Following on from some experiments with openGL shaders, shifting vertices based on colour, the next natural step was to use a similar approach with live/real-time data from the Kinect. This experiment grabs depth textures from the kinect and uses a vertex shader to shift the z component of each vertex based on the greyscale depth value. The shader also colours everything in a flat, opaque red just for the hell of it:
The same approach but using RGB input produces disturbing results…
