├── .gitignore ├── Assets ├── Examples.meta ├── Examples │ ├── Cube (5).controller │ ├── Cube (5).controller.meta │ ├── Cube (6).controller │ ├── Cube (6).controller.meta │ ├── LeftRight.anim │ ├── LeftRight.anim.meta │ ├── ThereAndBackAgain.anim │ ├── ThereAndBackAgain.anim.meta │ ├── test.unity │ └── test.unity.meta ├── ImageSynthesis.meta └── ImageSynthesis │ ├── ColorEncoding.cs │ ├── ColorEncoding.cs.meta │ ├── ExampleUI.cs │ ├── ExampleUI.cs.meta │ ├── ImageSynthesis.cs │ ├── ImageSynthesis.cs.meta │ ├── OpticalFlowWheel.meta │ ├── OpticalFlowWheel │ ├── HueSaturation_PGuzman2010.png │ ├── HueSaturation_PGuzman2010.png.meta │ ├── HueValue_ASellent2012.png │ ├── HueValue_ASellent2012.png.meta │ ├── HueValue_SBaker2007.png │ └── HueValue_SBaker2007.png.meta │ ├── Shaders.meta │ └── Shaders │ ├── OpticalFlow.shader │ ├── OpticalFlow.shader.meta │ ├── UberReplacement.shader │ └── UberReplacement.shader.meta ├── LICENSE.TXT ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | Library 2 | Temp 3 | .DS_Store 4 | -------------------------------------------------------------------------------- /Assets/Examples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 973ef180d2a084b6fbea9c0d9f055eb6 3 | folderAsset: yes 4 | timeCreated: 1483093784 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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/Assets/ImageSynthesis.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fd5253bc35b6e4d65bcc647411e78ed6 3 | folderAsset: yes 4 | timeCreated: 1486581068 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ImageSynthesis/ColorEncoding.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class ColorEncoding 4 | { 5 | public static byte ReverseBits(byte value) 6 | { 7 | return (byte)((value * 0x0202020202 & 0x010884422010) % 1023); 8 | } 9 | 10 | public static int SparsifyBits(byte value, int sparse) 11 | { 12 | int retVal = 0; 13 | for (int bits = 0; bits < 8; bits++, value >>= 1) 14 | { 15 | retVal |= (value & 1); 16 | retVal <<= sparse; 17 | } 18 | return retVal >> sparse; 19 | } 20 | 21 | public static Color EncodeIDAsColor(int instanceId) 22 | { 23 | var uid = instanceId * 2; 24 | if (uid < 0) 25 | uid = -uid + 1; 26 | 27 | var sid = 28 | (SparsifyBits((byte)(uid >> 16), 3) << 2) | 29 | (SparsifyBits((byte)(uid >> 8), 3) << 1) | 30 | SparsifyBits((byte)(uid ), 3); 31 | //Debug.Log(uid + " >>> " + System.Convert.ToString(sid, 2).PadLeft(24, '0')); 32 | 33 | var r = (byte)(sid >> 8); 34 | var g = (byte)(sid >> 16); 35 | var b = (byte)(sid); 36 | 37 | //Debug.Log(r + " " + g + " " + b); 38 | return new Color32 (r, g, b, 255); 39 | } 40 | 41 | public static Color EncodeTagAsColor(string tag) 42 | { 43 | var hash = tag.GetHashCode(); 44 | var a = (byte)(hash >> 24); 45 | var r = (byte)(hash >> 16); 46 | var g = (byte)(hash >> 8); 47 | var b = (byte)(hash); 48 | return new Color32 (r, g, b, a); 49 | } 50 | 51 | public static Color EncodeLayerAsColor(int layer) 52 | { 53 | // Following value must be in the range (0.5 .. 1.0) 54 | // in order to avoid color overlaps when using 'divider' in this func 55 | var z = .7f; 56 | 57 | // First 8 layers are Unity Builtin layers 58 | // Unity supports up to 32 layers in total 59 | 60 | // Lets create palette of unique 16 colors 61 | var uniqueColors = new Color[] { 62 | new Color(1,1,1,1), new Color(z,z,z,1), // 0 63 | new Color(1,1,z,1), new Color(1,z,1,1), new Color(z,1,1,1), // 64 | new Color(1,z,0,1), new Color(z,0,1,1), new Color(0,1,z,1), // 7 65 | 66 | new Color(1,0,0,1), new Color(0,1,0,1), new Color(0,0,1,1), // 8 67 | new Color(1,1,0,1), new Color(1,0,1,1), new Color(0,1,1,1), // 68 | new Color(1,z,z,1), new Color(z,1,z,1) // 15 69 | }; 70 | 71 | // Create as many colors as necessary by using base 16 color palette 72 | // To create more than 16 - will simply adjust brightness with 'divider' 73 | var color = uniqueColors[layer % uniqueColors.Length]; 74 | var divider = 1.0f + Mathf.Floor(layer / uniqueColors.Length); 75 | color /= divider; 76 | 77 | return color; 78 | } 79 | } 80 | -------------------------------------------------------------------------------- /Assets/ImageSynthesis/ColorEncoding.