예제 #1
0
        public System.Drawing.PointF[] ComputeDepthFrameToCameraSpaceTable(int tableWidth = depthImageWidth, int tableHeight = depthImageHeight)
        {
            float fx = (float)depthCameraMatrix[0, 0];
            float fy = (float)depthCameraMatrix[1, 1];
            float cx = (float)depthCameraMatrix[0, 2];
            float cy = (float)depthCameraMatrix[1, 2];

            float[] kappa = new float[] { (float)depthLensDistortion[0], (float)depthLensDistortion[1] };

            var table = new System.Drawing.PointF[tableWidth * tableHeight];

            for (int y = 0; y < tableHeight; y++)
            {
                for (int x = 0; x < tableWidth; x++)
                {
                    double xout, yout;
                    double framex = (double)x / (double)tableWidth * depthImageWidth;   // in depth camera image coordinates
                    double framey = (double)y / (double)tableHeight * depthImageHeight;

                    CameraMath.Undistort(fx, fy, cx, cy, kappa, framex, (depthImageHeight - framey), out xout, out yout);

                    var point = new System.Drawing.PointF();
                    point.X = (float)xout;
                    point.Y = (float)yout;
                    table[tableWidth * y + x] = point;
                }
            }
            return(table);
        }
예제 #2
0
    public void SetCameraToWorld()
    {
        float verticalFOV   = combatCamera.GetComponent <Camera>().fieldOfView;
        float horizontalFOV = Camera.VerticalToHorizontalFieldOfView(verticalFOV, (Screen.width * 1f) / (Screen.height * 1f));

        combatCamera.transform.eulerAngles = new Vector3(cameraAngle, 0, 0);
        CameraMath.GetCameraPosition(mapShape, blockOffset, maxBlockHeight * blockOffset.z, cameraAngle, combatCamera.GetComponent <Camera>());
        //combatCamera.transform.position = new Vector3(mapShape.x * blockOffset.x / 2 + cameraPos.x, cameraHeight * mapShape.y / 10f + cameraPos.y + 5.5f, cameraOffset * mapShape.x / 10f + cameraPos.z - -1f);
    }
예제 #3
0
        /// <summary>
        /// Occurs when the manipulation is started.
        /// </summary>
        /// <param name="e">The <see cref="ManipulationEventArgs"/> instance containing the event data.</param>
        public override void Started(Point e)
        {
            base.Started(e);
            this.rotationPoint = new Point(
                this.Viewport.ActualWidth / 2, this.Viewport.ActualHeight / 2);
            this.rotationPoint3D = this.Camera.CameraInternal.Target;

            switch (this.CameraMode)
            {
            case CameraMode.WalkAround:
                this.rotationPoint   = this.MouseDownPoint;
                this.rotationPoint3D = this.Camera.CameraInternal.Position;
                break;

            default:
                if (Controller.FixedRotationPointEnabled)
                {
                    this.rotationPoint3D = Controller.FixedRotationPoint;
                }
                else if (this.changeLookAt && this.MouseDownNearestPoint3D != null)
                {
                    this.LookAt(this.MouseDownNearestPoint3D.Value, 0);
                    this.rotationPoint3D = this.Camera.CameraInternal.Target;
                }
                else if (this.Controller.RotateAroundMouseDownPoint && this.MouseDownNearestPoint3D != null)
                {
                    this.rotationPoint   = this.MouseDownPoint;
                    this.rotationPoint3D = this.MouseDownNearestPoint3D.Value;
                }

                break;
            }

            if (this.CameraMode == CameraMode.Inspect)
            {
                this.Viewport.ShowTargetAdorner(this.rotationPoint);
            }

            switch (this.CameraRotationMode)
            {
            case CameraRotationMode.Trackball:
                break;

            case CameraRotationMode.Turntable:
                break;

            case CameraRotationMode.Turnball:
                CameraMath.InitTurnballRotationAxes(e.ToVector2(), (int)Viewport.ActualWidth, (int)Viewport.ActualHeight, Camera,
                                                    out rotationAxisX, out rotationAxisY);
                break;
            }

