{"id":9145,"date":"2011-08-29T20:00:00","date_gmt":"2011-08-29T18:00:00","guid":{"rendered":"https:\/\/fatihboy.com\/post\/kinect-sadece-oyuncu-derinlik-goruntusu"},"modified":"2011-08-29T20:00:00","modified_gmt":"2011-08-29T18:00:00","slug":"kinect-sadece-oyuncu-derinlik-goruntusu","status":"publish","type":"post","link":"https:\/\/fatihboy.com\/en\/kinect-sadece-oyuncu-derinlik-goruntusu\/","title":{"rendered":"Kinect&#8217;te Sadece Oyuncu Derinlik G\u00f6r\u00fcnt\u00fcs\u00fc"},"content":{"rendered":"<p>&nbsp;&nbsp; <a href=\"\/en\/?p=9138\">Bir \u00f6nceki makalemde<\/a> sizlere Kinect\u2019ten gelen ak\u0131\u015flardan sadece derinlik ak\u0131\u015f\u0131n\u0131 kullanarak nas\u0131l bir g\u00f6r\u00fcnt\u00fc elde edebilece\u011finizden bahsetmi\u015ftim. Sadece gri tonlama ile yapt\u0131\u011f\u0131m\u0131z bu i\u015flem sonucunda ald\u0131\u011f\u0131m\u0131z g\u00f6r\u00fcnt\u00fc maalesef ki istedi\u011fimiz detayda bir sonu\u00e7 ortaya \u00e7\u0131kartm\u0131yordu. Bunun en \u00f6nemli nedeni gri bir g\u00f6r\u00fcnt\u00fc olu\u015fturabilmek i\u00e7in ARGB renk paletinde k\u0131rm\u0131z\u0131, ye\u015fil ve mavi ayn\u0131 de\u011ferin verilmesi ve bu kanallar\u0131n sadece 8-bitlik 0 ile 255 aras\u0131nda bir de\u011fer aral\u0131\u011f\u0131nda bulunuyor olmas\u0131yd\u0131. 13-bit olarak iletilen derinlik bilgisinin 8-bit i\u00e7erisine s\u0131\u011fd\u0131r\u0131lmas\u0131 s\u0131ras\u0131nda kaybedilen 3-bit do\u011fal olarak beraberinde detay g\u00f6r\u00fcnt\u00fcn\u00fcn de kaybolmas\u0131na sebep olmaktayd\u0131. Buna kar\u015f\u0131l\u0131k, bu i\u015flemler sonras\u0131nda temel d\u00fczeyde derinlik bilgisini nas\u0131l i\u015fleyebilece\u011fimizi g\u00f6rm\u00fc\u015ft\u00fck. Bu makalemde konuyu bir ad\u0131m ileri ta\u015f\u0131yarak derinlik bilgisini sadece g\u00f6r\u00fcnt\u00fc olarak kullanmaktan \u00f6te, i\u015flemeye de ba\u015flayaca\u011f\u0131z. \u0130lk olarak yapaca\u011f\u0131m\u0131z kodumuz da ise gelen g\u00f6r\u00fcnt\u00fcy\u00fc ay\u0131klayarak sadece oyuncuyu g\u00f6sterece\u011fiz. Konuyu \u00f6nceki yaz\u0131mdan devam ettiriyor olaca\u011f\u0131m i\u00e7in, ka\u00e7\u0131ranlar\u0131n\u0131z\u0131n \u00f6ncelikle <a href=\"\/en\/?p=9138\">Kinect ile kamera ve derinlik i\u015flemleri<\/a>ni incelemesi daha do\u011fru olacakt\u0131r.<\/p>\n\n\n\n<p>&nbsp;&nbsp; \u00d6nceki kodumuzdan devam etti\u011fimizi g\u00f6z \u00f6n\u00fcne al\u0131rsak, kodunuz i\u00e7erisinde Kinect cihaz\u0131n\u0131z\u0131 ilklendirdi\u011finizi ve iskelet takibi ile derinlik ak\u0131\u015f\u0131n\u0131 oyuncu indeksi (<em>DepthAndPlayerIndex<\/em>) ile ba\u015flatt\u0131\u011f\u0131n\u0131z\u0131 varsay\u0131yorum;<\/p>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"csharp\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">kinect.Initialize(RuntimeOptions.UseDepthAndPlayerIndex | RuntimeOptions.UseSkeletalTracking);<\/pre>\n\n\n\n<p>&nbsp;&nbsp; \u00d6nceki yaz\u0131mdaki nihayi kodumuzu \u015fu \u015fekildeydi;<\/p>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"generic\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">private void kinect_DepthFrameReady(object sender, ImageFrameReadyEventArgs e) {\n    var image = e.ImageFrame.Image;\n    var yukseklik = image.Height;\n    var genislik = image.Width;\n    var derinlikVerisi = image.Bits;\n    var bitmap = new byte[yukseklik * genislik * 4];\n    for (int y = 0, veriIndeksi = 0; y &lt; yukseklik; y++) {\n        var yukseklikOfseti = y * genislik;\n        for (var x = 0; x &lt; genislik; x++, veriIndeksi += 2) {\n            var gercekUzaklik = derinlikVerisi[veriIndeksi] | (derinlikVerisi[veriIndeksi + 1] &lt;&lt; 8);\n            var yogunluk = (byte)(255 - (255 * gercekUzaklik \/ 0x0fff));\n            var pikselIndeksi = ((genislik - x - 1) + yukseklikOfseti) * 4;\n            bitmap[pikselIndeksi] = yogunluk; \/\/Mavi\n            bitmap[pikselIndeksi + 1] = yogunluk; \/\/ Ye\u015fil\n            bitmap[pikselIndeksi + 2] = yogunluk; \/\/ K\u0131rm\u0131z\u0131\n        }\n    }<\/pre>\n\n\n\n<p>&nbsp;&nbsp; Bu sefer oyuncu bilgisinin&nbsp; de derinlik ak\u0131\u015f\u0131n\u0131n bir par\u00e7as\u0131 olmas\u0131 nedeniyle ger\u00e7ek uzakl\u0131\u011f\u0131 a\u015fa\u011f\u0131daki \u015fekilde hesaplanmas\u0131 gerekecektir (<em>\u0130lk byte sa\u011fa 3 bit kayd\u0131r\u0131larak oyuncu indeksi bilgisinin s\u0131f\u0131rlanmas\u0131 sa\u011flanmakta, ard\u0131ndan ikinci byte 5 bit sa\u011fa kayd\u0131r\u0131larak ilk byte ile toplanmakta<\/em>);<\/p>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"csharp\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">var gercekUzaklik =  derinlikVerisi[veriIndeksi] >> 3 | derinlikVerisi[veriIndeksi + 1] &lt;&lt; 5;<\/pre>\n\n\n\n<p>&nbsp;&nbsp; \u00d6nceki kodumuzda uzakl\u0131k bilgisi kullan\u0131larak her bir piksel i\u00e7in gri bir ton elde edilmekte ve bu ton ekranda g\u00f6sterilmekteydi. Sadece oyuncu g\u00f6r\u00fcnt\u00fcs\u00fcn\u00fcn g\u00f6sterilece\u011fi bir senaryoda ise oyuncunun olmad\u0131\u011f\u0131 piksellerde bir tonlama yap\u0131lmamal\u0131. Bunun i\u00e7in \u00f6ncelikle i\u015flem yapt\u0131\u011f\u0131m\u0131z pikselin bir oyuncuya ait olup olmad\u0131\u011f\u0131n\u0131 tespit etmeliyiz. Hat\u0131rlarsan\u0131z oyuncu bilgisi iki byte\u2019l\u0131k derinlik verimizin ilk byte\u2019\u0131n\u0131n ilk 3 bit\u2019inde yer almaktayd\u0131. Bu durumda ilk byte\u2019\u0131n bu geriye kalan bitlerini s\u0131f\u0131rlarsak oyuncu indeksini elde etmi\u015f olaca\u011f\u0131z. Bunu yapabilmek i\u00e7in ise bit seviyesinde a\u015fa\u011f\u0131daki kadar kolay bir i\u015flem yeterli olacakt\u0131r;<\/p>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"csharp\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">int oyuncu = derinlikVerisi[veriIndeksi] &amp; 0x07;<\/pre>\n\n\n\n<p>&nbsp;&nbsp; \u0130\u015flem yapt\u0131\u011f\u0131m\u0131z piksel\u2019de bir oyuncu bulunmas\u0131 durumunda <em>oyuncu<\/em> de\u011fi\u015fkenimiz bize indeksini verecek, di\u011fer durumlarda ise