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Home/ Questions/Q 7032451
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T00:56:15+00:00 2026-05-28T00:56:15+00:00

I’m using the Microsoft Kinect SDK to get the depth and color information from

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I’m using the Microsoft Kinect SDK to get the depth and color information from a Kinect and then convert that information into a point cloud. I need the depth information to be in real world coordinates with the centre of the camera as the origin.

I’ve seen a number of conversion functions but these are apparently for OpenNI and non-Microsoft drivers. I’ve read that the depth information coming from the Kinect is already in millimetres, and is contained in the 11bits… or something.

How do I convert this bit information into real world coordinates that I can use?

Thanks in advance!

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-28T00:56:16+00:00Added an answer on May 28, 2026 at 12:56 am

    This is catered for within the Kinect for Windows library using the Microsoft.Research.Kinect.Nui.SkeletonEngine class, and the following method:

    public Vector DepthImageToSkeleton (
        float depthX,
        float depthY,
        short depthValue
    )
    

    This method will map the depth image produced by the Kinect into one that is vector scalable, based on real world measurements.

    From there (when I’ve created a mesh in the past), after enumerating the byte array in the bitmap created by the Kinect depth image, you create a new list of Vector points similar to the following:

            var width = image.Image.Width;
            var height = image.Image.Height;
            var greyIndex = 0;
    
            var points = new List<Vector>();
    
            for (var y = 0; y < height; y++)
            {
                for (var x = 0; x < width; x++)
                {
                    short depth;
                    switch (image.Type)
                    {
                        case ImageType.DepthAndPlayerIndex:
                            depth = (short)((image.Image.Bits[greyIndex] >> 3) | (image.Image.Bits[greyIndex + 1] << 5));
                            if (depth <= maximumDepth)
                            {
                                points.Add(nui.SkeletonEngine.DepthImageToSkeleton(((float)x / image.Image.Width), ((float)y / image.Image.Height), (short)(depth << 3)));
                            }
                            break;
                        case ImageType.Depth: // depth comes back mirrored
                            depth = (short)((image.Image.Bits[greyIndex] | image.Image.Bits[greyIndex + 1] << 8));
                            if (depth <= maximumDepth)
                            {
                                points.Add(nui.SkeletonEngine.DepthImageToSkeleton(((float)(width - x - 1) / image.Image.Width), ((float)y / image.Image.Height), (short)(depth << 3)));
                            }
                            break;
                    }
    
                    greyIndex += 2;
                }
            }
    

    By doing so, the end result from this is a list of vectors stored in millimeters, and if you want centimeters multiply by 100 (etc.).

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