            this.Controller.StopSpin();
        }
예제 #4
0
        /// <summary>
        /// Occurs when the manipulation is started.
        /// </summary>
        /// <param name="e">The <see cref="T:SharpDX.Vector2" /> instance containing the event data.</param>
        protected override void Started(Vector2 e)
        {
            base.Started(e);
            this.rotationPoint = new Vector2(
                this.Controller.Width / 2, this.Controller.Height / 2);
            this.rotationPoint3D = this.Camera.Target;

            switch (this.CameraMode)
            {
            case CameraMode.WalkAround:
                this.rotationPoint   = this.MouseDownPoint;
                this.rotationPoint3D = this.Camera.Position;
                break;

            default:
                if (Controller.FixedRotationPointEnabled)
                {
                    this.rotationPoint3D = Controller.FixedRotationPoint;
                }
                else if (this.changeLookAt && this.MouseDownNearestPoint3D != null)
                {
                    this.LookAt(this.MouseDownNearestPoint3D.Value, 0);
                    this.rotationPoint3D = this.Camera.Target;
                }
                else if (this.Controller.RotateAroundMouseDownPoint && this.MouseDownNearestPoint3D != null)
                {
                    this.rotationPoint   = this.MouseDownPoint;
                    this.rotationPoint3D = this.MouseDownNearestPoint3D.Value;
                }

                break;
            }

            switch (this.CameraRotationMode)
            {
            case CameraRotationMode.Trackball:
                break;

            case CameraRotationMode.Turntable:
                break;

            case CameraRotationMode.Turnball:
                CameraMath.InitTurnballRotationAxes(e, (int)Controller.Width, (int)Controller.Height, Camera,
                                                    out rotationAxisX, out rotationAxisY);
                break;
            }

            this.Controller.StopSpin();
        }
예제 #5
0
        /// <summary>
        /// Rotates the specified p0.
        /// </summary>
        /// <param name="p0">The p0.</param>
        /// <param name="p1">The p1.</param>
        /// <param name="rotateAround">The rotate around.</param>
        /// <param name="stopOther">if set to <c>true</c> [stop other].</param>
        public void Rotate(Vector2 p0, Vector2 p1, Vector3 rotateAround, bool stopOther = true)
        {
            if (!this.Controller.IsRotationEnabled)
            {
                return;
            }
            if (stopOther)
            {
                Controller.StopZooming();
                Controller.StopPanning();
            }
            p0 = Vector2.Multiply(p0, Controller.AllowRotateXY);
            p1 = Vector2.Multiply(p1, Controller.AllowRotateXY);
            Vector3 newPos  = Camera.CameraInternal.Position;
            Vector3 newLook = Camera.CameraInternal.LookDirection;
            Vector3 newUp   = Vector3.Normalize(Camera.CameraInternal.UpDirection);

            switch (this.Controller.CameraRotationMode)
            {
            case CameraRotationMode.Trackball:
                CameraMath.RotateTrackball(CameraMode, ref p0, ref p1, ref rotateAround, (float)RotationSensitivity,
                                           Controller.Width, Controller.Height, Camera, Inv, out newPos, out newLook, out newUp);
                break;

            case CameraRotationMode.Turntable:
                var p = p1 - p0;
                CameraMath.RotateTurntable(CameraMode, ref p, ref rotateAround, (float)RotationSensitivity,
                                           Controller.Width, Controller.Height, Camera, Inv, ModelUpDirection, out newPos, out newLook, out newUp);
                break;

            case CameraRotationMode.Turnball:
                CameraMath.RotateTurnball(CameraMode, ref p0, ref p1, ref rotateAround, (float)RotationSensitivity,
                                          Controller.Width, Controller.Height, Camera, Inv, out newPos, out newLook, out newUp);
                break;

