Home: http://www.cs.queensu.ca/~wolfe/equisftir/
Have posted an updated binary version, and the source for it is coming soon. Would very much appreciate anyone with a spare moment and XNA Game Studio Express giving the binaries a whirl (the FTIR demo game needs a compiled “Space Wars” sample). It appears to work properly on XP, and my Vista-running victim has been otherwise occupied.
Why consider using this:
- Free and open for non-commercial use (CC Attribution Non-Commercial)
- An AMD Turion TL-50 (2x1.6GHz) processes a 640x480@30FPS stream with 20% load*
- Processor usage is independent of smoothing radius and number of blobs**
- No shape preferences: use your finger, or hand, or first, or a paintbrush
- Simple C# API blends with XNA Game Studio Express on Windows
- C++ API based on Direct3D9
- Efficient preview of camera input and changes
- Input from DirectShow-compatible devices
- Identifies position and force of a contact; further shape data coming
*: capturing the stream with a USB-based webcam seems to add 10%-30% additional overhead.
**: actually O(N log N) number of recorded blobs, but this is always dominated by the image processing.
What you need:
- To build applications or run the examples: Microsoft XNA Game Studio Express
- To modify the library: Microsoft Visual Studio 2005 or newer, and have XNA Game Studio installed
- Note that the example applications were created in VS2005, so you will probably want to create new GSE projects.
Major limitations:
- Gradually changes and drags are not recognized as such (only changes between frames)
- Do not yet have the API in place to query the shape mask for a particular blob
- Poorly tested, only partially optimized, and mostly undocumented
- A bug in file handling causes the videos to run as fast as they can be processed
- The FTIR example application is far too complex
