first commit

This commit is contained in:
2023-05-29 18:59:29 +05:00
parent dde618d940
commit 3746d6e49c
99 changed files with 5043 additions and 2 deletions
+9
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using System;
using UnityEngine;
using UI = UnityEngine.UI;
using Klak.TestTools;
using System.Linq;
namespace UltraFace
{
public sealed class Visualizer : MonoBehaviour
{
#region Editable attributes
[SerializeField] ImageSource _source = null;
[SerializeField, Range(0, 1)] float _threshold = 0.5f;
[SerializeField] ResourceSet _resources = null;
[SerializeField] Shader _visualizer = null;
[SerializeField] Texture2D _texture = null;
[SerializeField] UI.RawImage _previewUI = null;
public Action<bool> OnDetectionStatusChanged;
private bool _isDetected;
#endregion
#region Private objects
FaceDetector _detector;
Material _material;
ComputeBuffer _drawArgs;
#endregion
#region MonoBehaviour implementation
void Start()
{
_detector = new FaceDetector(_resources);
_material = new Material(_visualizer);
_drawArgs = new ComputeBuffer(4, sizeof(uint), ComputeBufferType.IndirectArguments);
_drawArgs.SetData(new [] {6, 0, 0, 0});
}
void OnDestroy()
{
_detector?.Dispose();
Destroy(_material);
_drawArgs?.Dispose();
}
void Update()
{
_detector.ProcessImage(_source.Texture, _threshold);
_previewUI.texture = _source.Texture;
if(!_isDetected && _detector.Detections.ToList().Count > 0)
{
_isDetected = true;
float height = _detector.Detections.Max(x => x.y2 - x.y1);
Debug.LogWarning(height);
OnDetectionStatusChanged?.Invoke(_isDetected);
}
else if(_isDetected && _detector.Detections.ToList().Count == 0)
{
_isDetected = false;
OnDetectionStatusChanged?.Invoke(_isDetected);
Debug.LogWarning("йобла потеряны");
}
}
void OnRenderObject()
{
_detector.SetIndirectDrawCount(_drawArgs);
_material.SetFloat("_Threshold", _threshold);
_material.SetTexture("_Texture", _texture);
_material.SetBuffer("_Detections", _detector.DetectionBuffer);
_material.SetPass(_texture == null ? 0 : 1);
Graphics.DrawProceduralIndirectNow(MeshTopology.Triangles, _drawArgs, 0);
}
#endregion
}
}
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Shader "Hidden/UltraFace/Visualizer"
{
Properties
{
_Texture("", 2D) = ""{}
}
CGINCLUDE
#include "UnityCG.cginc"
#include "Packages/jp.keijiro.ultraface/Shader/Common.hlsl"
float _Threshold;
sampler2D _Texture;
StructuredBuffer<Detection> _Detections;
//
// Pass 0: Simple fill
//
void VertexFill(uint vid : SV_VertexID,
uint iid : SV_InstanceID,
out float4 position : SV_Position,
out float4 color : COLOR)
{
// UV coordinates
float u = vid & 1;
float v = vid < 2 || vid == 5;
// Select a bounding box.
Detection box = _Detections[iid];
// Vertex position
float x = 2 * lerp(box.x1, box.x2, u) - 1;
float y = -2 * lerp(box.y1, box.y2, v) + 1;
// Opacity from the score value
float alpha = (box.score - _Threshold) / (1 - _Threshold);
// Vertex attributes
position = float4(x, y, 1, 1);
color = float4(1, 0, 0, alpha * 0.8);
}
float4 FragmentFill(float4 position : SV_Position,
float4 color : COLOR) : SV_Target
{
return color;
}
//
// Pass 2: Textured square (emoji)
//
void VertexTextured(uint vid : SV_VertexID,
uint iid : SV_InstanceID,
out float4 position : SV_Position,
out float2 uv : TEXCOORD0,
out float4 color : COLOR)
{
// UV coordinates
float u = vid & 1;
float v = vid < 2 || vid == 5;
// Select a bounding box.