            default:
                break;
            }
            Camera.LookDirection = newLook.ToVector3D();
            Camera.Position      = newPos.ToPoint3D();
            Camera.UpDirection   = newUp.ToVector3D();
        }
예제 #6
0
        /// <summary>
        /// Rotate the camera around the specified point.
        /// </summary>
        /// <param name="p0">
        /// The p 0.
        /// </param>
        /// <param name="p1">
        /// The p 1.
        /// </param>
        /// <param name="rotateAround">
        /// The rotate around.
        /// </param>
        /// <param name="stopOther">Stop other manipulation</param>
        public void Rotate(Vector2 p0, Vector2 p1, Vector3 rotateAround, bool stopOther = true)
        {
            if (!this.Controller.IsRotationEnabled)
            {
                return;
            }
            if (stopOther)
            {
                Controller.StopZooming();
                Controller.StopPanning();
            }
            var newPos  = Camera.Position;
            var newLook = Camera.LookDirection;
            var newUp   = Vector3.Normalize(Camera.UpDirection);

            switch (this.Controller.CameraRotationMode)
            {
            case CameraRotationMode.Trackball:
                CameraMath.RotateTrackball(CameraMode, ref p0, ref p1, ref rotateAround, (float)RotationSensitivity,
                                           Controller.Width, Controller.Height, Camera, inv, out newPos, out newLook, out newUp);
                break;

            case CameraRotationMode.Turntable:
                var p = p1 - p0;
                CameraMath.RotateTurntable(CameraMode, ref p, ref rotateAround, (float)RotationSensitivity,
                                           Controller.Width, Controller.Height, Camera, inv, ModelUpDirection, out newPos, out newLook, out newUp);
                break;

            case CameraRotationMode.Turnball:
                CameraMath.RotateTurnball(CameraMode, ref p0, ref p1, ref rotateAround, (float)RotationSensitivity,
                                          Controller.Width, Controller.Height, Camera, inv, out newPos, out newLook, out newUp);
                break;
            }
            Camera.LookDirection = newLook;
            Camera.Position      = newPos;
            Camera.UpDirection   = newUp;
        }
예제 #7
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="directory"></param>
        /// <param name="objPath"></param>
        /// <param name="depthImage"></param>
        /// <param name="rgbImage"></param>
        /// <param name="pose">Optional transformation pose (4x4 Matrix). Supply Identity by default</param>
        public static void Save(string objPath, Kinect2Calibration calibration, ShortImage depthImage, string colorImageFileName, Matrix pose)
        {
            var objFilename  = Path.GetFileNameWithoutExtension(objPath);
            var objDirectory = Path.GetDirectoryName(objPath);

            if (!Directory.Exists(objDirectory))
            {
                Directory.CreateDirectory(objDirectory);
            }

            //copy the background color image to file
            //SaveColorToJPEG(objDirectory + "/" + objFilename + ".jpg", rgbImage);
            if (File.Exists(colorImageFileName))
            {
                File.Copy(colorImageFileName, objDirectory + "/" + objFilename + ".jpg", true);
            }
            else
            {
                Console.WriteLine("Saving to OBJ Error! File " + colorImageFileName + " doesn't exists!");
            }

            // Because we need to form triangles, we go back to the depth image
            var quadOffsets = new System.Drawing.Point[]
            {
                new System.Drawing.Point(0, 0),
                new System.Drawing.Point(1, 0),
                new System.Drawing.Point(0, 1),
                new System.Drawing.Point(1, 0),
                new System.Drawing.Point(1, 1),
                new System.Drawing.Point(0, 1),
            };

            var streamWriter  = new StreamWriter(objDirectory + "/" + objFilename + ".obj");
            var mtlFileWriter = new StreamWriter(objDirectory + "/" + objFilename + ".mtl");

            streamWriter.WriteLine("mtllib " + objFilename + ".mtl");
            uint nextVertexIndex = 1;

            //var depthImage = new FloatImage(Kinect2Calibration.depthImageWidth, Kinect2Calibration.depthImageHeight);


            mtlFileWriter.WriteLine("newmtl camera0");
            mtlFileWriter.WriteLine("Ka 1.000000 1.000000 1.000000");
            mtlFileWriter.WriteLine("Kd 1.000000 1.000000 1.000000");
            mtlFileWriter.WriteLine("Ks 0.000000 0.000000 0.000000");
            mtlFileWriter.WriteLine("Tr 1.000000");
            mtlFileWriter.WriteLine("illum 1");
            mtlFileWriter.WriteLine("Ns 0.000000");
            mtlFileWriter.WriteLine("map_Kd " + objFilename + ".jpg");


            streamWriter.WriteLine("usemtl camera0");

