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| 1 | +using System; |
| 2 | +using System.Globalization; |
| 3 | +using Unity.InferenceEngine; |
| 4 | +using Unity.Mathematics; |
| 5 | +using UnityEngine; |
| 6 | + |
| 7 | +namespace InferenceEngineWithOpenCVForUnity.Face |
| 8 | +{ |
| 9 | + |
| 10 | + public static class BlazeUtils |
| 11 | + { |
| 12 | + // matrix utility |
| 13 | + public static float2x3 mul(float2x3 a, float2x3 b) |
| 14 | + { |
| 15 | + return new float2x3( |
| 16 | + a[0][0] * b[0][0] + a[1][0] * b[0][1], |
| 17 | + a[0][0] * b[1][0] + a[1][0] * b[1][1], |
| 18 | + a[0][0] * b[2][0] + a[1][0] * b[2][1] + a[2][0], |
| 19 | + a[0][1] * b[0][0] + a[1][1] * b[0][1], |
| 20 | + a[0][1] * b[1][0] + a[1][1] * b[1][1], |
| 21 | + a[0][1] * b[2][0] + a[1][1] * b[2][1] + a[2][1] |
| 22 | + ); |
| 23 | + } |
| 24 | + |
| 25 | + public static float2 mul(float2x3 a, float2 b) |
| 26 | + { |
| 27 | + return new float2( |
| 28 | + a[0][0] * b.x + a[1][0] * b.y + a[2][0], |
| 29 | + a[0][1] * b.x + a[1][1] * b.y + a[2][1] |
| 30 | + ); |
| 31 | + } |
| 32 | + |
| 33 | + public static float3 mul(float2x3 a, float3 b) |
| 34 | + { |
| 35 | + return new float3( |
| 36 | + a[0][0] * b.x + a[1][0] * b.y + a[2][0], |
| 37 | + a[0][1] * b.x + a[1][1] * b.y + a[2][1], |
| 38 | + b.z |
| 39 | + ); |
| 40 | + } |
| 41 | + |
| 42 | + public static float2x3 RotationMatrix(float theta) |
| 43 | + { |
| 44 | + var sinTheta = math.sin(theta); |
| 45 | + var cosTheta = math.cos(theta); |
| 46 | + return new float2x3( |
| 47 | + cosTheta, -sinTheta, 0, |
| 48 | + sinTheta, cosTheta, 0 |
| 49 | + ); |
| 50 | + } |
| 51 | + |
| 52 | + public static float2x3 TranslationMatrix(float2 delta) |
| 53 | + { |
| 54 | + return new float2x3( |
| 55 | + 1, 0, delta.x, |
| 56 | + 0, 1, delta.y |
| 57 | + ); |
| 58 | + } |
| 59 | + |
| 60 | + public static float2x3 ScaleMatrix(float2 scale) |
| 61 | + { |
| 62 | + return new float2x3( |
| 63 | + scale.x, 0, 0, |
| 64 | + 0, scale.y, 0 |
| 65 | + ); |
| 66 | + } |
| 67 | + |
| 68 | + // model filtering utility |
| 69 | + static FunctionalTensor ScoreFiltering(FunctionalTensor rawScores, float scoreThreshold) |
| 70 | + { |
| 71 | + return Functional.Sigmoid(Functional.Clamp(rawScores, -scoreThreshold, scoreThreshold)); |
| 72 | + } |
| 73 | + |
| 74 | + public static (FunctionalTensor, FunctionalTensor, FunctionalTensor) ArgMaxFiltering(FunctionalTensor rawBoxes, FunctionalTensor rawScores) |
| 75 | + { |
| 76 | + var detectionScores = ScoreFiltering(rawScores, 100f); // (1, 896, 1) |
| 77 | + var bestScoreIndex = Functional.ArgMax(rawScores, 1).Squeeze(); |
| 78 | + |
| 79 | + var selectedBoxes = Functional.IndexSelect(rawBoxes, 1, bestScoreIndex).Unsqueeze(0); // (1, 1, 16) |
| 80 | + var selectedScores = Functional.IndexSelect(detectionScores, 1, bestScoreIndex).Unsqueeze(0); // (1, 1, 1) |
| 81 | + |
| 82 | + return (bestScoreIndex, selectedScores, selectedBoxes); |
| 83 | + } |
| 84 | + |
| 85 | + public static (FunctionalTensor, FunctionalTensor, FunctionalTensor) NMSFiltering(FunctionalTensor rawBoxes, FunctionalTensor rawScores, FunctionalTensor anchors, float inputSize, float iouThreshold, float scoreThreshold) |
| 86 | + { |
| 87 | + var xCenter = rawBoxes[0, .., 0] + anchors[.., 0] * inputSize; |
| 88 | + var yCenter = rawBoxes[0, .., 1] + anchors[.., 1] * inputSize; |
| 89 | + |
| 90 | + var widthHalf = 0.5f * rawBoxes[0, .., 2]; |
| 91 | + var heightHalf = 0.5f * rawBoxes[0, .., 3]; |
