The main featuers of the library are:
- *Simplicity:
- *The system is a complete interface for OGRE and OpenNI, i.e. No knowledge of either is needed. Of course we only interface for a tiny bit of Ogre, but it is the basic part: Mesh and Camera loading, scaling, and transformation, and a mainloop function.
*Uses OgreAssimp to help load majority of mesh types
*Like OGRE, our Library is Object Oriented
- *Avateering is basically specifying a rigged model in the scene to mimic the movements of the player in front of Kinect (see video below)
*Current avateering systems available with Either Microsoft SDK or OpenNI are model-dependent.
*What we added, is the ability to avateer any model provided that it is hierarchically rigged and its orientation is the standard (height along the y-axis, width along the x-axis, depth along the z-axis).
*Multi-player avateering under construction
*We used the OgreSinbad as a basis for our implementation
* Gesture-detection system:- * Easily define theoretically infinite gestures by inheriting from Gesture class.
* Given joints positions for all joints, user will override detection and action functions.
- *The system is a complete interface for OGRE and OpenNI, i.e. No knowledge of either is needed. Of course we only interface for a tiny bit of Ogre, but it is the basic part: Mesh and Camera loading, scaling, and transformation, and a mainloop function.
[youtube]y032jFLU8J4[/youtube]
[youtube]yfVBrNXu8JQ[/youtube]
(both of them are basically a couple of lines of coding)
To install the program go to https://sourceforge.net/projects/dreamonvrs/ . It is still in the very early phases so let us know what you think.
We are way back behind on documentation and we really apologize for that - our foremost desire from this post would love to hear your opinions before we decide on our next step.