Upload 4 files
Browse files- README.md +9 -12
- RunBlazePalm.cs +72 -68
- info.js +1 -1
- palm_detection_lite.sentis +2 -2
README.md
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pipeline_tag: object-detection
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---
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# Blaze
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*
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This is the Blaze
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## How to Use
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* Create a new scene in Unity 2023
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* Install
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*
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* Put a video in the Assets/StreamingAssets folder and set
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* Create a RawImage and place it in your scene. Link to this image in the
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* Attach a sprite for the bounding box image to the
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## Preview
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When you get it working you should see something like this:
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![preview](
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## Information
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This model may have some accuracy issues.
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## Unity Sentis
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Sentis is the inference engine for Unity 2023. More information can be found [here](https://unity.com/products/sentis)
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pipeline_tag: object-detection
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---
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# Blaze Face face detector in Unity Sentis (Version 1.4.0-pre.3*)
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*Version 1.3.0 sentis files are not compatible with 1.4.0 and will need to be recreated/downloaded
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This is the [Blaze Face model](https://developers.google.com/mediapipe/solutions/vision/face_detector) formatted to work in Unity Sentis 2023
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## How to Use
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* Create a new scene in Unity 2023
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* Install `com.unity.sentis` version `1.4.0-pre.3` from the package manager
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* Drag the blazeface.sentis file into the model asset field
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* Put a video in the Assets/StreamingAssets folder and set _videoName variable to the video name
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* Create a RawImage and place it in your scene. Link to this image in the _previewUI field.
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* Attach a sprite or texture for the bounding box image to the BondingBoxSprite or BorderTexture field
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## Preview
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When you get it working you should see something like this:
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![preview](blaze_preview.png)
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## Unity Sentis
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Sentis is the inference engine for Unity 2023. More information can be found [here](https://unity.com/products/sentis)
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RunBlazePalm.cs
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@@ -3,6 +3,7 @@ using Unity.Sentis;
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using UnityEngine.Video;
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using UnityEngine.UI;
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using Lays = Unity.Sentis.Layers;
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/*
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* Blaze Palm Inference
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public class RunBlazePalm : MonoBehaviour
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{
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//Drag a link to a raw image here:
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public RawImage previewUI = null;
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// Put your bounding box sprite image here
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public
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// optional images for palm markers
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public Sprite[] markerTextures;
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//Holds image size
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int size;
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Ops ops;
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ITensorAllocator allocator;
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Model model;
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//webcam device name:
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bool closing = false;
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public struct BoundingBox
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{
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void Start()
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{
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allocator = new TensorCachingAllocator();
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//(Note: if using a webcam on mobile get permissions here first)
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targetTexture = new RenderTexture(resolution.x, resolution.y, 0);
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SetupModel();
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SetupEngine();
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}
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void SetupInput()
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}
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void AddGrid(float[] offsets, int rows, int repeats, int cellWidth, ref int n)
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{
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for (int j = 0; j < repeats * rows * rows; j++)
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}
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}
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float[] GetGridBoxCoords()
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{
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var offsets = new float[2016 * 4];
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int n = 0;
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AddGrid(offsets, 24, 2, 8, ref n);
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AddGrid(offsets, 12, 6, 16, ref n);
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return offsets;
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}
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void SetupModel()
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{
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float[] offsets = GetGridBoxCoords();
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model = ModelLoader.Load(
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//We need to add extra layers to the model in order to aggregate the box predicions:
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size = model.inputs[0].shape.ToTensorShape()[2]; // Input tensor width (192)
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}
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public void SetupEngine()
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{
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ops = WorkerFactory.CreateOps(backend, allocator);
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}
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void DrawPalms(TensorFloat index3, TensorFloat regressors, int NMAX, Vector2 scale)
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//Draw bounding box of the palm
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var box = new BoundingBox
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{
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centerX = index3[
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centerY = index3[
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width = index3[
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height = index3[
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};
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DrawBox(box,
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if (regressors == null) continue;
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//Draw markers starts of fingers
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{
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var marker = new BoundingBox
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{
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centerX = box.centerX + (regressors[
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centerY = box.centerY + (regressors[
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width = 4f * scale.x,
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height = 4f * scale.y,
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};
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DrawBox(marker, j < markerTextures.Length ? markerTextures[j] :
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}
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}
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}
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var transform = new TextureTransform();
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transform.SetDimensions(size, size, 3);
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transform.SetTensorLayout(0, 3, 1, 2);
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using var
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// Pre-process the image to make input in range (-1..1)
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//using var image = ops.Mad(image0, 2f, -1f);
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worker.Execute(image0);
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using var boxCoords = worker.PeekOutput("boxCoords") as TensorFloat; //palm coords
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using var regressors = worker.PeekOutput(regressorsOutput) as TensorFloat; //contains markers
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var NMS = worker.PeekOutput("NMS") as TensorInt;
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using var output = ops.GatherND(boxCoords2, NMS, 0);
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output.
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markersOutput.
