Kinect game in Unity: How to do background removal - background

I've been trying to make a Unity game that uses the Xbox One Kinect (V2).
I followed the instructions in this tutorial:
http://www.imaginativeuniversal.com/blog/2015/03/27/unity-5-and-kinect-2-integration/
There are two sample scenes in this zip file: (1) KinectView and (2) GreenScreen.
When I run the first sample (KinectView), the image looks warped, like the right part of the screenshot below:
When I run the second sample (the GreenScreen scene) I get a Null frame error:
Now I'm not really concerned the warping issue in the first scene (KinectView). I am concerned with the Background Removal feature in the second scene (GreenScreen). All I need is to see myself clipped against a custom background.
Can anyone help me figure out how to fix this NULL MSFR Frame issue?
I have uploaded the zipped project in case anyone is interested:
https://www.sendspace.com/file/j2ftqz
Thank you very much.
Update:
I have been messing with some of the Shader options in the Inspector, and noticed that all shader options work except the DX11\GreenScreenShader one. Some of them look like a normal video capture; others are better lit (additive/multiply/alpha blend/etc...).
Why is it that the DX\GreenScreenShader option is the only one that does not work, and instead show nothing more than a pink square.
Screenshot below.

Open the shader in question on your favorite text editor and change these two lines:
1) Line 15. from Texture2D _MainTex; to UNITY_DECLARE_TEX2D(_MainTex);
2) Line 59. from o = _MainTex.Sample(SampleType, i.tex); to o = UNITY_SAMPLE_TEX2D( _MainTex, i.tex );
Updating the shaders as shown above will solve the issue you describe.
Secondary Reference/Source: https://forum.unity.com/threads/kinect-v2-0-sdk-green-screen-demo-for-unity-3d-not-working-why.467687/

Related

cytoscape show traffic between nodes along an animated path

I need to show things moving between nodes along their connection paths similar to this project. I haven't been able to find any examples of it in cytoscape, but I have used cytoscape in the past and prefer to keep using it for this as well. I would appreciate recommendations on how to approach this problem.
You've got a few options...
The easiest is the Marquee visual style. It produces a "marching ants" illusion in the direction of directed edges. Simply to the Styles tab in the Control Panel and select the "Marquee" style. In the EDGE tab, you can choose from 3 different Marquee Line Types. You could imagine mapping these 3 line types to 3 categories (or bins) of traffic density, for example. Or you could use color, thickness and/or transparency in combination with a marquee style to represent traffic density. You can see an example here:
https://youtu.be/MF0zsxEPoPc?t=44
There's also an app for animation! This takes the approach of interpolating any visual style (including position and existence) between any set of key frames you provide. So, for example, you would have a start and finish frame and then CyAnimator would make a movie file for you:
http://apps.cytoscape.org/apps/cyanimator
And yet another completely different approach: with the scripting capabilities of Cytoscape, you can pretty much do whatever you want. The Unit tests for the RCy3 package, for example, ends up being an almost psychedelic display of data vis potential (and the unit tests aren't even at full coverage, shame). So you could direct your own animations in real time with a bit of scripting in R or Python. Here's the RCy3 unit test demo and links to the scripting libs:
https://www.youtube.com/watch?v=IXqbdlUnzUE&t=1s (caution: flashing graphics)
https://bioconductor.org/packages/release/bioc/html/RCy3.html
https://py2cytoscape.readthedocs.io/en/latest/
I'm using cytoscape.js with meteor.js. My elements, stylesheet and vehicles (shown as red dots) are stored in mongo, and can be updated via an external process or edited on-screen. The graph can be restructured or reshaped on the fly, and the vehicles will discover the new least-cost route to reach their target. Moves are queued with eles.animate() Routing is handled by eles.floydWarshall().path(). This might be similar to what you had in mind.

