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Joint Orientation Smoothing [Unity C#]

Hi there!
We all know that Kinect's raw orientation data has a lot of noise, but with a Smooth Filter you can erase that noise just adding a bit of lag. I have made a simple script which is providing good results (Attach it to a cube):
using UnityEngine; using System.Collections; using System.Collections.Generic; using Windows.Kinect; public class JointRotationSmoothController : MonoBehaviour { public JointType jointType; public BodySourceManager bodyManager; public int queueSize = 15; private Queue<Quaternion> rotations; void Start () { this.rotations = new Queue<Quaternion>(); for (int i = 1; i < this.queueSize; i += 1) { this.rotations.Enqueue(this.transform.rotation); } } void Update () { foreach (KeyValuePair<ulong, Body> pairIdBody in this.bodyManager.GetBodies()) { if (this.bodyManager.OrderOf(pairIdBody.Key) == 0) { ApplyJointRotation(pairIdBody.Value); } } } private void ApplyJointRotation(Body body) { Quaternion lastRotation = Utils.GetQuaternion(body.JointOrientations[this.jointType]) * Quaternion.FromToRotation(Vector3.up, Vector3.forward); this.rotations.Enqueue(lastRotation); this.transform.rotation = SmoothFilter(this.rotations, this.transform.rotation); this.rotations.Dequeue(); } private Quaternion SmoothFilter(Queue<Quaternion> quaternions, Quaternion lastMedian) { Quaternion median = new Quaternion(0, 0, 0, 0); foreach (Quaternion quaternion in quaternions) { float weight = 1  (Quaternion.Dot(lastMedian, quaternion) / (Mathf.PI / 2)); // 0 degrees of difference => weight 1. 180 degrees of difference => weight 0. Quaternion weightedQuaternion = Quaternion.Lerp(lastMedian, quaternion, weight); median.x += weightedQuaternion.x; median.y += weightedQuaternion.y; median.z += weightedQuaternion.z; median.w += weightedQuaternion.w; } median.x /= quaternions.Count; median.y /= quaternions.Count; median.z /= quaternions.Count; median.w /= quaternions.Count; return NormalizeQuaternion(median); } public Quaternion NormalizeQuaternion(Quaternion quaternion) { float x = quaternion.x, y = quaternion.y, z = quaternion.z, w = quaternion.w; float length = 1.0f / (w * w + x * x + y * y + z * z); return new Quaternion(x * length, y * length, z * length, w * length); } }
Here you can find all the files I've used:
https://www.dropbox.com/s/wbm0efgppt8236b/JointOrientationSmoothingSource.zip?dl=0
(You will also need the Unity Plugin)
Roberto Serrano  Diaple Networking
Update:
Also with position smoothing.
https://www.dropbox.com/s/4k81dvsi4vok9wa/JointSmoothingSource.zip?dl=0
It's a simple algorithm as seen here: http://terpconnect.umd.edu/~toh/spectrum/Smoothing.html
 Changed type Carmine Si  MSFTMicrosoft employee, Owner Monday, November 24, 2014 7:16 PM
 Edited by r8berto Monday, December 1, 2014 9:19 AM
General discussion
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Hi
thanks for this.
I was wondering if you could help or would know if the following script would work in Unity with modifications
https://social.msdn.microsoft.com/Forums/enUS/850b61cea1f44e05a0c9b0c208276bec/jointsmoothingcodeforc?forum=kinectv2sdk
I'm new to it all and am a bit lost at the moment. I've tried attaching it to an empty object in the KinectView unity example MainScene but I don't see any difference?
regards
Paul



I have added the new link in the description. To try it just add the BodySmoothController script to an empty GameObject. It's not the same algorithm that the one posted in c++, this one is simpler, it's described here: http://terpconnect.umd.edu/~toh/spectrum/Smoothing.html
Hope it helps and good luck.
Roberto Serrano  Diaple Networking
 Edited by r8berto Monday, December 1, 2014 9:30 AM


