├── .gitignore ├── Assets ├── Image.mat ├── Image.mat.meta ├── ImageExample.unity ├── ImageExample.unity.meta ├── Resources.meta ├── Resources │ ├── .gitignore │ ├── VRoid.BlendShapes.meta │ ├── VRoid.BlendShapes │ │ ├── BlendShape.A.asset │ │ ├── BlendShape.A.asset.meta │ │ ├── BlendShape.Angry.asset │ │ ├── BlendShape.Angry.asset.meta │ │ ├── BlendShape.Blink.asset │ │ ├── BlendShape.Blink.asset.meta │ │ ├── BlendShape.Blink_L.asset │ │ ├── BlendShape.Blink_L.asset.meta │ │ ├── BlendShape.Blink_R.asset │ │ ├── BlendShape.Blink_R.asset.meta │ │ ├── BlendShape.E.asset │ │ ├── BlendShape.E.asset.meta │ │ ├── BlendShape.Fun.asset │ │ ├── BlendShape.Fun.asset.meta │ │ ├── BlendShape.I.asset │ │ ├── BlendShape.I.asset.meta │ │ ├── BlendShape.Joy.asset │ │ ├── BlendShape.Joy.asset.meta │ │ ├── BlendShape.O.asset │ │ ├── BlendShape.O.asset.meta │ │ ├── BlendShape.Sorrow.asset │ │ ├── BlendShape.Sorrow.asset.meta │ │ ├── BlendShape.Surprised.asset │ │ ├── BlendShape.Surprised.asset.meta │ │ ├── BlendShape.U.asset │ │ ├── BlendShape.U.asset.meta │ │ ├── BlendShape.asset │ │ ├── BlendShape.asset.meta │ │ ├── LookDown.asset │ │ ├── LookDown.asset.meta │ │ ├── LookLeft.asset │ │ ├── LookLeft.asset.meta │ │ ├── LookRight.asset │ │ ├── LookRight.asset.meta │ │ ├── LookUp.asset │ │ ├── LookUp.asset.meta │ │ ├── Neutral.asset │ │ └── Neutral.asset.meta │ ├── VRoid.Materials.meta │ ├── VRoid.Materials │ │ ├── F00_000_Body_00_SKIN.asset │ │ ├── F00_000_Body_00_SKIN.asset.meta │ │ ├── F00_000_EyeExtra_01_EYE (Instance).asset │ │ ├── F00_000_EyeExtra_01_EYE (Instance).asset.meta │ │ ├── F00_000_EyeHighlight_00_EYE.asset │ │ ├── F00_000_EyeHighlight_00_EYE.asset.meta │ │ ├── F00_000_EyeIris_00_EYE.asset │ │ ├── F00_000_EyeIris_00_EYE.asset.meta │ │ ├── F00_000_EyeWhite_00_EYE.asset │ │ ├── F00_000_EyeWhite_00_EYE.asset.meta │ │ ├── F00_000_FaceBrow_00_FACE.asset │ │ ├── F00_000_FaceBrow_00_FACE.asset.meta │ │ ├── F00_000_FaceEyelash_00_FACE.asset │ │ ├── F00_000_FaceEyelash_00_FACE.asset.meta │ │ ├── F00_000_FaceEyeline_00_FACE.asset │ │ ├── F00_000_FaceEyeline_00_FACE.asset.meta │ │ ├── F00_000_FaceMouth_00_FACE.asset │ │ ├── F00_000_FaceMouth_00_FACE.asset.meta │ │ ├── F00_000_Face_00_SKIN.asset │ │ ├── F00_000_Face_00_SKIN.asset.meta │ │ ├── F00_000_HairBack_00_HAIR (Instance).asset │ │ ├── F00_000_HairBack_00_HAIR (Instance).asset.meta │ │ ├── F00_001_Accessory_01_CLOTH.asset │ │ ├── F00_001_Accessory_01_CLOTH.asset.meta │ │ ├── F00_001_Bottoms_01_CLOTH.asset │ │ ├── F00_001_Bottoms_01_CLOTH.asset.meta │ │ ├── F00_001_Shoes_01_CLOTH.asset │ │ ├── F00_001_Shoes_01_CLOTH.asset.meta │ │ ├── F00_001_Tops_01_CLOTH.asset │ │ └── F00_001_Tops_01_CLOTH.asset.meta │ ├── VRoid.Meshes.meta │ ├── VRoid.Textures.meta │ ├── VRoid.Textures │ │ ├── 00#GLB.png │ │ ├── 00#GLB.png.meta │ │ ├── 03#GLB.png │ │ ├── 03#GLB.png.meta │ │ ├── 04#GLB.png │ │ ├── 04#GLB.png.meta │ │ ├── 05#GLB.png │ │ ├── 05#GLB.png.meta │ │ ├── 06#GLB.png │ │ ├── 06#GLB.png.meta │ │ ├── 07#GLB.png │ │ ├── 07#GLB.png.meta │ │ ├── 09#GLB.png │ │ ├── 09#GLB.png.meta │ │ ├── 10#GLB.png │ │ ├── 10#GLB.png.meta │ │ ├── 11#GLB.png │ │ ├── 11#GLB.png.meta │ │ ├── 14#GLB.png │ │ ├── 14#GLB.png.meta │ │ ├── 15#GLB.png │ │ ├── 15#GLB.png.meta │ │ ├── 16#GLB.png │ │ ├── 16#GLB.png.meta │ │ ├── 18#GLB.png │ │ ├── 18#GLB.png.meta │ │ ├── 19#GLB.png │ │ ├── 19#GLB.png.meta │ │ ├── 22#GLB.png │ │ ├── 22#GLB.png.meta │ │ ├── 23#GLB.png │ │ ├── 23#GLB.png.meta │ │ ├── F00_000_Body_00_nml.png │ │ ├── F00_000_Body_00_nml.png.meta │ │ ├── F00_000_EyeExtra_01.png │ │ ├── F00_000_EyeExtra_01.png.meta │ │ ├── F00_000_Face_00.nml.png │ │ ├── F00_000_Face_00.nml.png.meta │ │ ├── F00_000_HairBack_00.png │ │ ├── F00_000_HairBack_00.png.meta │ │ ├── F00_000_HairBack_00_nml.png │ │ ├── F00_000_HairBack_00_nml.png.meta │ │ ├── Shader_NoneBlack.png │ │ ├── Shader_NoneBlack.png.meta │ │ ├── Shader_NoneNormal.png │ │ └── Shader_NoneNormal.png.meta │ ├── VRoid.prefab │ ├── VRoid.prefab.meta │ ├── VRoid.vrm │ ├── VRoid.vrm.meta │ ├── displacementsBwd.bytes │ ├── displacementsBwd.bytes.meta │ ├── displacementsFwd.bytes │ ├── displacementsFwd.bytes.meta │ ├── frisbee.jpg │ ├── frisbee.jpg.meta │ ├── frozen_model.bytes │ ├── frozen_model.bytes.meta │ ├── heatmaps.bytes │ ├── heatmaps.bytes.meta │ ├── image.bytes │ ├── image.bytes.meta │ ├── offsets.bytes │ ├── offsets.bytes.meta │ ├── tennis_in_crowd.jpg │ └── tennis_in_crowd.jpg.meta ├── Sources.meta ├── Sources │ ├── ByteArrayExample.cs │ ├── ByteArrayExample.cs.meta │ ├── FPSCounter.cs │ ├── FPSCounter.cs.meta │ ├── GLRenderer.cs │ ├── GLRenderer.cs.meta │ ├── PoseNet.meta │ ├── PoseNet │ │ ├── BuildPartWithScoreQueue.cs │ │ ├── BuildPartWithScoreQueue.cs.meta │ │ ├── DecodeMultiPoses.cs │ │ ├── DecodeMultiPoses.cs.meta │ │ ├── DecodePose.cs │ │ ├── DecodePose.cs.meta │ │ ├── PoseNet.cs │ │ ├── PoseNet.cs.meta │ │ ├── PriorityQueue.cs │ │ ├── PriorityQueue.cs.meta │ │ ├── Types.cs │ │ ├── Types.cs.meta │ │ ├── Util.cs │ │ └── Util.cs.meta │ ├── ReadImageExample.cs │ ├── ReadImageExample.cs.meta │ ├── VideoPlayExample.cs │ ├── VideoPlayExample.cs.meta │ ├── WebCameraExample.cs │ └── WebCameraExample.cs.meta ├── VideoPlayExample.unity ├── VideoPlayExample.unity.meta ├── WebCamExample.unity └── WebCamExample.unity.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md └── images └── unity_result.png /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | Assets/ML-Agents* 8 | 9 | # Visual Studio cache directory 10 | .vs/ 11 | .vscode/ 12 | 13 | # Autogenerated VS/MD/Consulo solution and project files 14 | ExportedObj/ 15 | .consulo/ 16 | *.csproj 17 | *.unityproj 18 | *.sln 19 | *.suo 20 | *.tmp 21 | *.user 22 | *.userprefs 23 | *.pidb 24 | *.booproj 25 | *.svd 26 | *.pdb 27 | *.opendb 28 | 29 | # Unity3D generated meta files 30 | *.pidb.meta 31 | *.pdb.meta 32 | 33 | # Unity3D Generated File On Crash Reports 34 | sysinfo.txt 35 | 36 | # Builds 37 | *.apk 38 | *.unitypackage -------------------------------------------------------------------------------- /Assets/Image.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Image 10 | m_Shader: 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spriteID: fc6da807786d1fa43820af2756d647e0 99 | vertices: [] 100 | indices: 101 | edges: [] 102 | weights: [] 103 | spritePackingTag: 104 | userData: 105 | assetBundleName: 106 | assetBundleVariant: 107 | -------------------------------------------------------------------------------- /Assets/Sources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 710fd6731232dd4459604a7dd2853af4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Sources/ByteArrayExample.