“Virtual Worlds Using Head-mounted Displays” is the most complex video I’ve made so far, and I figured I should explain how it was done (maybe as a response to people who might say I “cheated”).
Intrinsic camera calibration, as I explained in a previous post, calculates the projection parameters of a single Kinect camera. This is sufficient to reconstruct color-mapped 3D geometry in a precise physical coordinate system from a single Kinect device. Specifically, after intrinsic calibration, the Kinect reconstructs geometry in camera-fixed Cartesian space. This means that, looking along the Kinect’s viewing direction, the X axis points to the right, the Y axis points up, and the negative Z axis points along the viewing direction (see Figure 1). The measurement unit for this coordinate system is centimeters.
I finally managed to upload a pair of tutorial videos showing how to use the new grid-based intrinsic calibration procedure for the Kinect camera. The procedure made it into the Kinect package at least 1.5 years ago, but somehow I never found the time to explain it properly. Oh well. Here are the videos: Intrinsic Kinect Camera Calibration with Semi-transparent Grid and Intrinsic Kinect Camera Calibration Check.
ShowEarthModel is one of the example programs shipped with the Vrui VR development toolkit. It draws a simple texture-mapped virtual globe, and can be used to visualize global geophysical data sets — specifically those containing subsurface data, as the globe can be drawn transparently. However, ShowEarthModel is not packaged with any data sets, primarily to keep the download size small, but also for licensing reasons. Out of the box, it only contains a fairly low-resolution color-mapped Earth topography texture (which can be changed, but that’s a topic for another post).
Since it’s one of the most common requests, here are the steps to download up-to-date earthquake data from the ANSS online catalog: