Nvidia 3D stereo with XNA 4.0 ? - xna

I want to create a program that uses Nvidia 3D Vision with XNA 4.0. Is it possible with XNA 4.0?

Based on this post on the xbox forums there are apparently folks who are successfully doing this.
Snipped from the forum post:
I just got Nvidia 3d Vision to work with both 3.1 and 4.0

Related

openCV NDK (/javaCV) vs FastCV Vs android Vision for face processing

I am trying to process faces in images on a device/tablet. I have used opencv (NDK) a while ago. I see that there are couple of other options available to process faces. Just wondering how opencv, android-vision api and FastCV would compare specifically for processing faces;
Found couple of similar posts here but they did not answer all my questions.
Android API face detection vs. OpenCV/JavaCV face detection
Android Computer Vision JavaCv OpenCV Fastv comparison
My questions:
1) How does android face api (face detection and landmark extraction) compare to opencv (javaCV or opencv NDK) (accuracy Vs speed)
2) Is FastCV better for this? I presume it comes with license restrictions.
3) Does the android api work for all android devices?
I found couple of ports for open-source CV libraries (other than opencv) that are commonly used for pc based CV applications but these are not optimized for the devices, I found them very slow when used as is.
thanks!

Can we do the Microsoft Kinect face tracking with two webcams instead of kinect 3d sensor?

I'm trying to do a face tracking project, so I came to see the microsoft kinect face tracking ,but I don't have a kinect camera,Is it possible to use two webcameras instead of kinect camera.
As Bart mentions, the Kinect SDK doesn't have support for two webcams, it's aimed at the Kinect sensor itself only.
You use OpenCV for stereo calibration but it might worth looking at what you can do with a single camera too. I recommend having a look at Jason Saragih's Face Tracker and Kyle McDonald's ofxFaceTracker addon examples.

OpenCV for iOS graphics app

I want to create a photo and video manipulation app for the iPad. The app would effect the imagery in various ways (using canny edge detection or bilateral blur for instance).
I saw some very interesting examples of canny edge detection using OpenCV, but is OpenCV the right tool to be looking into if I want to create a graphics app like this?
If so can anyone recommend some good reading materials to get me started.
Thanks for reading!
Yes, you certainly can use OpenCV on iOS. You simply cross-compile the code and include it in your project. OpenCV can easily do what you describe, and much more.
O'Reilly has published a great book on OpenCV, which is probably the best way to get up to speed. It explains the methods and how to use them, with plenty of sample code and images.
Learning OpenCV, Gary Bradski, Adrian Kaehler, O'Reilly 2012
There are a few sample projects around:
Sample OpenCV on iOS project
There are also numerous build scripts etc but note that they are probably not the latest version (2.4).

Emgu CV and the official Microsoft Kinect SDK?

Emgu CV currently allows the use of the Kinect with the OpenNI drivers.
I've also seen that there exists an mssdk-openni bridge application to allow the Kinects running on the official Microsoft SDK to emulate OpenNI driven Kinects.
Has anyone been successful in getting a Kinect running on the Microsoft SDK to work with Emgu CV, either with the mssdk-openni bridge or directly?
Are there any tips on getting it running smoothly, or pitfalls to avoid?
Yeah. I've simply installed the SDK and could capture and extract bitmaps of the video stream. The MSSDK for Kinect works just fine and easy. You can start by reading the Samples specially the Skeleton Sample and KinectColorViewer, KinectDepthViewer and KinectDiagnosticViewer wpf samples provided by Microsoft. You can add Emgu CV dlls and use them both together to gain your goal.
Good Luck

Does someone know of some fixed pipeline shader tutorial or samples?

I am making a game with 3d gamestudio a8 free edition. The free edition doesn't support shader, it only supports fixed pipeline shaders. There are some samples in the wiki of 3d gamestudio (click here) but I want to know of there are more samples or tutorials.
Well a good starting point would probably be the DX10 example FixedFuncEMU.
The unity3D guys also implemented one for DX9 shaders...

Resources