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9e4864e2a9ab401eba46d67f5be7a69 3 | timeCreated: 1483037196 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ImageSynthesis/ExampleUI.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine.SceneManagement; 4 | using UnityEngine; 5 | 6 | [RequireComponent (typeof(ImageSynthesis))] 7 | public class ExampleUI : MonoBehaviour { 8 | 9 | public int width = 320; 10 | public int height = 200; 11 | private int imageCounter = 1; 12 | 13 | void OnGUI () 14 | { 15 | if (GUILayout.Button("Captcha!!! (" + imageCounter + ")")) 16 | { 17 | var sceneName = SceneManager.GetActiveScene().name; 18 | // NOTE: due to per-camera / per-object motion being calculated late in the frame and after Update() 19 | // capturing is moved into LateUpdate (see ImageSynthesis.cs Known Issues) 20 | GetComponent().Save(sceneName + "_" + imageCounter++, width, height); 21 | } 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/ImageSynthesis/ExampleUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 140767beae93b4b538dc8836dc753f8c 3 | timeCreated: 1483037912 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ImageSynthesis/ImageSynthesis.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using System.Collections; 4 | using System.IO; 5 | 6 | // @TODO: 7 | // . support custom color wheels in optical flow via lookup textures 8 | // . support custom depth encoding 9 | // . support multiple overlay cameras 10 | // . tests 11 | // . better example scene(s) 12 | 13 | // @KNOWN ISSUES 14 | // . Motion Vectors can produce incorrect results in Unity 5.5.f3 when 15 | // 1) during the first rendering frame 16 | // 2) rendering several cameras with different aspect ratios - vectors do stretch to the sides of the screen 17 | 18 | [RequireComponent (typeof(Camera))] 19 | public class ImageSynthesis : MonoBehaviour { 20 | 21 | // pass configuration 22 | private CapturePass[] capturePasses = new CapturePass[] { 23 | new CapturePass() { name = "_img" }, 24 | new CapturePass() { name = "_id", supportsAntialiasing = false }, 25 | new CapturePass() { name = "_layer", supportsAntialiasing = false }, 26 | new CapturePass() { name = "_depth" }, 27 | new CapturePass() { name = "_normals" }, 28 | new CapturePass() { name = "_flow", supportsAntialiasing = false, needsRescale = true } // (see issue with Motion Vectors in @KNOWN ISSUES) 29 | }; 30 | 31 | struct CapturePass { 32 | // configuration 33 | public string name; 34 | public bool supportsAntialiasing; 35 | public bool needsRescale; 36 | public CapturePass(string name_) { name = name_; supportsAntialiasing = true; needsRescale = false; camera = null; } 37 | 38 | // impl 39 | public Camera camera; 40 | }; 41 | 42 | public Shader uberReplacementShader; 43 | public Shader opticalFlowShader; 44 | 45 | public float opticalFlowSensitivity = 1.0f; 46 | 47 | // cached materials 48 | private Material opticalFlowMaterial; 49 | 50 | void Start() 51 | { 52 | // default fallbacks, if shaders are unspecified 53 | if (!uberReplacementShader) 54 | uberReplacementShader = Shader.Find("Hidden/UberReplacement"); 55 | 56 | if (!opticalFlowShader) 57 | opticalFlowShader = Shader.Find("Hidden/OpticalFlow"); 58 | 59 | // use real camera to capture final image 60 | capturePasses[0].camera = GetComponent(); 61 | for (int q = 1; q < capturePasses.Length; q++) 62 | capturePasses[q].camera = CreateHiddenCamera (capturePasses[q].name); 63 | 64 | OnCameraChange(); 65 | OnSceneChange(); 66 | } 67 | 68 | void LateUpdate() 69 | { 70 | #if UNITY_EDITOR 71 | if (DetectPotentialSceneChangeInEditor()) 72 | OnSceneChange(); 73 | #endif // UNITY_EDITOR 74 | 75 | // @TODO: detect if camera properties actually changed 76 | OnCameraChange(); 77 | } 78 | 79 | private Camera CreateHiddenCamera(string name) 80 | { 81 | var go = new GameObject (name, typeof (Camera)); 82 | go.hideFlags = HideFlags.HideAndDontSave; 83 | go.transform.parent = transform; 84 | 85 | var newCamera = go.GetComponent(); 86 | return newCamera; 87 | } 88 | 89 | 90 | static private void SetupCameraWithReplacementShader(Camera cam, Shader shader, ReplacelementModes mode) 91 | { 92 | SetupCameraWithReplacementShader(cam, shader, mode, Color.black); 93 | } 94 | 95 | static private void SetupCameraWithReplacementShader(Camera cam, Shader shader, ReplacelementModes mode, Color clearColor) 96 | { 97 | var cb = new CommandBuffer(); 98 | cb.SetGlobalFloat("_OutputMode", (int)mode); // @TODO: CommandBuffer is missing SetGlobalInt() method 99 | cam.