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ClearAnnotations();
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void CleanUp()
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{
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closing = true;
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ops?.Dispose();
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allocator?.Dispose();
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if (webcam) Destroy(webcam);
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if (video) Destroy(video);
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RenderTexture.active = null;
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using UnityEngine.Video;
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using UnityEngine.UI;
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using Lays = Unity.Sentis.Layers;
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using FF = Unity.Sentis.Functional;
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/*
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* Blaze Palm Inference
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public class RunBlazePalm : MonoBehaviour
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{
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public ModelAsset asset;
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//Drag a link to a raw image here:
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public RawImage previewUI = null;
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// Put your bounding box sprite image here
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public Texture2D boundingBoxTexture;
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public Sprite boundingBoxSprite;
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// optional images for palm markers
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public Sprite[] markerTextures;
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//Holds image size
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int size;
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Model model;
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//webcam device name:
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bool closing = false;
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TensorFloat anchors, centersToCorners;
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public struct BoundingBox
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{
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void Start()
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{
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//(Note: if using a webcam on mobile get permissions here first)
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targetTexture = new RenderTexture(resolution.x, resolution.y, 0);
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SetupModel();
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SetupEngine();
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if (boundingBoxSprite == null)
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{
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boundingBoxSprite = Sprite.Create(boundingBoxTexture,
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new Rect(0, 0, boundingBoxTexture.width, boundingBoxTexture.height),
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new Vector2(boundingBoxTexture.width / 2, boundingBoxTexture.height / 2));
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}
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}
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void SetupInput()
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}
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float[] GetGridBoxCoords()
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{
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var offsets = new float[2016 * 4];
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int n = 0;
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AddGrid(offsets, 24, 2, 8, ref n);
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AddGrid(offsets, 12, 6, 16, ref n);
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return offsets;
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}
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void AddGrid(float[] offsets, int rows, int repeats, int cellWidth, ref int n)
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{
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for (int j = 0; j < repeats * rows * rows; j++)
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}
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}
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void SetupModel()
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{
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float[] offsets = GetGridBoxCoords();
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model = ModelLoader.Load(asset);
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//model = ModelLoader.Load(Application.streamingAssetsPath + "/palm_detection_lite.sentis");
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//We need to add extra layers to the model in order to aggregate the box predicions:
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size = model.inputs[0].shape.ToTensorShape()[2]; // Input tensor width (192)
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anchors = new TensorFloat(new TensorShape(offsets.Length / 4, 4), offsets);
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centersToCorners = new TensorFloat(new TensorShape(4, 4),
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new float[]
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{
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1, 0, 1, 0,
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0, 1, 0, 1,
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-0.5f, 0, 0.5f, 0,
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0, -0.5f, 0, 0.5f
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});
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var model2 = Functional.Compile(
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input =>
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{
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var outputs = model.Forward(input);
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var regressors = outputs[1][0]; //shape=(2016,18)
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var scores = outputs[0][0].Transpose(0, 1) - scoreThreshold; //shape=(1,2016)
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var boxCoords = regressors[.., 0..4] + FunctionalTensor.FromTensor(anchors); //(2016,4)
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var boxCorners = FF.MatMul(boxCoords, FunctionalTensor.FromTensor(centersToCorners));
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var indices = FF.NMS(boxCoords, scores, iouThreshold); //shape=(N)
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var indices2 = indices.Unsqueeze(-1).BroadcastTo(new int[] { 4 }); //shape=(N,4)
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var output = FF.Gather(boxCoords, 0, indices2); //shape=(N,4)
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var indices3 = indices.Unsqueeze(-1).BroadcastTo(new int[] { 18 }); //shape=(N,18)
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var markersOutput = FF.Gather(regressors, 0, indices3); //shape=(N,18)
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return (output, markersOutput);
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},
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InputDef.FromModel(model)[0]
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);
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worker = WorkerFactory.CreateWorker(backend, model2);
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}
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public void SetupEngine()
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{
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}
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void DrawPalms(TensorFloat index3, TensorFloat regressors, int NMAX, Vector2 scale)
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//Draw bounding box of the palm
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var box = new BoundingBox
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{
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centerX = index3[n, 0] * scale.x,
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centerY = index3[n, 1] * scale.y,
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width = index3[n, 2] * scale.x,
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height = index3[n, 3] * scale.y
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};
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DrawBox(box, boundingBoxSprite);
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if (regressors == null) continue;
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//Draw markers starts of fingers
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{
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var marker = new BoundingBox
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{
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centerX = box.centerX + (regressors[n, 4 + j * 2] - regressors[n, 0]) * scale.x,
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centerY = box.centerY + (regressors[n, 4 + j * 2 + 1] - regressors[n, 1]) * scale.y,
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width = 4f * scale.x,
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height = 4f * scale.y,
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};
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DrawBox(marker, j < markerTextures.Length ? markerTextures[j] : boundingBoxSprite);
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}
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}
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}
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var transform = new TextureTransform();
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transform.SetDimensions(size, size, 3);
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transform.SetTensorLayout(0, 3, 1, 2);
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using var image = TextureConverter.ToTensor(source, transform);
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worker.Execute(image);
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var output = worker.PeekOutput("output_0") as TensorFloat;
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var markersOutput = worker.PeekOutput("output_1") as TensorFloat;
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output.CompleteOperationsAndDownload();
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markersOutput.CompleteOperationsAndDownload();
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ClearAnnotations();
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void CleanUp()
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{
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anchors?.Dispose();
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centersToCorners?.Dispose();
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closing = true;
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if (webcam) Destroy(webcam);
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if (video) Destroy(video);
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RenderTexture.active = null;
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info.js
CHANGED
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{
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"version" : [
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"1.
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]
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}
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{
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"version" : [
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"1.4.0-pre.3"
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]
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}
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palm_detection_lite.sentis
CHANGED
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version https://git-lfs.github.com/spec/v1
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oid sha256:
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size
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version https://git-lfs.github.com/spec/v1
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oid sha256:1598c7c4afc1bfccab382c69e43aaf5c7b099fb4a35f77a8ad32014656b0f6e4
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size 3892980
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