            // load depth image
            //string cameraDirectory = directory + "/camera" + camera.name;
            //depthImage.LoadFromFile(cameraDirectory + "/mean.bin");

            //var calibration = camera.calibration;
            var depthFrameToCameraSpaceTable = calibration.ComputeDepthFrameToCameraSpaceTable();
            var vertices    = new Vertex[Kinect2Calibration.depthImageWidth * Kinect2Calibration.depthImageHeight];
            var colorCamera = new Matrix(4, 1);
            var depthCamera = new Matrix(4, 1);
            var world       = new Matrix(4, 1);

            for (int y = 0; y < Kinect2Calibration.depthImageHeight; y++)
            {
                for (int x = 0; x < Kinect2Calibration.depthImageWidth; x++)
                {
                    // depth camera coords
                    var depth = depthImage[x, y] / 1000f; // m
                    // convert to depth camera space
                    var point = depthFrameToCameraSpaceTable[Kinect2Calibration.depthImageWidth * y + x];
                    depthCamera[0] = point.X * depth;
                    depthCamera[1] = point.Y * depth;
                    depthCamera[2] = depth;
                    depthCamera[3] = 1;

                    // world coordinates
                    world.Mult(pose, depthCamera);
                    //world.Scale(1.0 / world[3]); not necessary for this transform

                    // convert to color camera space
                    colorCamera.Mult(calibration.depthToColorTransform, depthCamera);
                    colorCamera.Scale(1.0 / colorCamera[3]);

                    // project to color image
                    double colorU, colorV;
                    CameraMath.Project(calibration.colorCameraMatrix, calibration.colorLensDistortion, colorCamera[0], colorCamera[1], colorCamera[2], out colorU, out colorV);
                    colorU /= (double)Kinect2Calibration.colorImageWidth;
                    colorV /= (double)Kinect2Calibration.colorImageHeight;

                    var vertex = new Vertex();
                    vertex.x = (float)world[0];
                    vertex.y = (float)world[1];
                    vertex.z = (float)world[2];
                    vertex.u = (float)colorU;
                    vertex.v = (float)colorV;
                    vertices[Kinect2Calibration.depthImageWidth * y + x] = vertex;
                }
            }

            streamWriter.WriteLine("g camera0");
            streamWriter.WriteLine("usemtl camera0");

            // examine each triangle
            for (int y = 0; y < Kinect2Calibration.depthImageHeight - 1; y++)
            {
                for (int x = 0; x < Kinect2Calibration.depthImageWidth - 1; x++)
                {
                    int offseti = 0;
                    for (int tri = 0; tri < 2; tri++)
                    {
                        // the indexes of the vertices of this triangle
                        var i0 = Kinect2Calibration.depthImageWidth * (y + quadOffsets[offseti].Y) + (x + quadOffsets[offseti].X);
                        var i1 = Kinect2Calibration.depthImageWidth * (y + quadOffsets[offseti + 1].Y) + (x + quadOffsets[offseti + 1].X);
                        var i2 = Kinect2Calibration.depthImageWidth * (y + quadOffsets[offseti + 2].Y) + (x + quadOffsets[offseti + 2].X);

                        // is triangle valid?
                        bool nonZero = (vertices[i0].z != 0) && (vertices[i1].z != 0) && (vertices[i2].z != 0);

                        bool jump01 = Vertex.DistanceSquared(vertices[i0], vertices[i1]) < 0.2 * 0.2;
                        bool jump02 = Vertex.DistanceSquared(vertices[i0], vertices[i2]) < 0.2 * 0.2;
                        bool jump12 = Vertex.DistanceSquared(vertices[i1], vertices[i2]) < 0.2 * 0.2;

                        bool valid = nonZero && jump01 && jump02 && jump12;
                        if (valid)
                        {
                            // only add the vertex if we haven't already
                            if (vertices[i0].index == 0)
                            {
                                streamWriter.WriteLine(vertices[i0]);
                                vertices[i0].index = nextVertexIndex++;
                            }
                            if (vertices[i1].index == 0)
                            {
                                streamWriter.WriteLine(vertices[i1]);
                                vertices[i1].index = nextVertexIndex++;
                            }
                            if (vertices[i2].index == 0)
                            {
                                streamWriter.WriteLine(vertices[i2]);
                                vertices[i2].index = nextVertexIndex++;
                            }
                            streamWriter.WriteLine("f {0}/{0} {1}/{1} {2}/{2}", vertices[i0].index, vertices[i1].index, vertices[i2].index);
                        }
                        offseti += 3;
                    }
                }
            }

            streamWriter.Close();
            mtlFileWriter.Close();
        }
예제 #8
0
        static double CalibrateColorCamera(List <Matrix> worldPoints, List <System.Drawing.PointF> imagePoints, Matrix cameraMatrix, Matrix distCoeffs, Matrix rotation, Matrix translation)
        {
            int nPoints = worldPoints.Count;

            {
                Matrix R, t;
                CameraMath.DLT(cameraMatrix, distCoeffs, worldPoints, imagePoints, out R, out t);
                //var r = Orientation.RotationVector(R);
                var r = RoomAliveToolkit.ProjectorCameraEnsemble.RotationVectorFromRotationMatrix(R);
                rotation.Copy(r);
                translation.Copy(t);
            }

            // pack parameters into vector
            // parameters: fx, fy, cx, cy, k1, k2, + 3 for rotation, 3 translation = 12
            int nParameters = 12;
            var parameters  = new Matrix(nParameters, 1);

            {
                int pi = 0;
                parameters[pi++] = cameraMatrix[0, 0]; // fx
                parameters[pi++] = cameraMatrix[1, 1]; // fy
                parameters[pi++] = cameraMatrix[0, 2]; // cx
                parameters[pi++] = cameraMatrix[1, 2]; // cy
                parameters[pi++] = distCoeffs[0];      // k1
                parameters[pi++] = distCoeffs[1];      // k2
                parameters[pi++] = rotation[0];
                parameters[pi++] = rotation[1];
                parameters[pi++] = rotation[2];
                parameters[pi++] = translation[0];
                parameters[pi++] = translation[1];
                parameters[pi++] = translation[2];
            }

            // size of our error vector
            int nValues = nPoints * 2; // each component (x,y) is a separate entry

            LevenbergMarquardt.Function function = delegate(Matrix p)
            {
                var fvec = new Matrix(nValues, 1);


                // unpack parameters
                int    pi = 0;
                double fx = p[pi++];
                double fy = p[pi++];
                double cx = p[pi++];
                double cy = p[pi++];

                double k1 = p[pi++];
                double k2 = p[pi++];

                var K = Matrix.Identity(3, 3);
                K[0, 0] = fx;
                K[1, 1] = fy;
                K[0, 2] = cx;
                K[1, 2] = cy;

                var d = Matrix.Zero(5, 1);
                d[0] = k1;
                d[1] = k2;

                var r = new Matrix(3, 1);
                r[0] = p[pi++];
                r[1] = p[pi++];
                r[2] = p[pi++];

                var t = new Matrix(3, 1);
                t[0] = p[pi++];
                t[1] = p[pi++];
                t[2] = p[pi++];

                //var R = Orientation.Rodrigues(r);
                var R = RoomAliveToolkit.ProjectorCameraEnsemble.RotationMatrixFromRotationVector(r);



                var x = new Matrix(3, 1);

                int fveci = 0;
                for (int i = 0; i < worldPoints.Count; i++)
                {
                    // transform world point to local camera coordinates
                    x.Mult(R, worldPoints[i]);
                    x.Add(t);

                    // fvec_i = y_i - f(x_i)
                    double u, v;
                    CameraMath.Project(K, d, x[0], x[1], x[2], out u, out v);

                    var imagePoint = imagePoints[i];
                    fvec[fveci++] = imagePoint.X - u;
                    fvec[fveci++] = imagePoint.Y - v;
                }
                return(fvec);
            };

            // optimize
            var calibrate = new LevenbergMarquardt(function);

            while (calibrate.State == LevenbergMarquardt.States.Running)
            {
                var rmsError = calibrate.MinimizeOneStep(parameters);
                Console.WriteLine("rms error = " + rmsError);
            }
            for (int i = 0; i < nParameters; i++)
            {
                Console.WriteLine(parameters[i] + "\t");
            }
            Console.WriteLine();