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, cb); 100 | cam.AddCommandBuffer(CameraEvent.BeforeFinalPass, cb); 101 | cam.SetReplacementShader(shader, ""); 102 | cam.backgroundColor = clearColor; 103 | cam.clearFlags = CameraClearFlags.SolidColor; 104 | } 105 | 106 | static private void SetupCameraWithPostShader(Camera cam, Material material, DepthTextureMode depthTextureMode = DepthTextureMode.None) 107 | { 108 | var cb = new CommandBuffer(); 109 | cb.Blit(null, BuiltinRenderTextureType.CurrentActive, material); 110 | cam.AddCommandBuffer(CameraEvent.AfterEverything, cb); 111 | cam.depthTextureMode = depthTextureMode; 112 | } 113 | 114 | enum ReplacelementModes { 115 | ObjectId = 0, 116 | CatergoryId = 1, 117 | DepthCompressed = 2, 118 | DepthMultichannel = 3, 119 | Normals = 4 120 | }; 121 | 122 | public void OnCameraChange() 123 | { 124 | int targetDisplay = 1; 125 | var mainCamera = GetComponent(); 126 | foreach (var pass in capturePasses) 127 | { 128 | if (pass.camera == mainCamera) 129 | continue; 130 | 131 | // cleanup capturing camera 132 | pass.camera.RemoveAllCommandBuffers(); 133 | 134 | // copy all "main" camera parameters into capturing camera 135 | pass.camera.CopyFrom(mainCamera); 136 | 137 | // set targetDisplay here since it gets overriden by CopyFrom() 138 | pass.camera.targetDisplay = targetDisplay++; 139 | } 140 | 141 | // cache materials and setup material properties 142 | if (!opticalFlowMaterial || opticalFlowMaterial.shader != opticalFlowShader) 143 | opticalFlowMaterial = new Material(opticalFlowShader); 144 | opticalFlowMaterial.SetFloat("_Sensitivity", opticalFlowSensitivity); 145 | 146 | // setup command buffers and replacement shaders 147 | SetupCameraWithReplacementShader(capturePasses[1].camera, uberReplacementShader, ReplacelementModes.ObjectId); 148 | SetupCameraWithReplacementShader(capturePasses[2].camera, uberReplacementShader, ReplacelementModes.CatergoryId); 149 | SetupCameraWithReplacementShader(capturePasses[3].camera, uberReplacementShader, ReplacelementModes.DepthCompressed, Color.white); 150 | SetupCameraWithReplacementShader(capturePasses[4].camera, uberReplacementShader, ReplacelementModes.Normals); 151 | SetupCameraWithPostShader(capturePasses[5].camera, opticalFlowMaterial, DepthTextureMode.Depth | DepthTextureMode.MotionVectors); 152 | } 153 | 154 | 155 | public void OnSceneChange() 156 | { 157 | var renderers = Object.FindObjectsOfType(); 158 | var mpb = new MaterialPropertyBlock(); 159 | foreach (var r in renderers) 160 | { 161 | var id = r.gameObject.GetInstanceID(); 162 | var layer = r.gameObject.layer; 163 | var tag = r.gameObject.tag; 164 | 165 | mpb.SetColor("_ObjectColor", ColorEncoding.EncodeIDAsColor(id)); 166 | mpb.SetColor("_CategoryColor", ColorEncoding.EncodeLayerAsColor(layer)); 167 | r.SetPropertyBlock(mpb); 168 | } 169 | } 170 | 171 | public void Save(string filename, int width = -1, int height = -1, string path = "") 172 | { 173 | if (width <= 0 || height <= 0) 174 | { 175 | width = Screen.width; 176 | height = Screen.height; 177 | } 178 | 179 | var filenameExtension = System.IO.Path.GetExtension(filename); 180 | if (filenameExtension == "") 181 | filenameExtension = ".png"; 182 | var filenameWithoutExtension = Path.GetFileNameWithoutExtension(filename); 183 | 184 | var pathWithoutExtension = Path.Combine(path, filenameWithoutExtension); 185 | 186 | // execute as coroutine to wait for the EndOfFrame before starting capture 187 | StartCoroutine( 188 | WaitForEndOfFrameAndSave(pathWithoutExtension, filenameExtension, width, height)); 189 | } 190 | 191 | private IEnumerator WaitForEndOfFrameAndSave(string filenameWithoutExtension, string filenameExtension, int width, int height) 192 | { 193 | yield return new WaitForEndOfFrame(); 194 | Save(filenameWithoutExtension, filenameExtension, width, height); 195 | } 196 | 197 | private void Save(string filenameWithoutExtension, string filenameExtension, int width, int height) 198 | { 199 | foreach (var pass in capturePasses) 200 | Save(pass.camera, filenameWithoutExtension + pass.name + filenameExtension, width, height, pass.supportsAntialiasing, pass.needsRescale); 201 | } 202 | 203 | private void Save(Camera cam, string filename, int width, int height, bool supportsAntialiasing, bool needsRescale) 204 | { 205 | var mainCamera = GetComponent(); 206 | var depth = 24; 207 | var format = RenderTextureFormat.Default; 208 | var readWrite = RenderTextureReadWrite.Default; 209 | var antiAliasing = (supportsAntialiasing) ? Mathf.Max(1, QualitySettings.antiAliasing) : 1; 210 | 211 | var finalRT = 212 | RenderTexture.GetTemporary(width, height, depth, format, readWrite, antiAliasing); 213 | var renderRT = (!needsRescale) ? finalRT : 214 | RenderTexture.GetTemporary(mainCamera.pixelWidth, mainCamera.pixelHeight, depth, format, readWrite, antiAliasing); 215 | var tex = new Texture2D(width, height, TextureFormat.RGB24, false); 216 | 217 | var prevActiveRT = RenderTexture.active; 218 | var prevCameraRT = cam.targetTexture; 219 | 220 | // render to offscreen texture (readonly from CPU side) 221 | RenderTexture.active = renderRT; 222 | cam.targetTexture = renderRT; 223 | 224 | cam.Render(); 225 | 226 | if (needsRescale) 227 | { 228 | // blit to rescale (see issue with Motion Vectors in @KNOWN ISSUES) 229 | RenderTexture.active = finalRT; 230 | Graphics.Blit(renderRT, finalRT); 231 | RenderTexture.ReleaseTemporary(renderRT); 232 | } 233 | 234 | // read offsreen texture contents into the CPU readable texture 235 | tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0); 236 | tex.Apply(); 237 | 238 | // encode texture into PNG 239 | var bytes = tex.EncodeToPNG(); 240 | File.WriteAllBytes(filename, bytes); 241 | 242 | // restore state and cleanup 243 | cam.targetTexture = prevCameraRT; 244 | RenderTexture.active = prevActiveRT; 245 | 246 | Object.Destroy(tex); 247 | RenderTexture.ReleaseTemporary(finalRT); 248 | } 249 | 250 | #if UNITY_EDITOR 251 | private GameObject lastSelectedGO; 252 | private int lastSelectedGOLayer = -1; 253 | private string lastSelectedGOTag = "unknown"; 254 | private bool DetectPotentialSceneChangeInEditor() 255 | { 256 | bool change = false; 257 | // there is no callback in Unity Editor to automatically detect changes in scene objects 258 | // as a workaround lets track selected objects and check, if properties that are 259 | // interesting for us (layer or tag) did not change since the last frame 260 | if (UnityEditor.Selection.transforms.Length > 1) 261 | { 262 | // multiple objects are selected, all bets are off! 263 | // we have to assume these objects are being edited 264 | change = true; 265 | lastSelectedGO = null; 266 | } 267 | else if (UnityEditor.Selection.activeGameObject) 268 | { 269 | var go = UnityEditor.Selection.activeGameObject; 270 | // check if layer or tag of a selected object have changed since the last frame 271 | var potentialChangeHappened = lastSelectedGOLayer != go.layer || lastSelectedGOTag != go.tag; 272 | if (go == lastSelectedGO && potentialChangeHappened) 273 | change = true; 274 | 275 | lastSelectedGO = go; 276 | lastSelectedGOLayer = go.layer; 277 | lastSelectedGOTag = go.tag; 278 | } 279 | 280 | return change; 281 | } 282 | #endif // UNITY_EDITOR 283 | } 284 | -------------------------------------------------------------------------------- /Assets/ImageSynthesis/ImageSynthesis.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6b7e9fcb795b84664bfc1ac40799a68f 3 | timeCreated: 1486855944 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - 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buildTarget: DefaultTexturePlatform 54 | maxTextureSize: 2048 55 | textureFormat: -1 56 | textureCompression: 2 57 | compressionQuality: 50 58 | crunchedCompression: 0 59 | allowsAlphaSplitting: 0 60 | overridden: 0 61 | - buildTarget: Standalone 62 | maxTextureSize: 2048 63 | textureFormat: -1 64 | textureCompression: 2 65 | compressionQuality: 50 66 | crunchedCompression: 0 67 | allowsAlphaSplitting: 0 68 | overridden: 0 69 | spriteSheet: 70 | serializedVersion: 2 71 | sprites: [] 72 | outline: [] 73 | spritePackingTag: 74 | userData: 75 | assetBundleName: 76 | assetBundleVariant: 77 | -------------------------------------------------------------------------------- /Assets/ImageSynthesis/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d79a9d87741543619512ed9add29b5d 3 | folderAsset: yes 4 | timeCreated: 1483037089 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ImageSynthesis/Shaders/OpticalFlow.