the orientation is just the normal (normal tfx) from the RGB image...very easy and dirty...but it kinda works...but what u propably mean is why those objects are flying instead of jittering. I dont use optical flow in that case...it is just a simple shaderbased interpolation between the last and the current frame.
how is it done? or what exactly is going on there?
hey
please check
stream out rebind in dx11 pack...it basically shows how to make many instances of an object on the GPU
hope this helps
ah ok!
and how did calculate the orientation of each object? do u use kinect depth as input for the pointcloud in combination with optical flow on rgb?
the orientation is just the normal (normal tfx) from the RGB image...very easy and dirty...but it kinda works...but what u propably mean is why those objects are flying instead of jittering. I dont use optical flow in that case...it is just a simple shaderbased interpolation between the last and the current frame.
ull see it in this video
https://www.facebook.com/video.php?v=783843028339479