Detection box = _Detections[iid];
// Box center
float2 center = float2(box.x1 + box.x2, box.y1 + box.y2) / 2;
// The longest edge of the box
float size = max(box.x2 - box.x1, box.y2 - box.y1) * 0.53;
// Clip space position
float aspect = _ScreenParams.y / _ScreenParams.x;
float x = center.x + lerp(-1, 1, u) * size * aspect;
float y = center.y + lerp(-1, 1, v) * size;
// Clip space to screen space
x = 2 * x - 1;
y = -2 * y + 1;
// Opacity from the score value
float alpha = (box.score - _Threshold) / (1 - _Threshold);
// Vertex attributes
position = float4(x, y, 1, 1);
uv = float2(u, 1 - v);
color = float4(1, 0, 0, alpha);
}
float4 FragmentTextured(float4 position : SV_Position,
float2 uv : TEXCOORD0,
float4 color : COLOR) : SV_Target
{
return tex2D(_Texture, uv) * color.a;
}
ENDCG
SubShader
{
Pass
{
ZTest Always ZWrite Off Cull Off Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex VertexFill
#pragma fragment FragmentFill
ENDCG
}
Pass
{
ZTest Always ZWrite Off Cull Off Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex VertexTextured
#pragma fragment FragmentTextured
ENDCG
}
}
}
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MIT License
Copyright (c) 2019 linzai
Permission is hereby granted, free of charge, to any person obtaining a copy
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in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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using System.Runtime.InteropServices;
namespace UltraFace {
// Detection data structure - The layout of this structure must be matched
// with the one defined in Common.hlsl.
[StructLayout(LayoutKind.Sequential)]
public readonly struct Detection
{
public readonly float x1, y1, x2, y2;
public readonly float score;
public readonly float pad1, pad2, pad3;
// sizeof(Detection)
public static int Size = 8 * sizeof(float);
// String formatting
public override string ToString()
=> $"({x1},{y1})-({x2},{y2}):({score})";
};
} // namespace UltraFace
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using System.Collections.Generic;
using Unity.Barracuda;
using UnityEngine;
namespace UltraFace {
public sealed class FaceDetector : System.IDisposable
{
#region Public methods/properties
public FaceDetector(ResourceSet resources)
=> AllocateObjects(resources);
public void Dispose()
=> DeallocateObjects();
public void ProcessImage(Texture sourceTexture, float threshold)
=> RunModel(sourceTexture, threshold);
public IEnumerable<Detection> Detections
=> _readCache.Cached;
public ComputeBuffer DetectionBuffer
=> _buffers.post2;
public void SetIndirectDrawCount(ComputeBuffer drawArgs)
=> ComputeBuffer.CopyCount(_buffers.post2, drawArgs, sizeof(uint));
#endregion
#region Private objects
ResourceSet _resources;
Config _config;
IWorker _worker;
(ComputeBuffer preprocess,
RenderTexture scores,
RenderTexture boxes,
ComputeBuffer post1,
ComputeBuffer post2,
ComputeBuffer counter,
ComputeBuffer countRead) _buffers;
DetectionCache _readCache;
void AllocateObjects(ResourceSet resources)
{
// NN model loading
var model = ModelLoader.Load(resources.model);
// Private object initialization
_resources = resources;
_config = new Config(resources, model);
_worker = model.CreateWorker();
// Buffer allocation
_buffers.preprocess = new ComputeBuffer
(_config.InputFootprint, sizeof(float));