de\u011fi\u015fkenimiz 0 de\u011ferine sahip olacakt\u0131r. Bu bilgi yard\u0131m\u0131yla ilgili pikselin g\u00f6sterilip g\u00f6sterilmeyece\u011fine karar verebiliriz. Hat\u0131rlarsan\u0131z g\u00f6r\u00fcnt\u00fcy\u00fc olu\u015fturabilmek i\u00e7in ARGB renk paletini kullanm\u0131\u015ft\u0131k; fakat bu paletin alfa kanal\u0131 \u00fczerinde hi\u00e7 bir i\u015flem yapmam\u0131\u015ft\u0131k. ARGB renk paletinde alfa kanal\u0131 rengin \u015feffafl\u0131\u011f\u0131n\u0131 belirleyecektir ve 255 de\u011feri tam bir g\u00f6r\u00fcnt\u00fc sunarken 0 de\u011feri tamamen g\u00f6r\u00fcnmez\/\u015feffaf olmas\u0131n\u0131 sa\u011flayacakt\u0131r. Bu bilgi \u0131\u015f\u0131\u011f\u0131nda, daha \u00f6nceden \u00fczerinde i\u015flem yapmad\u0131\u011f\u0131m\u0131z alfa kanal\u0131n\u0131 kullanarak pikselin tam g\u00f6r\u00fcn\u00fcr ya da tamamen \u015feffaf olmas\u0131n\u0131 sa\u011flayabiliriz;<\/p>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"csharp\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">bitmap[pikselIndeksi] = yogunluk; \/\/Mavi\nbitmap[pikselIndeksi + 1] = yogunluk; \/\/ Ye\u015fil\nbitmap[pikselIndeksi + 2] = yogunluk; \/\/ K\u0131rm\u0131z\u0131\nbitmap[pikselIndeksi + 3] = oyuncu != 0 ? (byte)255 : (byte)0; \/\/Alfa<\/pre>\n\n\n\n<p>&nbsp;&nbsp; Son olarak elde etti\u011fimiz g\u00f6r\u00fcnt\u00fcye ait byte dizisini BitmapSource\u2019a d\u00f6n\u00fc\u015ft\u00fcr\u00fcrken bir \u00f6nceki makaleden farkl\u0131 olarak alfa kanal\u0131 da kullanaca\u011f\u0131m\u0131z\u0131 belirtmeliyiz;<\/p>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"csharp\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">derinlikVideo.Source = BitmapSource.Create(genislik, yukseklik, 96, 96, PixelFormats.Bgra32, null, bitmap, genislik * PixelFormats.Bgra32.BitsPerPixel \/ 8);<\/pre>\n\n\n\n<p>&nbsp;&nbsp; Bu i\u015flemler ard\u0131ndan i\u015flenen g\u00f6r\u00fcnt\u00fcde sadece oyunculara ait detaylar bulunacakt\u0131r;<\/p>\n\n\n\n<figure class=\"wp-block-image\"><a href=\"https:\/\/fatihboy.com\/wp-content\/uploads\/2011\/08\/Kinect_Sadece_Oyuncu.png\"><img decoding=\"async\" src=\"https:\/\/fatihboy.com\/wp-content\/uploads\/2011\/08\/Kinect_Sadece_Oyuncu_thumb.png\" alt=\"Kinect_Sadece_Oyuncu\"\/><\/a><\/figure>\n\n\n\n<p>&nbsp;&nbsp; Toparlad\u0131\u011f\u0131m\u0131zda, sadece kullan\u0131c\u0131ya ait derinlik g\u00f6r\u00fcnt\u00fcs\u00fc elde etmek i\u00e7in elimizde a\u015fa\u011f\u0131daki gibi bir kod olacakt\u0131r;<\/p>\n\n\n\n<pre class=\"EnlighterJSRAW\" data-enlighter-language=\"csharp\" data-enlighter-theme=\"\" data-enlighter-highlight=\"\" data-enlighter-linenumbers=\"\" data-enlighter-lineoffset=\"\" data-enlighter-title=\"\" data-enlighter-group=\"\">public partial class MainWindow : Window {\n    private Runtime kinect;\n\n    public MainWindow() {\n        InitializeComponent();\n\n        kinect = new Runtime();\n    }\n\n    private void Window_Loaded(object sender, RoutedEventArgs e) {\n        kinect.Initialize(RuntimeOptions.UseDepthAndPlayerIndex | RuntimeOptions.UseSkeletalTracking);\n\n        kinect.DepthFrameReady += kinect_DepthFrameReady;\n\n        kinect.DepthStream.Open(ImageStreamType.Depth, 2, ImageResolution.Resolution320x240, ImageType.DepthAndPlayerIndex);\n    }\n\n    private void kinect_DepthFrameReady(object sender, ImageFrameReadyEventArgs e) {\n        var image = e.ImageFrame.Image;\n        var yukseklik = image.Height;\n        var genislik = image.Width;\n        var derinlikVerisi = image.Bits;\n\n        var bitmap = new byte[yukseklik * genislik * 4];\n\n        for (int y = 0, veriIndeksi = 0; y &lt; yukseklik; y++) {\n            var yukseklikOfseti = y * genislik;\n\n            for (var x = 0; x &lt; genislik; x++, veriIndeksi += 2) {\n                var gercekUzaklik = (derinlikVerisi[veriIndeksi] >> 3) | (derinlikVerisi[veriIndeksi + 1] &lt;&lt; 5);\n\n                var pikselIndeksi = ((genislik - x - 1) + yukseklikOfseti) * 4;\n                int oyuncu = derinlikVerisi[veriIndeksi] &amp; 0x07;\n\n                var yogunluk = (byte)(255 - (255 * gercekUzaklik \/ 3245));\n\n                bitmap[pikselIndeksi] = yogunluk; \/\/Mavi\n                bitmap[pikselIndeksi + 1] = yogunluk; \/\/ Ye\u015fil\n                bitmap[pikselIndeksi + 2] = yogunluk; \/\/ K\u0131rm\u0131z\u0131\n                bitmap[pikselIndeksi + 3] = oyuncu != 0 ? (byte)255 : (byte)0; \/\/Alfa\n            }\n        }\n\n        derinlikVideo.Source = BitmapSource.Create(genislik, yukseklik, 96, 96, PixelFormats.Bgra32, null, bitmap, genislik * PixelFormats.Bgra32.BitsPerPixel \/ 8);\n    }\n\n    private void Window_Closed(object sender, System.EventArgs e) {\n        kinect.Uninitialize();\n    }\n}<\/pre>","protected":false},"excerpt":{"rendered":"<p>&nbsp;&nbsp; Bir \u00f6nceki makalemde sizlere Kinect\u2019ten gelen ak\u0131\u015flardan sadece derinlik ak\u0131\u015f\u0131n\u0131 kullanarak nas\u0131l bir g\u00f6r\u00fcnt\u00fc elde edebilece\u011finizden bahsetmi\u015ftim. Sadece gri tonlama ile yapt\u0131\u011f\u0131m\u0131z bu i\u015flem sonucunda ald\u0131\u011f\u0131m\u0131z g\u00f6r\u00fcnt\u00fc maalesef ki istedi\u011fimiz detayda bir sonu\u00e7 ortaya \u00e7\u0131kartm\u0131yordu. Bunun en \u00f6nemli nedeni gri bir g\u00f6r\u00fcnt\u00fc olu\u015fturabilmek i\u00e7in ARGB renk paletinde k\u0131rm\u0131z\u0131, ye\u015fil ve mavi ayn\u0131 de\u011ferin verilmesi&#8230;<\/p>\n<p><a class=\"read-more\" href=\"https:\/\/fatihboy.com\/en\/kinect-sadece-oyuncu-derinlik-goruntusu\/\">Read More<\/a><\/p>","protected":false},"author":1,"featured_media":9146,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[77,28],"tags":[27],"class_list":["post-9145","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-csharp","category-turkce","tag-kinect"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.7 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Kinect&#039;te Sadece Oyuncu Derinlik G\u00f6r\u00fcnt\u00fcs\u00fc - Fatih