Hololens application stopping at splash screen

I'm working on a Unity project for Hololens, that uses the camera to capture pictures, send them to a photo recognition API and displays the result. The project works perfectly fine in unity, but not on the emulator/Hololens.
Unfortunately, I wrote a lot of code at once, so i don't know at what point this problem started. The problem show's up after building the project and running it on the Hololens/emulator in Debug mode. On the Hololens, I see the starting window (the one you see after you open any application). After i place it, i see End showing splash screen. on the Output window in Visual Studio, and it just doesn't go any further (but doesn't freeze either, just does nothing).
I don't know where it's coming from, since no exceptions are thrown, but i suspect the camera is the cause. Earlier, i had to comment this line of code:
transform.position = Camera.main.ScreenToWorldPoint(new Vector3((CameraManager.Resolution.width * .5f), (CameraManager.Resolution.height * .5f), 10));
because the function ScreenToWorldPoint was throwing the following exception:
Screen position out of view frustum (screen pos 0.000000, 0.000000, 10.000000) (Camera rect 0 0 0 0)
As you see it says that the Camera rect's size is 0. I even tried directly logging the camera's dimensions to make sure (Debug.Log(Camera.main.pixelWidth + ", " + Camera.main.pixelHeight)), and sure enough, they were (0, 0) on the Hololens/emulator.
I made sure that webcam is supported, and that my camera settings are all set, but that didn't help either.
So i'm not sure if that's the cause of the problem or simply a symptom. And I can't start anywhere since neither the Output nor the Error window show anything wrong. Any help or suggestions would be greatly appreciated.
Thanks for reading!
Edit: Here's the entire output log from beginning to end.
Edit2: I don't know if this is significant, but if I paused execution (in Visual Studio), it always seem to be at Build/ProjectName/App.css => Line 78:
[MTAThread]
static void Main(string[] args)
{
var app = new App();
CoreApplication.Run(app); //<===== Here
}
You might want to check any of your Start() methods. You might have some code that is CPU intensive. Even if it runs smoothly in Unity, doesn't mean it will run easily on HoloLens since their CPU is not powerful.
Also, to avoid any Camera problems, make sur to use the Camera prefab from this
repository :
https://github.com/Microsoft/MixedRealityToolkit-Unity
Those are just some thoughts, hope it helps!
Turns out i didn't enable "Virtual Reality Supported" under Other settings in PlayerSettings. It's really dumb, but i hope this helps someone.

Scene rendering goes dark after calling LoadScene/LoadLevel [duplicate]

I completed Unity's roll-a-ball tutorial and it works fine. I changed a couple of materials to make it look better. I also added a C# script that should restart the level when the player falls off of the ground (I disables the walls). I am using Unity 5.5.
It initially looks like this:
But when I go off the edge and the level restarts, it looks like this:
It sometimes looks like this for a few seconds after opening unity when the editor is loading.
Here is the script:
using UnityEngine;
using System.Collections;
public class DeathTrigger : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter (Collider other)
{
if (other.gameObject.CompareTag("Player"))
Application.LoadLevel(Application.loadedLevel);
}
}
Any ideas on what's causing this?
The colors and materials are loaded. This is a lighting problem because lighliting is still calculating in the background. This will likely occur in the Editor only. This should not happen in the build.
Depending on your Unity version, you can fix this by going to Windows --> Lighting --> Settings then go to the Scene tab. Scroll down and disable Auto Generate checkbox then click the Generate Lightning button.
For older version of Unity with no Auto Generate checkbox, see here.
After play with Lighting tools, only one thing should be change on Lighting Setting for every scene.
Window > Rendering > Lighting (Unity 2020)
Click at Environment Tab
At Environment Lighting, change Source from Skybox to Color.
Select white color from Ambient Color.
Done. Try test it.
Before
After
I found many solutions online but I was missing out a step, so I hope this helps.
Most solutions indicated to go to Windows->Lightning, then untick Auto and Click Generate Lighting. My problem was that while I was pressing the generate button I did not have all of my scenes loaded for preview (at least not the scene I had problems with), so it was only applying light generation to the loaded scenes. Make sure all scenes are loaded when generating the lights.
Try Clearing Baked Data if you are using unity version around 5.5
Go to Windows->Lightning->Untick Auto->Now Click dropdown arrow of Build Button which is near Auto(Check Box) -> Select Clear Baked Data.
Now try Your code which looks fine although SceneManager.LoadScene (1); is enough.
Also unloading the previous scene and setting new scene as active scene is a good practice.
This worked for me.
File > Build settings > player Settings > (on the left) Graphics > (Top-Right) gear icon > Reset
I'm a newbie and none of the advice on web helped me. However when I went to Window > Rendering > Lightning > scene tab; If "lightning setting" says “none”, click on it and choose “demo”- setting. Press “generate”.
So it seems like it was missing settings all together which made the scene go dark when loaded.
I encountered the exact same problem. What worked for me was to set Directional Light > Light > Mode to Realtime. (it was Baked, for some reason)
I hope this can help someone in the future.