_buffers.scores = RTUtil.NewFloat2(_config.OutputCount / 20, 20);
_buffers.boxes = RTUtil.NewFloat4(_config.OutputCount / 20, 20);
_buffers.post1 = new ComputeBuffer
(Config.MaxDetection, Detection.Size);
_buffers.post2 = new ComputeBuffer
(Config.MaxDetection, Detection.Size, ComputeBufferType.Append);
_buffers.counter = new ComputeBuffer
(1, sizeof(uint), ComputeBufferType.Counter);
_buffers.countRead = new ComputeBuffer
(1, sizeof(uint), ComputeBufferType.Raw);
// Detection data read cache initialization
_readCache = new DetectionCache(_buffers.post2, _buffers.countRead);
}
void DeallocateObjects()
{
_worker?.Dispose();
_worker = null;
_buffers.preprocess?.Dispose();
_buffers.preprocess = null;
ObjectUtil.Destroy(_buffers.scores);
_buffers.scores = null;
ObjectUtil.Destroy(_buffers.boxes);
_buffers.boxes = null;
_buffers.post1?.Dispose();
_buffers.post1 = null;
_buffers.post2?.Dispose();
_buffers.post2 = null;
_buffers.counter?.Dispose();
_buffers.counter = null;
_buffers.countRead?.Dispose();
_buffers.countRead = null;
}
#endregion
#region Main image processing function
void RunModel(Texture source, float threshold)
{
// Preprocessing
var pre = _resources.preprocess;
pre.SetInts("ImageSize", _config.InputWidth, _config.InputHeight);
pre.SetTexture(0, "Input", source);
pre.SetBuffer(0, "Output", _buffers.preprocess);
pre.DispatchThreads(0, _config.InputWidth, _config.InputHeight, 1);
// NNworker invocation
using (var t = new Tensor(_config.InputShape, _buffers.preprocess))
_worker.Execute(t);
// NN output retrieval
_worker.CopyOutput("scores", _buffers.scores);
_worker.CopyOutput("boxes", _buffers.boxes);
// Counter buffer reset
_buffers.post2.SetCounterValue(0);
_buffers.counter.SetCounterValue(0);
// First stage postprocessing: detection data aggregation
var post1 = _resources.postprocess1;
post1.SetTexture(0, "Scores", _buffers.scores);
post1.SetTexture(0, "Boxes", _buffers.boxes);
post1.SetDimensions("InputSize", _buffers.boxes);
post1.SetFloat("Threshold", threshold);
post1.SetBuffer(0, "Output", _buffers.post1);
post1.SetBuffer(0, "OutputCount", _buffers.counter);
post1.DispatchThreadPerPixel(0, _buffers.boxes);
// Second stage postprocessing: overlap removal
var post2 = _resources.postprocess2;
post2.SetFloat("Threshold", 0.5f);
post2.SetBuffer(0, "Input", _buffers.post1);
post2.SetBuffer(0, "InputCount", _buffers.counter);
post2.SetBuffer(0, "Output", _buffers.post2);
post2.Dispatch(0, 1, 1, 1);
// Detection count after removal
ComputeBuffer.CopyCount(_buffers.post2, _buffers.countRead, 0);
// Cache data invalidation
_readCache.Invalidate();
}
#endregion
}
} // namespace UltraFace
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using Unity.Barracuda;
using UnityEngine;
namespace UltraFace {
struct Config
{
#region Compile-time constants
// These values must be matched with the ones defined in Common.hlsl.
public const int MaxDetection = 512;
#endregion
#region Variables from tensor shapes
public int InputWidth { get; private set; }
public int InputHeight { get; private set; }
public int OutputCount { get; private set; }
#endregion
#region Data size calculation properties
public int InputFootprint => InputWidth * InputWidth * 3;
#endregion
#region Tensor shape utilities
public TensorShape InputShape
=> new TensorShape(1, InputHeight, InputWidth, 3);
#endregion
#region Constructor
