It doesn't look like they are displaying a complete point cloud but rather a blue shaded intensity map. This could be done with the depth image from the Kinect for Windows sdk.
What you are looking for is the player index. This is a provided bit in each pixel of the depth image. In order to get the player index bit you have to also enable the skeletal stream in your initialization code.
So this is how I would do it. I am modifying one of the Kinect for Windows SDK quickstarts found here load it up and make the following changes:
//Change image type to BGRA32
image1.Source =
BitmapSource.Create(depthFrame.Width, depthFrame.Height,
96, 96, PixelFormats.Bgra32, null, pixels, stride);
//hardcoded locations to Blue, Green, Red, Alpha (BGRA) index positions
const int BlueIndex = 0;
const int GreenIndex = 1;
const int RedIndex = 2;
const int AlphaIndex = 3;
//get player and depth at pixel
int player = rawDepthData[depthIndex] & DepthImageFrame.PlayerIndexBitmask;
int depth = rawDepthData[depthIndex] >> DepthImageFrame.PlayerIndexBitmaskWidth;
//check each pixel for player, if player is blue intensity.
if (player > 0)
{
pixels[colorIndex + BlueIndex] = 255;
pixels[colorIndex + GreenIndex] = intensity;
pixels[colorIndex + RedIndex] = intensity;
pixels[colorIndex + AlphaIndex] = 100;
}
else
{
//if not player make black and transparent
pixels[colorIndex + BlueIndex] = 000;
pixels[colorIndex + GreenIndex] = 000;
pixels[colorIndex + RedIndex] = 000;
pixels[colorIndex + AlphaIndex] = 0;
}
I like using this example for testing the colors since it still provides you with the depth viewer on the right side. I have attached an image of this effect running below:
The image to the left is the intensity map with slightly colored pixel level intensity data.
Hope that helps
David Bates