Boy<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/fatihboy.com\/en\/kinect-sadece-oyuncu-derinlik-goruntusu\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Kinect&#039;te Sadece Oyuncu Derinlik G\u00f6r\u00fcnt\u00fcs\u00fc - Fatih Boy\" \/>\n<meta property=\"og:description\" content=\"&nbsp;&nbsp; Bir \u00f6nceki makalemde sizlere Kinect\u2019ten gelen ak\u0131\u015flardan sadece derinlik ak\u0131\u015f\u0131n\u0131 kullanarak nas\u0131l bir g\u00f6r\u00fcnt\u00fc elde edebilece\u011finizden bahsetmi\u015ftim. Sadece gri tonlama ile yapt\u0131\u011f\u0131m\u0131z bu i\u015flem sonucunda ald\u0131\u011f\u0131m\u0131z g\u00f6r\u00fcnt\u00fc maalesef ki istedi\u011fimiz detayda bir sonu\u00e7 ortaya \u00e7\u0131kartm\u0131yordu. Bunun en \u00f6nemli nedeni gri bir g\u00f6r\u00fcnt\u00fc olu\u015fturabilmek i\u00e7in ARGB renk paletinde k\u0131rm\u0131z\u0131, ye\u015fil ve mavi ayn\u0131 de\u011ferin verilmesi...Read More\" \/>\n<meta property=\"og:url\" content=\"https:\/\/fatihboy.com\/en\/kinect-sadece-oyuncu-derinlik-goruntusu\/\" \/>\n<meta property=\"og:site_name\" content=\"Fatih Boy\" \/>\n<meta property=\"article:published_time\" content=\"2011-08-29T18:00:00+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/fatihboy.com\/wp-content\/uploads\/2011\/08\/Kinect_Background_thumb.png\" \/>\n\t<meta property=\"og:image:width\" content=\"209\" \/>\n\t<meta property=\"og:image:height\" content=\"208\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/png\" \/>\n<meta name=\"author\" content=\"Fatih Boy\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Fatih Boy\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"5 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\/\/fatihboy.com\/kinect-sadece-oyuncu-derinlik-goruntusu\/#article\",\"isPartOf\":{\"@id\":\"https:\/\/fatihboy.com\/kinect-sadece-oyuncu-derinlik-goruntusu\/\"},\"author\":{\"name\":\"Fatih Boy\",\"@id\":\"https:\/\/fatihboy.com\/#\/schema\/person\/6b06a41d42eed36eaa0780fbeb774158\"},\"headline\":\"Kinect&#8217;te Sadece Oyuncu Derinlik G\u00f6r\u00fcnt\u00fcs\u00fc\",\"datePublished\":\"2011-08-29T18:00:00+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\/\/fatihboy.com\/kinect-sadece-oyuncu-derinlik-goruntusu\/\"},\"wordCount\":673,\"commentCount\":0,\"publisher\":{\"@id\":\"https:\/\/fatihboy.com\/#\/schema\/person\/6b06a41d42eed36eaa0780fbeb774158\"},\"image\":{\"@id\":\"https:\/\/fatihboy.com\/kinect-sadece-oyuncu-derinlik-goruntusu\/#primaryimage\"},\"thumbnailUrl\":\"https:\/\/fatihboy.com\/wp-content\/uploads\/2011\/08\/Kinect_Background_thumb.png\",\"keywords\":[\"Kinect\"],\"articleSection\":[\"C#\",\"T\u00fcrk\u00e7e\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\/\/fatihboy.com\/kinect-sadece-oyuncu-derinlik-goruntusu\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\/\/fatihboy.com\/kinect-sadece-oyuncu-derinlik-goruntusu\/\",\"url\":\"https:\/\/fatihboy.com\/kinect-sadece-oyuncu-derinlik-goruntusu\/\",\"name\":\"Kinect'te Sadece Oyuncu Derinlik G\u00f6r\u00fcnt\u00fcs\u00fc - 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