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/OpticalFlow" 2 | { 3 | Properties 4 | { 5 | _Sensitivity("Sensitivity", Float) = 1 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float2 uv : TEXCOORD0; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float2 uv : TEXCOORD0; 30 | float4 vertex : SV_POSITION; 31 | }; 32 | 33 | float4 _CameraMotionVectorsTexture_ST; 34 | v2f vert (appdata v) 35 | { 36 | v2f o; 37 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 38 | o.uv = TRANSFORM_TEX(v.uv, _CameraMotionVectorsTexture); 39 | return o; 40 | } 41 | 42 | sampler2D _CameraMotionVectorsTexture; 43 | 44 | float3 Hue(float H) 45 | { 46 | float R = abs(H * 6 - 3) - 1; 47 | float G = 2 - abs(H * 6 - 2); 48 | float B = 2 - abs(H * 6 - 4); 49 | return saturate(float3(R,G,B)); 50 | } 51 | 52 | float3 HSVtoRGB(float3 HSV) 53 | { 54 | return float3(((Hue(HSV.x) - 1) * HSV.y + 1) * HSV.z); 55 | } 56 | 57 | float _Sensitivity; 58 | float3 MotionVectorsToOpticalFlow(float2 motion) 59 | { 60 | // Currently is based on HSV encoding from: 61 | // "Optical Flow in a Smart Sensor Based on Hybrid Analog-Digital Architecture" by P. Guzman et al 62 | // http://www.mdpi.com/1424-8220/10/4/2975 63 | 64 | // Analogous to http://docs.opencv.org/trunk/d7/d8b/tutorial_py_lucas_kanade.html 65 | // but might need to swap or rotate axis! 66 | 67 | // @TODO: support other HSV encodings (using lookup texture) 68 | // https://www.microsoft.com/en-us/research/wp-content/uploads/2007/10/ofdatabase_iccv_07.pdf 69 | // https://people.csail.mit.edu/celiu/SIFTflow/ 70 | // some MATLAB code: https://github.com/suhangpro/epicflow/blob/master/utils/flow-code-matlab/computeColor.m 71 | 72 | float angle = atan2(-motion.y, -motion.x); 73 | float hue = angle / (UNITY_PI * 2.0) + 0.5; // convert motion angle to Hue 74 | float value = length(motion) * _Sensitivity; // convert motion strength to Value 75 | return HSVtoRGB(float3(hue, 1, value)); // HSV -> RGB 76 | } 77 | 78 | fixed4 frag (v2f i) : SV_Target 79 | { 80 | float2 motion = tex2D(_CameraMotionVectorsTexture, i.uv).rg; 81 | float3 rgb = MotionVectorsToOpticalFlow(motion); 82 | return float4(rgb, 1); 83 | } 84 | ENDCG 85 | } 86 | } 87 | } 88 | -------------------------------------------------------------------------------- /Assets/ImageSynthesis/Shaders/OpticalFlow.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a970eca3c9e84f13b5b616e530a7919 3 | timeCreated: 1482271739 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ImageSynthesis/Shaders/UberReplacement.shader: -------------------------------------------------------------------------------- 1 | // Based on builtin Internal-DepthNormalsTexture.shader 2 | // EncodeDepthNormal() is replaced with custom Output() function 3 | 4 | Shader "Hidden/UberReplacement" { 5 | Properties { 6 | _MainTex ("", 2D) = "white" {} 7 | _Cutoff ("", Float) = 0.5 8 | _Color ("", Color) = (1,1,1,1) 9 | 10 | _ObjectColor ("Object Color", Color) = (1,1,1,1) 11 | _CategoryColor ("Catergory Color", Color) = (0,1,0,1) 12 | } 13 | 14 | SubShader { 15 | CGINCLUDE 16 | 17 | fixed4 _ObjectColor; 18 | fixed4 _CategoryColor; 19 | int _OutputMode; 20 | 21 | // remap depth: [0 @ eye .. 1 @ far] => [0 @ near .. 