            // unpack parameters
            {
                int    pi = 0;
                double fx = parameters[pi++];
                double fy = parameters[pi++];
                double cx = parameters[pi++];
                double cy = parameters[pi++];
                double k1 = parameters[pi++];
                double k2 = parameters[pi++];
                cameraMatrix[0, 0] = fx;
                cameraMatrix[1, 1] = fy;
                cameraMatrix[0, 2] = cx;
                cameraMatrix[1, 2] = cy;
                distCoeffs[0]      = k1;
                distCoeffs[1]      = k2;
                rotation[0]        = parameters[pi++];
                rotation[1]        = parameters[pi++];
                rotation[2]        = parameters[pi++];
                translation[0]     = parameters[pi++];
                translation[1]     = parameters[pi++];
                translation[2]     = parameters[pi++];
            }


            return(calibrate.RMSError);
        }
예제 #9
0
        static double CalibrateDepthCamera(List <Matrix> worldPoints, List <System.Drawing.PointF> imagePoints, Matrix cameraMatrix, Matrix distCoeffs)
        {
            int nPoints = worldPoints.Count;

            // pack parameters into vector
            // parameters: fx, fy, cx, cy, k1, k2 = 6 parameters
            int nParameters = 6;
            var parameters  = new Matrix(nParameters, 1);

            {
                int pi = 0;
                parameters[pi++] = cameraMatrix[0, 0]; // fx
                parameters[pi++] = cameraMatrix[1, 1]; // fy
                parameters[pi++] = cameraMatrix[0, 2]; // cx
                parameters[pi++] = cameraMatrix[1, 2]; // cy
                parameters[pi++] = distCoeffs[0];      // k1
                parameters[pi++] = distCoeffs[1];      // k2
            }

            // size of our error vector
            int nValues = nPoints * 2; // each component (x,y) is a separate entry

            LevenbergMarquardt.Function function = delegate(Matrix p)
            {
                var fvec = new Matrix(nValues, 1);

                // unpack parameters
                int    pi = 0;
                double fx = p[pi++];
                double fy = p[pi++];
                double cx = p[pi++];
                double cy = p[pi++];
                double k1 = p[pi++];
                double k2 = p[pi++];

                var K = Matrix.Identity(3, 3);
                K[0, 0] = fx;
                K[1, 1] = fy;
                K[0, 2] = cx;
                K[1, 2] = cy;

                var d = Matrix.Zero(5, 1);
                d[0] = k1;
                d[1] = k2;

                int fveci = 0;
                for (int i = 0; i < worldPoints.Count; i++)
                {
                    // fvec_i = y_i - f(x_i)
                    double u, v;
                    var    x = worldPoints[i];
                    CameraMath.Project(K, d, x[0], x[1], x[2], out u, out v);

                    var imagePoint = imagePoints[i];
                    fvec[fveci++] = imagePoint.X - u;
                    fvec[fveci++] = imagePoint.Y - v;
                }
                return(fvec);
            };

            // optimize
            var calibrate = new LevenbergMarquardt(function);

            while (calibrate.State == LevenbergMarquardt.States.Running)
            {
                var rmsError = calibrate.MinimizeOneStep(parameters);
                Console.WriteLine("rms error = " + rmsError);
            }
            for (int i = 0; i < nParameters; i++)
            {
                Console.WriteLine(parameters[i] + "\t");
            }
            Console.WriteLine();

            // unpack parameters
            {
                int    pi = 0;
                double fx = parameters[pi++];
                double fy = parameters[pi++];
                double cx = parameters[pi++];
                double cy = parameters[pi++];
                double k1 = parameters[pi++];
                double k2 = parameters[pi++];
                cameraMatrix[0, 0] = fx;
                cameraMatrix[1, 1] = fy;
                cameraMatrix[0, 2] = cx;
                cameraMatrix[1, 2] = cy;
                distCoeffs[0]      = k1;
                distCoeffs[1]      = k2;
            }


            return(calibrate.RMSError);
        }
예제 #10
0
        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);
            //}
        }