Using Unity3D to render a character onto a Kinect WPF application - c#

I am working on a project which requires me to render a virtual character onto the kinect video feed in which the player appears.
I am attempting to use Unity3D to accomplish this. I have looked at Zigfu but I don't think this directly helps. I still want to be able to send data from my C# WPF program to the game engine (I am forking my project off from kinect Fusion Explorer). Ideally Unity would be rendering the character and movement, my WPF program would be sending information to Unity about the landscape and running the Kinect feed.
Has anyone attempted this or have any idea how this could be achieved?
If this is not possible with Unity, are there other game dev libraries I could use to render a character onto the Kinect feed?
Thanks

If you want to send data via network (sockets) you will face problems with the size of frames. So my opinion is to use WCF. I'm not sure if it works for you, but this's how I managed it in my project (sending position and orientation)

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Are there any resources that show the implementation of a webcam as a windows application for AR foundation or Vuforia?

I am trying to connect a webcam into Unity and track faces. This is for placing 3d models such as "vtuber" faces or a whole character body as an AR implementation into the webcam. I don't necessarily want to use it for a mobile app (it is made to be used in Windows). Btw I am not good at C# scripting myself. Are there any guides or tutorials that can help me understand how it is done? Hope you understood what I am getting at. Any help is appreciated!

Cannot display Ovrvision image on Unity application

I am Using Unity 5.4.0f3 Personal(32bit), I developed demonstration application to display camera picture and three-dimensional AR which I acquired in Ovrvision Pro on Oculus Rift.
So I place prefabs, OVRCameraRig (view point camera) and OvrvisionSDK (Ovrvision imaging) from package ovrvision_unity5_includeOVR.unitypackage, and locate moving 3D objects. I intend an application that the 3D objects are moving in front of the video captured at Ovrvision.
Placing image
However, Ovrvision seems not to be recognized. The inspector of OvrvisionSDK says "Ovrvision status closed". And pressing [Play] button, "Ovrvision Open Error" occurs.
Ovrvision Open Error on Play
And when I connect Oculus Rift into the PC, the Unity editor crashes.
The version of Unity editor is 5.4.0f3, and the firmware version of Ovrvision Pro is 1.1, the latest.
I started developing with Unity only one and half month ago, and I may misunderstand the role of various packages and prefabs of Unity.
Best regards,
ichihara456
I am not sure if this is the solution to your problem, but I had similar issues with ovrvision (not using Unity, though). Turns out that in my case one USB port I was using was not a USB3 port (needs to be blue).
Might be worth a try...
Good luck!

get the image stream of the camera

I'm currently developing a windows phone 8.1 Silverlight in C#. I managed to get the stream of the camera and output it on the screen of the phone (using PhotoCamera). This app is about OCR so I need to get an image very frequently to perform operations on it (the goal is to detect a specific object but through the camera and not a picture). Does anyone have an idea about how to achieve that (-> a function from the API that sends you an image every so often)? There is a lot of Microsoft tutorial, but I can't find one about that particular usage.
Well this seems to be the tutorial I was looking for. Hopefully this will help other people with the same problem : https://msdn.microsoft.com/fr-fr/library/windows/apps/hh202982(v=vs.105).aspx .

Camera Capture with External Camera with C#

I have a Nikon D90 connected to my laptop via USB. I need to be able to simply trigger the camera to capture an image via C#.
This seems like it should be an easy problem but I have been drowning trying to figure it out...
Can anyone point me in the right direction?
You would need Nikon's SDK to accomplish that. What you're after is a remote control function for your camera. Nikon is offering their SDK for free but there's a lengthy T&C, a learning curve and a hunt for the C# wrapper so it's not a trivial task.

Integrating WPF, Unity3D (and Kinect)

I created a WPF project in Visual studio. The XAML markup is managed by C# code-behind. What i want to do is create a component on the user interface, which will show a 3D scene. I would like this 3D scene to be managed by Unity, because i need to take advantage of Unity's physics engine. The user must be able to interact with this 3D scene via gestures, recognized by Kinect (for example toss a ball).
Is there any way I can connect WPF, Unity3D and Kinect, so that the user will be able to manipulate 3D scene in such manner? If so, could you provide me with some examples/tutorials? If not, what is the best approach for letting user manipulate 3D scene with Kinect gestures?
I would see How get the Unity3D View In wpf winform as for using Unity3d with wpf. The tricky part will be the Kinect interaction.
You can interface with Kinect through WPF, and use Zigfu for unity. The downside to using WPF for the Kinect interaction is that you won't be able to send data to unity unless you use the new Kinect Client Server System and send all of your information to a webserver, then retrieve it in unity. That is a very bad idea, and will probably not be fast enough and experience serious lag.
The second option, using ZigFu in unity for the Kinect support, is to be considered. The issue with it is if you want to use the Kinect in WPF, then you would have to disconnect from unity. This is the only possible way I see being able to implement
Overall, this is achievable, but will be very difficult. I suggest you use ZigFu, but there are drawbacks to both methods.
This is quite a big and generic question. But I will suggest you to use a web deployment of your unity project and, on your project/References/COM there is a UnityWebPlayerAXLib Control that will help you a lot.

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