On March 18, 2013, Microsoft updated the SDK for Kinect, and the current version number has reached 1.7.
The latest SDK can be downloaded from the developer download page: Kinect Developer Downloads .
The new SDK has added support for Press for Selection and Grip and Move for Scrolling gestures.
In addition, the reconstruction of 3D images also provides corresponding examples.
The following is the original text of the new feature introduction, from http://msdn.microsoft.com/en-us/library/jj663803.aspx#SDK_1pt7
This release provides many new features, all part of the Developer Toolkit 1.7.0. The SDK/Runtime v1.7 will contain minor changes.
We've built a new Interactions framework which provides pre-packaged, reusable components that allow for even more exciting interaction possibilities. These components are supplied in both native and managed packages for maximum flexibility, and are also provided as a set of WPF controls. Among the new features are:
New interactions work best with the following setup:
The Engagement model determines which user is currently interacting with the Kinect-enabled application.
This has been greatly enhanced to provide more natural interaction when a user starts interacting with the application, and particularly when the sensor detects multiple people. Developers can also now override the supplied engagement model as desired.
A set of WPF interactive controls are provided to make it easy to incorporate these interactions into your applications.
Two samples use these controls: ControlsBasics-WPF and InteractionGallery-WPF. The controls can also be installed in source form via Toolkit Browser -> “Components” -> Microsoft.Kinect.Toolkit.Controls.
KinectFusion provides 3D object scanning and model creation using a Kinect for Windows sensor. The user can paint a scene with the Kinect camera and simultaneously see, and interact with, a detailed 3D model of the scene. Kinect Fusion can be run at interactive rates on supported GPUs, and can run at non-interactive rates on a variety of hardware. Running at non-interactive rates may allow larger volume reconstructions.
Kinect Fusion can process data either on a DirectX 11 compatible GPU with C++ AMP, or on the CPU, by setting the reconstruction processor type during reconstruction volume creation. The CPU processor is best suited to offline processing as only modern DirectX 11 GPUs will enable real -time and interactive frame rates during reconstruction.
DirectX 11 compatible graphics card.
Kinect Fusion has been tested on the NVidia GeForce GTX560, and the AMD Radeon 6950. These cards, or higher end cards from the same product lines are expected to be able to run at interactive rates.
For those building applications with technologies other than WPF, the lower level Fusion APIs (native or managed) are available to build on top of. Native DLLs for Fusion are Kinect_Fusion170_32.dll and Kinect_Fusion170_64.dll under %KINECT_TOOLKIT_DIR%\Redist . Managed DLL for Fusion is Microsoft.Kinect.Toolkit.Fusion.dll found in %KINECT_TOOLKIT_DIR%\Assemblies .
Desktop PC with 3GHz (or better) multi-core processor and a graphics card with 2GB or more of dedicated on-board memory. Kinect Fusion has been tested for high-end scenarios on a NVidia GeForce GTX680 and AMD Radeon HD 7850.
Note: It is possible to use Kinect Fusion on laptop class GPU hardware, but this typically runs significantly slower than desktop-class hardware. In general, aim to process at the same frame rate as the Kinect sensor (30fps) to enable the most robust camera pose tracking.
The Kinect Sensor Chooser is a native component that allows simplified management of the Kinect Sensor lifetime, and an enhanced user experience when dealing with missing sensors, unpowered sensors, or sensors that get unplugged while an application is running. It provides similar capabilities to the KinectSensorChooser in the Microsoft.Kinect.Toolkit component. A NuiSensorChooserUI control is also provided for use in native applications. It provides a user experience similar to the managed KinectSensorChooserUI.