1 @ far] 22 | inline float Linear01FromEyeToLinear01FromNear(float depth01) 23 | { 24 | float near = _ProjectionParams.y; 25 | float far = _ProjectionParams.z; 26 | return (depth01 - near/far) * (1 + near/far); 27 | } 28 | 29 | float4 Output(float depth01, float3 normal) 30 | { 31 | /* see ImageSynthesis.cs 32 | enum ReplacelementModes { 33 | ObjectId = 0, 34 | CatergoryId = 1, 35 | DepthCompressed = 2, 36 | DepthMultichannel = 3, 37 | Normals = 4 38 | };*/ 39 | 40 | if (_OutputMode == 0) // ObjectId 41 | { 42 | return _ObjectColor; 43 | } 44 | else if (_OutputMode == 1) // CatergoryId 45 | { 46 | return _CategoryColor; 47 | } 48 | else if (_OutputMode == 2) // DepthCompressed 49 | { 50 | float linearZFromNear = Linear01FromEyeToLinear01FromNear(depth01); 51 | float k = 0.25; // compression factor 52 | return pow(linearZFromNear, k); 53 | } 54 | else if (_OutputMode == 3) // DepthMultichannel 55 | { 56 | float lowBits = frac(depth01 * 256); 57 | float highBits = depth01 - lowBits / 256; 58 | return float4(lowBits, highBits, depth01, 1); 59 | } 60 | else if (_OutputMode == 4) // Normals 61 | { 62 | // [-1 .. 1] => [0 .. 1] 63 | float3 c = normal * 0.5 + 0.5; 64 | return float4(c, 1); 65 | } 66 | 67 | // unsupported _OutputMode 68 | return float4(1, 0.5, 0.5, 1); 69 | } 70 | ENDCG 71 | 72 | // Support for different RenderTypes 73 | // The following code is based on builtin Internal-DepthNormalsTexture.shader 74 | 75 | Tags { "RenderType"="Opaque" } 76 | Pass { 77 | CGPROGRAM 78 | #pragma vertex vert 79 | #pragma fragment frag 80 | #include "UnityCG.cginc" 81 | struct v2f { 82 | float4 pos : SV_POSITION; 83 | float4 nz : TEXCOORD0; 84 | UNITY_VERTEX_OUTPUT_STEREO 85 | }; 86 | v2f vert( appdata_base v ) { 87 | v2f o; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 90 | o.pos = UnityObjectToClipPos(v.vertex); 91 | o.nz.xyz = COMPUTE_VIEW_NORMAL; 92 | o.nz.w = COMPUTE_DEPTH_01; 93 | return o; 94 | } 95 | fixed4 frag(v2f i) : SV_Target { 96 | return Output (i.nz.w, i.nz.xyz); 97 | } 98 | ENDCG 99 | } 100 | } 101 | 102 | SubShader { 103 | Tags { "RenderType"="TransparentCutout" } 104 | Pass { 105 | CGPROGRAM 106 | #pragma vertex vert 107 | #pragma fragment frag 108 | #include "UnityCG.cginc" 109 | struct v2f { 110 | float4 pos : SV_POSITION; 111 | float2 uv : TEXCOORD0; 112 | float4 nz : TEXCOORD1; 113 | UNITY_VERTEX_OUTPUT_STEREO 114 | }; 115 | uniform float4 _MainTex_ST; 116 | v2f vert( appdata_base v ) { 117 | v2f o; 118 | UNITY_SETUP_INSTANCE_ID(v); 119 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 120 | o.pos = UnityObjectToClipPos(v.vertex); 121 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 122 | o.nz.xyz = COMPUTE_VIEW_NORMAL; 123 | o.nz.w = COMPUTE_DEPTH_01; 124 | return o; 125 | } 126 | uniform sampler2D _MainTex; 127 | uniform fixed _Cutoff; 128 | uniform fixed4 _Color; 129 | fixed4 frag(v2f i) : SV_Target { 130 | fixed4 texcol = tex2D( _MainTex, i.uv ); 131 | clip( texcol.a*_Color.a - _Cutoff ); 132 | return Output (i.nz.w, i.nz.xyz); 133 | } 134 | ENDCG 135 | } 136 | } 137 | 138 | SubShader { 139 | Tags { "RenderType"="TreeBark" } 140 | Pass { 141 | CGPROGRAM 142 | #pragma vertex vert 143 | #pragma fragment frag 144 | #include "UnityCG.cginc" 145 | #include "Lighting.cginc" 146 | #include "UnityBuiltin3xTreeLibrary.cginc" 147 | struct v2f { 148 | float4 pos : SV_POSITION; 149 | float2 uv : TEXCOORD0; 150 | float4 nz : TEXCOORD1; 151 | UNITY_VERTEX_OUTPUT_STEREO 152 | }; 153 | v2f vert( appdata_full v ) { 154 | v2f o; 155 | UNITY_SETUP_INSTANCE_ID(v); 156 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 157 | TreeVertBark(v); 158 | 159 | o.pos = UnityObjectToClipPos(v.vertex); 160 | o.uv = v.texcoord.xy; 161 | o.nz.xyz = COMPUTE_VIEW_NORMAL; 162 | o.nz.w = COMPUTE_DEPTH_01; 163 | return o; 164 | } 165 | fixed4 frag( v2f i ) : SV_Target { 166 | return Output (i.nz.w, i.nz.xyz); 167 | } 168 | ENDCG 169 | } 170 | } 171 | 172 | SubShader { 173 | Tags { "RenderType"="TreeLeaf" } 174 | Pass { 175 | CGPROGRAM 176 | #pragma vertex vert 177 | #pragma fragment frag 178 | #include "UnityCG.cginc" 179 | #include "Lighting.cginc" 180 | #include "UnityBuiltin3xTreeLibrary.cginc" 181 | struct v2f { 182 | float4 pos : SV_POSITION; 183 | float2 uv : TEXCOORD0; 184 | float4 nz : TEXCOORD1; 185 | UNITY_VERTEX_OUTPUT_STEREO 186 | }; 187 | v2f vert( appdata_full v ) { 188 | v2f o; 189 | UNITY_SETUP_INSTANCE_ID(v); 190 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 191 | TreeVertLeaf(v); 192 | 193 | o.pos = UnityObjectToClipPos(v.vertex); 194 | o.uv = v.texcoord.xy; 195 | o.nz.xyz = COMPUTE_VIEW_NORMAL; 196 | o.nz.w = COMPUTE_DEPTH_01; 197 | return o; 198 | } 199 | uniform sampler2D _MainTex; 200 | uniform fixed _Cutoff; 201 | fixed4 frag( v2f i ) : SV_Target { 202 | half alpha = tex2D(_MainTex, i.uv).a; 203 | 204 | clip (alpha - _Cutoff); 205 | return Output (i.nz.w, i.nz.xyz); 206 | } 207 | ENDCG 208 | } 209 | } 210 | 211 | SubShader { 212 | Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" } 213 | Pass { 214 | CGPROGRAM 215 | #pragma vertex vert 216 | #pragma fragment frag 217 | #include "UnityCG.cginc" 218 | #include "TerrainEngine.cginc" 219 | struct v2f { 220 | float4 pos : SV_POSITION; 221 | float4 nz : TEXCOORD0; 222 | UNITY_VERTEX_OUTPUT_STEREO 223 | }; 224 | struct appdata { 225 | float4 vertex : POSITION; 226 | float3 normal : NORMAL; 227 | fixed4 color : COLOR; 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267 | float4 texcoord : TEXCOORD0; 268 | UNITY_VERTEX_INPUT_INSTANCE_ID 269 | }; 270 | v2f vert( appdata v ) { 271 | v2f o; 272 | UNITY_SETUP_INSTANCE_ID(v); 273 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 274 | TerrainAnimateTree(v.vertex, v.color.w); 275 | o.pos = UnityObjectToClipPos(v.vertex); 276 | o.uv = v.texcoord.xy; 277 | o.nz.xyz = COMPUTE_VIEW_NORMAL; 278 | o.nz.w = COMPUTE_DEPTH_01; 279 | return o; 280 | } 281 | uniform sampler2D _MainTex; 282 | uniform fixed _Cutoff; 283 | fixed4 frag(v2f i) : SV_Target { 284 | half alpha = tex2D(_MainTex, i.uv).a; 285 | 286 | clip (alpha - _Cutoff); 287 | return Output (i.nz.w, i.nz.xyz); 288 | } 289 | ENDCG 290 | } 291 | Pass { 292 | Cull Front 293 | CGPROGRAM 294 | #pragma vertex vert 295 | #pragma fragment frag 296 | #include "UnityCG.cginc" 297 | #include "TerrainEngine.cginc" 298 | 299 | struct v2f { 300 | float4 pos : SV_POSITION; 301 | float2 uv : TEXCOORD0; 302 | float4 nz : TEXCOORD1; 303 | UNITY_VERTEX_OUTPUT_STEREO 304 | }; 305 | struct appdata { 306 | float4 vertex : POSITION; 307 | float3 normal : NORMAL; 308 | fixed4 color : COLOR; 309 | float4 texcoord : TEXCOORD0; 310 | UNITY_VERTEX_INPUT_INSTANCE_ID 311 | }; 312 | v2f vert( appdata v ) { 313 | v2f o; 314 | UNITY_SETUP_INSTANCE_ID(v); 315 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 316 | TerrainAnimateTree(v.vertex, v.color.w); 317 | o.pos = UnityObjectToClipPos(v.vertex); 318 | o.uv = v.texcoord.xy; 319 | o.nz.xyz = -COMPUTE_VIEW_NORMAL; 320 | o.nz.w = COMPUTE_DEPTH_01; 321 | return o; 322 | } 323 | uniform sampler2D _MainTex; 324 | uniform fixed _Cutoff; 325 | fixed4 frag(v2f i) : SV_Target { 326 | fixed4 texcol = tex2D( _MainTex, i.uv ); 327 | clip( texcol.a - _Cutoff ); 328 | return Output (i.nz.w, i.nz.xyz); 329 | } 330 | ENDCG 331 | } 332 | 333 | } 334 | 335 | SubShader { 336 | Tags { "RenderType"="TreeBillboard" } 337 | Pass { 338 | Cull Off 339 | CGPROGRAM 340 | #pragma vertex vert 341 | #pragma fragment frag 342 | #include "UnityCG.cginc" 343 | #include "TerrainEngine.cginc" 344 | struct v2f { 345 | float4 pos : SV_POSITION; 346 | float2 uv : TEXCOORD0; 347 | float4 nz : TEXCOORD1; 348 | UNITY_VERTEX_OUTPUT_STEREO 349 | }; 350 | v2f vert (appdata_tree_billboard v) { 351 | v2f o; 352 | UNITY_SETUP_INSTANCE_ID(v); 353 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 354 | TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y); 355 | o.pos = UnityObjectToClipPos(v.vertex); 356 | o.uv.x = v.texcoord.x; 357 | o.uv.y = v.texcoord.y > 0; 358 | o.nz.xyz = float3(0,0,1); 359 | o.nz.w = COMPUTE_DEPTH_01; 360 | return o; 361 | } 362 | uniform sampler2D _MainTex; 363 | fixed4 frag(v2f i) : SV_Target { 364 | fixed4 texcol = tex2D( _MainTex, i.uv ); 365 | clip( texcol.a - 0.001 ); 366 | return Output (i.nz.w, i.nz.xyz); 367 | } 368 | ENDCG 369 | } 370 | } 371 | 372 | SubShader { 373 | Tags { "RenderType"="GrassBillboard" } 374 | Pass { 375 | Cull Off 376 | CGPROGRAM 377 | #pragma vertex vert 378 | #pragma fragment frag 379 | #include "UnityCG.cginc" 380 | #include "TerrainEngine.cginc" 381 | 382 | struct v2f { 383 | float4 pos : SV_POSITION; 384 | fixed4 color : COLOR; 385 | float2 uv : TEXCOORD0; 386 | float4 nz : TEXCOORD1; 387 | UNITY_VERTEX_OUTPUT_STEREO 388 | }; 389 | 390 | v2f vert (appdata_full v) { 391 | v2f o; 392 | UNITY_SETUP_INSTANCE_ID(v); 393 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 