public Config(ResourceSet resources, Model model)
{
var inShape = model.inputs[0].shape;
var outShape = model.GetShapeByName(model.outputs[0]).Value;
InputWidth = inShape[6];
InputHeight = inShape[5];
OutputCount = outShape[6];
}
#endregion
}
} // namespace UltraFace
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using Unity.Barracuda;
using UnityEngine;
namespace UltraFace {
#region Object construction/destruction helpers
static class ObjectUtil
{
public static void Destroy(Object o)
{
if (o == null) return;
if (Application.isPlaying)
Object.Destroy(o);
else
Object.DestroyImmediate(o);
}
}
static class RTUtil
{
public static RenderTexture NewFloat2(int w, int h)
=> new RenderTexture(w, h, 0, RenderTextureFormat.RGFloat);
public static RenderTexture NewFloat4(int w, int h)
=> new RenderTexture(w, h, 0, RenderTextureFormat.ARGBFloat);
public static int CountChannels(RenderTexture rt)
=> rt.format == RenderTextureFormat.RGFloat ? 2 : 4;
}
#endregion
#region Extension methods
static class ComputeShaderExtensions
{
public static void SetDimensions
(this ComputeShader compute, string name, Texture texture)
=> compute.SetInts(name, texture.width, texture.height);
public static void DispatchThreads
(this ComputeShader compute, int kernel, int x, int y, int z)
{
uint xc, yc, zc;
compute.GetKernelThreadGroupSizes(kernel, out xc, out yc, out zc);
x = (x + (int)xc - 1) / (int)xc;
y = (y + (int)yc - 1) / (int)yc;
z = (z + (int)zc - 1) / (int)zc;
compute.Dispatch(kernel, x, y, z);
}
public static void DispatchThreadPerPixel
(this ComputeShader compute, int kernel, Texture texture)
=> compute.DispatchThreads(kernel, texture.width, texture.height, 1);
}
static class IWorkerExtensions
{
public static void CopyOutput
(this IWorker worker, string tensorName, RenderTexture rt)
{
var output = worker.PeekOutput(tensorName);
var channels = RTUtil.CountChannels(rt);
var shape = new TensorShape(1, rt.height, rt.width, channels);
using var tensor = output.Reshape(shape);
tensor.ToRenderTexture(rt);
}
}
#endregion
#region GPU to CPU readback helpers
sealed class DetectionCache
{
ComputeBuffer _dataBuffer;
ComputeBuffer _countBuffer;
Detection[] _cached;
int[] _countRead = new int[1];
public DetectionCache(ComputeBuffer data, ComputeBuffer count)
=> (_dataBuffer, _countBuffer) = (data, count);
public Detection[] Cached => _cached ?? UpdateCache();
public void Invalidate() => _cached = null;
public Detection[] UpdateCache()
{
_countBuffer.GetData(_countRead, 0, 0, 1);
var count = _countRead[0];
_cached = new Detection[count];
_dataBuffer.GetData(_cached, 0, 0, count);
return _cached;
}
}
#endregion
} // namespace UltraFace
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using UnityEngine;
using Unity.Barracuda;
namespace UltraFace
{
[CreateAssetMenu(fileName = "UltraFace",
menuName = "ScriptableObjects/UltraFace Resource Set")]
public sealed class ResourceSet : ScriptableObject
{
public NNModel model;
public ComputeShader preprocess;
public ComputeShader postprocess1;
public ComputeShader postprocess2;
}
}
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#ifndef _ULTRAFACEBARRACUDA_COMMON_H_
#define _ULTRAFACEBARRACUDA_COMMON_H_
// Pre-defined constants from our UltraFace model
#define MAX_DETECTION 512
// Detection data structure - The layout of this structure must be matched
// with the one defined in Detection.cs.