| 92 | + |
| 93 | + var nmsBoxes = Functional.Stack(new[] |
| 94 | + { |
| 95 | + yCenter - heightHalf, |
| 96 | + xCenter - widthHalf, |
| 97 | + yCenter + heightHalf, |
| 98 | + xCenter + widthHalf |
| 99 | + }, 1); |
| 100 | + |
| 101 | + var nmsScores = Functional.Squeeze(ScoreFiltering(rawScores, 100f)); |
| 102 | + var selectedIndices = Functional.NMS(nmsBoxes, nmsScores, iouThreshold, scoreThreshold); // (N); |
| 103 | + |
| 104 | + var selectedBoxes = Functional.IndexSelect(rawBoxes, 1, selectedIndices).Unsqueeze(0); // (1, N, 16) |
| 105 | + var selectedScores = Functional.IndexSelect(rawScores, 1, selectedIndices).Unsqueeze(0); // (1, N, 1) |
| 106 | + |
| 107 | + return (selectedIndices, selectedScores, selectedBoxes); |
| 108 | + } |
| 109 | + |
| 110 | + // image transform utility |
| 111 | + static ComputeShader s_ImageTransformShader = Resources.Load<ComputeShader>("ComputeShaders/ImageTransform"); |
| 112 | + static int s_ImageSample = s_ImageTransformShader.FindKernel("ImageSample"); |
| 113 | + static int s_Optr = Shader.PropertyToID("Optr"); |
| 114 | + static int s_X_tex2D = Shader.PropertyToID("X_tex2D"); |
| 115 | + static int s_O_height = Shader.PropertyToID("O_height"); |
| 116 | + static int s_O_width = Shader.PropertyToID("O_width"); |
| 117 | + static int s_O_channels = Shader.PropertyToID("O_channels"); |
| 118 | + static int s_X_height = Shader.PropertyToID("X_height"); |
| 119 | + static int s_X_width = Shader.PropertyToID("X_width"); |
| 120 | + static int s_affineMatrix = Shader.PropertyToID("affineMatrix"); |
| 121 | + |
| 122 | + static int IDivC(int v, int div) |
| 123 | + { |
| 124 | + return (v + div - 1) / div; |
| 125 | + } |
| 126 | + |
| 127 | + public static void SampleImageAffine(Texture srcTexture, Tensor<float> dstTensor, float2x3 M) |
| 128 | + { |
| 129 | + var tensorData = ComputeTensorData.Pin(dstTensor, false); |
| 130 | + |
| 131 | + s_ImageTransformShader.SetTexture(s_ImageSample, s_X_tex2D, srcTexture); |
| 132 | + s_ImageTransformShader.SetBuffer(s_ImageSample, s_Optr, tensorData.buffer); |
| 133 | + |
| 134 | + s_ImageTransformShader.SetInt(s_O_height, dstTensor.shape[1]); |
| 135 | + s_ImageTransformShader.SetInt(s_O_width, dstTensor.shape[2]); |
| 136 | + s_ImageTransformShader.SetInt(s_O_channels, dstTensor.shape[3]); |
| 137 | + s_ImageTransformShader.SetInt(s_X_height, srcTexture.height); |
| 138 | + s_ImageTransformShader.SetInt(s_X_width, srcTexture.width); |
| 139 | + |
| 140 | + s_ImageTransformShader.SetMatrix(s_affineMatrix, new Matrix4x4(new Vector4(M[0][0], M[0][1]), new Vector4(M[1][0], M[1][1]), new Vector4(M[2][0], M[2][1]), Vector4.zero)); |
| 141 | + |
| 142 | + s_ImageTransformShader.Dispatch(s_ImageSample, IDivC(dstTensor.shape[1], 8), IDivC(dstTensor.shape[1], 8), 1); |
| 143 | + } |
| 144 | + |
| 145 | + public static float[,] LoadAnchors(string csv, int numAnchors) |
| 146 | + { |
| 147 | + var anchors = new float[numAnchors, 4]; |
| 148 | + var anchorLines = csv.Split('\n'); |
| 149 | + |
| 150 | + for (var i = 0; i < numAnchors; i++) |
| 151 | + { |
| 152 | + var anchorValues = anchorLines[i].Split(','); |
| 153 | + for (var j = 0; j < 4; j++) |
| 154 | + { |
| 155 | + anchors[i, j] = float.Parse(anchorValues[j], CultureInfo.InvariantCulture); |
| 156 | + } |
| 157 | + } |
| 158 | + |
| 159 | + return anchors; |
| 160 | + } |
| 161 | + } |
| 162 | +} |
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