoint.Y < depthImageHeight))
                        {
                            n++;
                            var objectPoint = new RoomAliveToolkit.Matrix(3, 1);
                            objectPoint[0] = kinectCameraPoint.X;
                            objectPoint[1] = kinectCameraPoint.Y;
                            objectPoint[2] = kinectCameraPoint.Z;
                            objectPoints1.Add(objectPoint);

                            var colorPoint = new System.Drawing.PointF();
                            colorPoint.X = kinectColorPoint.X;
                            colorPoint.Y = kinectColorPoint.Y;
                            colorPoints1.Add(colorPoint);

                            //Console.WriteLine(objectPoint[0] + "\t" + objectPoint[1] + "\t" + colorPoint.X + "\t" + colorPoint.Y);

                            var depthPoint = new System.Drawing.PointF();
                            depthPoint.X = kinectDepthPoint.X;
                            depthPoint.Y = kinectDepthPoint.Y;
                            depthPoints1.Add(depthPoint);
                        }
                    }

            colorCameraMatrix[0, 0] = 1000; //fx
            colorCameraMatrix[1, 1] = 1000; //fy
            colorCameraMatrix[0, 2] = colorImageWidth / 2; //cx
            colorCameraMatrix[1, 2] = colorImageHeight / 2; //cy
            colorCameraMatrix[2, 2] = 1;

            var rotation = new Matrix(3, 1);
            var translation = new Matrix(3, 1);
            var colorError = CalibrateColorCamera(objectPoints1, colorPoints1, colorCameraMatrix, colorLensDistortion, rotation, translation);
            //var rotationMatrix = Orientation.Rodrigues(rotation);
            var rotationMatrix = RoomAliveToolkit.ProjectorCameraEnsemble.RotationMatrixFromRotationVector(rotation);

            depthToColorTransform = Matrix.Identity(4, 4);
            for (int i = 0; i < 3; i++)
            {
                depthToColorTransform[i, 3] = translation[i];
                for (int j = 0; j < 3; j++)
                    depthToColorTransform[i, j] = rotationMatrix[i, j];
            }

            depthCameraMatrix[0, 0] = 360; //fx
            depthCameraMatrix[1, 1] = 360; //fy
            depthCameraMatrix[0, 2] = depthImageWidth / 2; //cx
            depthCameraMatrix[1, 2] = depthImageHeight / 2; //cy
            depthCameraMatrix[2, 2] = 1;

            var depthError = CalibrateDepthCamera(objectPoints1, depthPoints1, depthCameraMatrix, depthLensDistortion);

            //// latest SDK gives access to depth intrinsics directly -- this gives slightly higher projection error; not sure why
            //var depthIntrinsics = kinectSensor.CoordinateMapper.GetDepthCameraIntrinsics();
            //depthCameraMatrix[0, 0] = depthIntrinsics.FocalLengthX;
            //depthCameraMatrix[1, 1] = depthIntrinsics.FocalLengthY;
            //depthCameraMatrix[0, 2] = depthIntrinsics.PrincipalPointX;
            //depthCameraMatrix[1, 2] = depthImageHeight - depthIntrinsics.PrincipalPointY; // note flip in Y!
            //depthDistCoeffs[0] = depthIntrinsics.RadialDistortionSecondOrder;
            //depthDistCoeffs[1] = depthIntrinsics.RadialDistortionFourthOrder;

            // check projections
            double depthProjectionError = 0;
            double colorProjectionError = 0;
            var color = new RoomAliveToolkit.Matrix(4, 1);
            var testObjectPoint4 = new RoomAliveToolkit.Matrix(4, 1);
            for (int i = 0; i < n; i++)
            {
                var testObjectPoint = objectPoints1[i];
                var testDepthPoint = depthPoints1[i];
                var testColorPoint = colorPoints1[i];

                // "camera space" == depth camera space
                // depth camera projection
                double depthU, depthV;
                CameraMath.Project(depthCameraMatrix, depthLensDistortion, testObjectPoint[0], testObjectPoint[1], testObjectPoint[2], out depthU, out depthV);

                double dx = testDepthPoint.X - depthU;
                double dy = testDepthPoint.Y - depthV;
                depthProjectionError += (dx * dx) + (dy * dy);

                // color camera projection
                testObjectPoint4[0] = testObjectPoint[0];
                testObjectPoint4[1] = testObjectPoint[1];
                testObjectPoint4[2] = testObjectPoint[2];
                testObjectPoint4[3] = 1;

                color.Mult(depthToColorTransform, testObjectPoint4);
                color.Scale(1.0 / color[3]); // not necessary for this transform

                double colorU, colorV;
                CameraMath.Project(colorCameraMatrix, colorLensDistortion, color[0], color[1], color[2], out colorU, out colorV);

                dx = testColorPoint.X - colorU;
                dy = testColorPoint.Y - colorV;
                colorProjectionError += (dx * dx) + (dy * dy);
            }
            depthProjectionError /= n;
            colorProjectionError /= n;

            stopWatch.Stop();
            Console.WriteLine("FakeCalibration :");
            Console.WriteLine("n = " + n);
            Console.WriteLine("color error = " + colorError);
            Console.WriteLine("depth error = " + depthError);
            Console.WriteLine("depth reprojection error = " + depthProjectionError);
            Console.WriteLine("color reprojection error = " + colorProjectionError);
            Console.WriteLine("depth camera matrix = \n" + depthCameraMatrix);
            Console.WriteLine("depth lens distortion = \n" + depthLensDistortion);
            Console.WriteLine("color camera matrix = \n" + colorCameraMatrix);
            Console.WriteLine("color lens distortion = \n" + colorLensDistortion);

            Console.WriteLine(stopWatch.ElapsedMilliseconds + " ms");

            //// get camera space table
            //// this does not change frame to frame (or so I believe)
            //var tableEntries = kinectSensor.CoordinateMapper.GetDepthFrameToCameraSpaceTable();

            //// compute our own version of the camera space table and compare it to the SDK's
            //stopWatch.Restart();

            //var tableEntries2 = ComputeDepthFrameToCameraSpaceTable();
            //Console.WriteLine("ComputeDepthFrameToCameraSpaceTable took " + stopWatch.ElapsedMilliseconds + " ms");

            //{
            //    float error = 0;
            //    for (int framey = 0; framey < depthImageHeight; framey++)
            //        for (int framex = 0; framex < depthImageWidth; framex++)
            //        {
            //            var point1 = tableEntries[depthImageWidth * framey + framex];
            //            var point2 = tableEntries2[depthImageWidth * framey + framex];

            //            error += (float)Math.Sqrt((point1.X - point2.X) * (point1.X - point2.X) + (point1.Y - point2.Y) * (point1.Y - point2.Y));
            //        }
            //    error /= (float)(depthImageHeight * depthImageWidth);
            //    Console.WriteLine("error = " + error);
            //}
        }