Monogame (VB) .mgfx effect was built for a different platform

I am trying to impliment a guassian blur into my game and I keep getting this error when I try to import it into my project. Here is the code I used to define the effect:
Dim bytes As Byte() = File.ReadAllBytes("Content\Effects\effects.mgfxo")
Dim effect As Effect = New Effect(Game.graphics.GraphicsDevice, bytes)
Somewhere in the code for the .fx file do I need to specify the platform before converting it to a .mgtx? Thanks!
After much confusion, I finally came upon my answer (somewhat). The issue lied in the code inside the .fx file. This code ran without crashing on my windows 10 PC:
PixelShader = compile ps_4_0_level_9_1 PS_GaussianBlur();
After I changed the code, I used the monogame pipeline tool to convert it to an xnb file and plopped it into my content/Effects folder. I then used this code to directly run it:
Dim effect As Effect = content.Load(Of Effect)("Effects\GaussianBlur")
With all that said and done, the Gaussian blur effect does not occur. Whenever I try to do this, the output texture2D is only a solid color (color depending on what was in the top left corner of the original image). If anyone knows how to fix it than id greatly appreciate it, although I will be setting up a new question for that and give more detail.

GLKBaseEffect prepareToDraw GL ERROR: 0x0501

So ive been doing some iphone development with some OpenglES in it, but i am getting a rather weird error when i call prepareToDraw on my effect. My program in short simulates dice rolling (trying to learn objective-c and opengl). The program works fine for the most part, i can use everything ive programmed my app to do (with its bugs in the physics but ill fix that later). The problem comes in after ive used the part that contains the OpenGL.
The program contains 2 menu's you have to go through in order to reach the screen that is using OpenGL, once you have used the apps OpenGL part and go back to the previous menu, then try go back to the OpenGL part again, i get a print out saying GL ERROR: 0x0501. ive narrowed it down to be caused by the prepareToDraw method from my effect. The other weird part about it, is if i go back, then forward again, the OpenGL works again, and can be repeated again and again for it to be working and breaking every second time you go into the OpenGL part.
I've been searching around for similar problems to mine, but each time its got something to do with loading textures that are not a power-of-two texture, which doesnt help me because im not even using textures yet, just colored vertices.
ive pastebin'd my two code files where the problem should lie
Dice.m: http://pastebin.com/ze1DEEzs
in the draw method you'll see my printouts have narrowed down where the problem lies, which is the prepareToDraw method. (line 308)
RollViewController.m: http://pastebin.com/VycwAh3R
this file is where i setup the effect and the context etc, so i must be doing something wrong in here to cause the prepareToDraw method to mess up every 2nd time i run the OpenGL part of the program. i have a feeling it has something to do with not letting go some kind of resource to do with the context and the effect, but i cant find anything about deleting context and effect (probably because you dont need to but im not sure).
I hope there is someone out there that has run into the same problem and can answer my question and i hope its not just a silly mistake because ive been trying to solve this for a while now :)
thanks
After much pain and suffering i finally found a fix to the problem. Im not exactly sure why this is a problem, but creating the context within the OpenGL part (aka RollViewController.m) is not the way to do it. Instead you should create it once throughout the lifetime of your program and just set your current context for your glkview to be the context you have made. Maybe someone can enlighten me why recreating the context is a bad idea.
In my code i have a profile object that gets passed around between views and menu's so that they can all communicate with the same data, so i just defined a public context within my profile object so that everything can get access to the context instead of creating their own (and breaking).
The error seems general and might be because of different issues. I avoided it(for now) by not using mipmaps. I commented the following code I had and don't have the error anymore.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D)