394 | WavingGrassBillboardVert (v); 395 | o.color = v.color; 396 | o.pos = UnityObjectToClipPos(v.vertex); 397 | o.uv = v.texcoord.xy; 398 | o.nz.xyz = COMPUTE_VIEW_NORMAL; 399 | o.nz.w = COMPUTE_DEPTH_01; 400 | return o; 401 | } 402 | uniform sampler2D _MainTex; 403 | uniform fixed _Cutoff; 404 | fixed4 frag(v2f i) : SV_Target { 405 | fixed4 texcol = tex2D( _MainTex, i.uv ); 406 | fixed alpha = texcol.a * i.color.a; 407 | clip( alpha - _Cutoff ); 408 | return Output (i.nz.w, i.nz.xyz); 409 | } 410 | ENDCG 411 | } 412 | } 413 | 414 | SubShader { 415 | Tags { "RenderType"="Grass" } 416 | Pass { 417 | Cull Off 418 | CGPROGRAM 419 | #pragma vertex vert 420 | #pragma fragment frag 421 | #include "UnityCG.cginc" 422 | #include "TerrainEngine.cginc" 423 | struct v2f { 424 | float4 pos : SV_POSITION; 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-------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /ProjectSettings/UnityAdsSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/U3DC/Image-Synthesis-for-Machine-Learning/df96a40129195e370bf50a4a212ac35720b6e0b3/ProjectSettings/UnityAdsSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | CrashReportingSettings: 11 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 12 | m_Enabled: 0 13 | m_CaptureEditorExceptions: 1 14 | UnityPurchasingSettings: 15 | m_Enabled: 0 16 | m_TestMode: 0 17 | UnityAnalyticsSettings: 18 | m_Enabled: 0 19 | m_InitializeOnStartup: 1 20 | m_TestMode: 0 21 | m_TestEventUrl: 22 | m_TestConfigUrl: 23 | UnityAdsSettings: 24 | m_Enabled: 0 25 | m_InitializeOnStartup: 1 26 | m_TestMode: 0 27 | m_EnabledPlatforms: 4294967295 28 | m_IosGameId: 29 | m_AndroidGameId: 30 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Image Synthesis for Machine Learning # 2 | Aim is to help Machine Learning and Computer Vision researchers to generate annotated training sets in Unity and [on the Cloud](../../wiki/AWS). 3 | 4 | ### Rationale ### 5 | 6 | One of the main challenges in Machine Learning is the task of getting large amounts of training data in the right format. Deep learning, and machine learning more generally, needs huge training sets to work properly. 7 | 8 | Virtual worlds can provide a wealth of training data. However it must consist of more than just the final image: object categorization, optical flow, etc 9 | 10 | ### What does it do? ### 11 | 12 | This repository contains code that is [easy to add to any existing Unity project](../../wiki/Installation). It allows to capture image depth, segmentation, optical flow, etc as .png images with minimal intrusion: 13 | 14 | * __Image segmentation__ - each object in the scene gets unique color 15 | * __Object categorization__ - objects are assigned color based on their category 16 | * __Optical flow__ - pixels are colored according to their motion in the relation to camera 17 | * __Depth__ - pixels are colored according to their distance from the camera 18 | * __Normals__ - surfaces are colored according to their orientation in relation with the camera 19 | * *... and more in the future* 20 | 21 | ![Readme_DescriptionMainImageNew.jpg](https://bitbucket.org/repo/5KgjLE/images/2557031440-Readme_DescriptionMainImageNew.jpg) 22 | ![Readme_Description4Passes.png](https://bitbucket.org/repo/5KgjLE/images/3420646604-Readme_Description4Passes.png) 23 | *(Assets used in the image above are courtesy of [FINWARD STUDIOS](http://www.finwardstudios.com) and not included in this repository. You can obtain this package from [Asset Store](http://u3d.as/BaG))* 24 | 25 | ### Wiki ### 26 | * [How to use it in the existing project](../../wiki/Installation) 27 | * [How does it work](../../wiki/Implementation) 28 | * [Render images on Amazon Cloud (AWS)](../../wiki/AWS) 29 | * [ToDo list](../../wiki/Roadmap) 30 | 31 | ### Who do I talk to? ### 32 | * email: rej@unity3d.com 33 | * twitter: `@__ReJ__` 34 | 35 | ### Requirements ### 36 | * Unity *5.5.0* or later 37 | * Should work on any OS officially supported by Unity 38 | 39 | ### License ### 40 | This repository is covered under the [MIT/X11](LICENSE.TXT) license. --------------------------------------------------------------------------------