struct Detection
{
float x1, y1, x2, y2;
float score;
float3 pad;
};
// Common math functions
float CalculateIOU(in Detection d1, in Detection d2)
{
float area0 = (d1.x2 - d1.x1) * (d1.y2 - d1.y1);
float area1 = (d2.x2 - d2.x1) * (d2.y2 - d2.y1);
float x1 = max(d1.x1, d2.x1);
float x2 = min(d1.x2, d2.x2);
float y1 = max(d1.y1, d2.y1);
float y2 = min(d1.y2, d2.y2);
float areaInner = max(0, x2 - x1) * max(0, y2 - y1);
return areaInner / (area0 + area1 - areaInner);
}
#endif
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// First stage postprocessing (detection data aggregation)
#pragma kernel Postprocess1
#include "Common.hlsl"
// Input
Texture2D<float2> Scores;
Texture2D<float4> Boxes;
uint2 InputSize;
float Threshold;
// Output
RWStructuredBuffer<Detection> Output;
RWStructuredBuffer<uint> OutputCount; // Only used as a counter
[numthreads(16, 4, 1)]
void Postprocess1(uint2 id : SV_DispatchThreadID)
{
if (!all(id < InputSize)) return;
float score = Scores[uint2(id.x, id.y)].y;
float4 box = Boxes[uint2(id.x, id.y)];
if (score < Threshold) return;
Detection data;
data.x1 = box.x;
data.y1 = box.y;
data.x2 = box.z;
data.y2 = box.w;
data.score = score;
data.pad = 0;
uint count = OutputCount.IncrementCounter();
if (count < MAX_DETECTION) Output[count] = data;
}
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// Second stage postprocessing (overlap removal)
#pragma kernel Postprocess2
#include "Common.hlsl"
// Input
StructuredBuffer<Detection> Input;
RWStructuredBuffer<uint> InputCount; // Only used as a counter
float Threshold;
// Output
AppendStructuredBuffer<Detection> Output;
// Local arrays for data cache
groupshared Detection _entries[MAX_DETECTION];
groupshared bool _flags[MAX_DETECTION];
[numthreads(1, 1, 1)]
void Postprocess2(uint3 id : SV_DispatchThreadID)
{
// Initialize data cache arrays
uint entry_count = min(MAX_DETECTION, InputCount.IncrementCounter());
if (entry_count == 0) return;
for (uint i = 0; i < entry_count; i++)
{
_entries[i] = Input[i];
_flags[i] = true;
}
// Overlap test permutation
for (i = 0; i < entry_count - 1; i++)
{
if (!_flags[i]) continue;
for (uint j = i + 1; j < entry_count; j++)
{
if (!_flags[j]) continue;
// Overlap test
if (CalculateIOU(_entries[i], _entries[j]) < Threshold) continue;
// Score comparison
if (_entries[i].score < _entries[j].score)
{
_flags[i] = false;
// The box in the outer loop is removed. Break the inner loop.
break;
}
else
_flags[j] = false;
}
}
// Output aggregation
for (i = 0; i < entry_count; i++)
if (_flags[i]) Output.Append(_entries[i]);
}
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#pragma kernel Preprocess
// Input
sampler2D Input;
uint2 ImageSize;
// Output
RWStructuredBuffer<float> Output;
[numthreads(8, 8, 1)]
void Preprocess(uint2 id : SV_DispatchThreadID)
{
// UV (vertically flipped)
float2 uv = float2(0.5 + id.x, ImageSize.y - 0.5 - id.y) / ImageSize;
// UV gradients
float2 duv_dx = float2(1.0 / ImageSize.x, 0);
float2 duv_dy = float2(0, -1.0 / ImageSize.y);
// Texture sample
float3 rgb = tex2Dgrad(Input, uv, duv_dx, duv_dy).rgb * 2 - 1;
// Tensor element output
uint offs = (id.y * ImageSize.x + id.x) * 3;
Output[offs + 0] = rgb.r;
Output[offs + 1] = rgb.g;
Output[offs + 2] = rgb.b;
}
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"author": "Keijiro Takahashi",
"dependencies": { "com.unity.barracuda": "2.1.0-preview" },
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"displayName": "UltraFace",
"keywords": [ "unity" ],
"license": "MIT",
"name": "jp.keijiro.ultraface",
"repository": "github:keijiro/UltraFaceBarracuda",
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# sber-ar
UltraFaceBarracuda
==================
Руслан вновь бьёт рекорды и бросает нам вызов! Ну а хули нет, как говорится!
![gif](https://i.imgur.com/OQeWbDn.gif)
![gif](https://i.imgur.com/Xxiw25F.gif)
**UltraFaceBarracuda** is a Unity sample project that shows how to run the
[UltraFace] face detection neural network model on the Unity [Barracuda].
[UltraFace]:
https://github.com/Linzaer/Ultra-Light-Fast-Generic-Face-Detector-1MB
[Barracuda]: https://docs.unity3d.com/Packages/com.unity.barracuda@latest
For the details of the UltraFace ("Ultra-Light-Fast-Generic-Face-Detector-1MB")
model, please see the [original repository][UltraFace].