Where do they differ?
What are the advantages of choosing libfreenect or OpenNI+SensorKinect, for example, over the Official SDK, and vice-versa?
What are the disadvantages?
Where do they differ?
What are the advantages of choosing libfreenect or OpenNI+SensorKinect, for example, over the Official SDK, and vice-versa?
What are the disadvantages?
Please note that the below answer is per date and some facts may very well be outdated in the near future. Current state of the Official Kinect SDK is beta 1.00.12.
The first obvious difference is that the official SDK is maintained by the Microsoft Research team while OpenKinect is an open source SDK maintained by the open source community. Both has its cons and pros.
Programming languages supported:
Operating systems support:
Clearly advantage OpenKinect.
License:
Documentation and support:
Device calibration:
Different Kinect devices may differ slightly depending on the batch that they were produced in. Thus device calibration is sometimes required. But:
If its true that calibration is only needed for OpenKinect that is a big advantage for the official SDK as it is easier to distribute and install applications without such need.
Personally, after a failed try with the OpenKinect SDK I went with the official SDK, which
UPDATE: As of February 1st 2012 there is a commercial license for the official SDK: "The commercial license for this release authorizes development and distribution of commercial applications. The prior SDK was a beta, and as a result was appropriate only for research, testing and experimentation, and was not suitable for use with a final, commercial product. The new license will enable developers to create and sell their Kinect for Windows applications to end user customers using Kinect for Windows hardware on Windows platforms." Developer Frequently Asked Questions
As explained by Avada Kedavra in his/her answer, these are some interesting differences:
In my personal opinion, the most significant difference between open source solutions and Microsoft SDKs is strictly related to the skeletal tracking algorithm.
While depth and RGB data can be effectively provided by both open/free APIs and Microsoft SDKs, implementing skeletal tracking capabilities is not only a matter of reverse engineering.
To implement such an algorithm, developers must have strong competences in pattern recognition and machine learning areas, and I am quite sure that such kind of knowledge is available among the open source community. But the implementation of skeletal tracking is based on a "trained" algorithm, that requires a lot of experiments to collect very large amount of data. These data are then used to "train" the algorithm, that can recognize the skeletal joints.
Getting enough data, but also adjusting and properly using them, requires a lot of time and money. Microsoft researchers and developers are in the best conditions to work on this kind of stuff, simply because it is their job.
In my previous experiences, I noticed that open source solutions provide good skeletal tracking capabilities, but they are not at the same level of what Microsoft offers with its SDK.
Remember also that Microsoft SDK provide a lot of additional capabilities, like facial recognition or joint orientation, and several widgets very useful if you want to fastly build a gestural GUI.
So what I suggest is: if you are working on a project in which you simply need depth and/or RGB data, or if you have the necessity to use a programming language that is not supported by Microsoft SDK, then you should opt for open source solution. Otherwise, Microsoft SDK would be my best choice.
I would strongly recommend the Cinder framework. (libcinder.org)
It supports both OpenNI and Kinect develoment, if you're using C++. It now supports Kinect SDK 1.7 and OpenNI 2, via these Cinderblocks:
MS Kinect SDK 1.7 (stable) https://github.com/BanTheRewind/Cinder-MsKinect
OpenNI 2 / NITE 2.2 (alpha) https://github.com/wieden-kennedy/Cinder-OpenNI
Both can do skeletal tracking out of the boz, OpenNI being capable of tracking up to six skeletons simultaneously. OpenNI 2 is gaining rapidly on the Kinect, although the new Kinect will probably change that when it comes out next month. However the basic underlying principles are unlikely to change.
The main drawback with the initial release of OpenNI was that it required a full body activation pose to recognise a user, which was a deal breaker for a lot of applications - however this seems to have been solved in the newer versions and OpenNI 2 also supports robust hand tracking at close range, although it still requires a focus gesture initially. If you work on Mac or Linux, it's pretty much your only choice.
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