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using System; 5 | using System.Linq; 6 | using TensorFlow; 7 | 8 | public class ByteArrayExample : MonoBehaviour { 9 | PoseNet posenet = new PoseNet(); 10 | PoseNet.Pose[] poses; 11 | 12 | public GameObject glgo; 13 | private GLRenderer gl; 14 | 15 | // Use this for initialization 16 | void Start () { 17 | 18 | var heatmap = GetResourcesToFloats("heatmaps",33,33,17); 19 | var offsets = GetResourcesToFloats("offsets",33,33,34); 20 | var displacementsFwd = GetResourcesToFloats("displacementsFwd",33,33,32); 21 | var displacementsBwd = GetResourcesToFloats("displacementsBwd",33,33,32); 22 | 23 | poses = posenet.DecodeMultiplePoses( 24 | heatmap, offsets, 25 | displacementsFwd, 26 | displacementsBwd, 27 | outputStride: 16, maxPoseDetections: 15, 28 | scoreThreshold: 0.5f, nmsRadius: 20); 29 | 30 | gl = glgo.GetComponent(); 31 | 32 | } 33 | 34 | public static float[,,,] GetResourcesToFloats(string name, int y,int x,int z) { 35 | TextAsset binary = Resources.Load (name) as TextAsset; 36 | var floatValues = GetByteToFloat(binary.bytes); 37 | var tensor = GetFloatToTensor(floatValues, y, x, z); 38 | return (float[,,,])tensor.GetValue(); 39 | } 40 | 41 | public static TFTensor GetFloatToTensor(float[] floatValues, int y,int x,int z) { 42 | TFShape shape = new TFShape(1, y, x, z); 43 | var tensor = TFTensor.FromBuffer(shape, floatValues, 0, floatValues.Length); 44 | return tensor; 45 | } 46 | 47 | public static float[] GetByteToFloat(byte[] byteArray) { 48 | var floatArray = new float[byteArray.Length / 4]; 49 | Buffer.BlockCopy(byteArray, 0, floatArray, 0, byteArray.Length); 50 | return floatArray; 51 | } 52 | 53 | // Update is called once per frame 54 | void Update () { 55 | 56 | } 57 | public void OnRenderObject() 58 | { 59 | gl.DrawResults(poses); 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /Assets/Sources/ByteArrayExample.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 86f972a021e64ed419591794110e87b6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/FPSCounter.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class FPSCounter : MonoBehaviour 4 | { 5 | [SerializeField] 6 | private float m_updateInterval = 0.5f; 7 | 8 | private float m_accum; 9 | private int m_frames; 10 | private float m_timeleft; 11 | private float m_fps; 12 | 13 | private void Update() 14 | { 15 | m_timeleft -= Time.deltaTime; 16 | m_accum += Time.timeScale / Time.deltaTime; 17 | m_frames++; 18 | 19 | if ( 0 < m_timeleft ) return; 20 | 21 | m_fps = m_accum / m_frames; 22 | m_timeleft = m_updateInterval; 23 | m_accum = 0; 24 | m_frames = 0; 25 | } 26 | 27 | private void OnGUI() 28 | { 29 | GUILayout.Label( "FPS: " + m_fps.ToString( "f2" ) ); 30 | } 31 | } -------------------------------------------------------------------------------- /Assets/Sources/FPSCounter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ed591e20298d432498ed8ac0125998cd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/GLRenderer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class GLRenderer : MonoBehaviour 6 | { 7 | static Material lineMaterial; 8 | PoseNet posenet = new PoseNet(); 9 | 10 | static void CreateLineMaterial() 11 | { 12 | if (!lineMaterial) 13 | { 14 | Shader shader = Shader.Find("Hidden/Internal-Colored"); 15 | lineMaterial = new Material(shader); 16 | lineMaterial.hideFlags = HideFlags.HideAndDontSave; 17 | lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); 18 | lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); 19 | lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off); 20 | lineMaterial.SetInt("_ZWrite", 0); 21 | } 22 | } 23 | 24 | public void DrawResults(PoseNet.Pose[] poses, float minPoseConfidence = 0.5f) 25 | { 26 | CreateLineMaterial(); 27 | lineMaterial.SetPass(0); 28 | GL.PushMatrix(); 29 | GL.MultMatrix(transform.localToWorldMatrix); 30 | GL.Begin(GL.QUADS); 31 | GL.Color(Color.red); 32 | 33 | foreach (var pose in poses) 34 | { 35 | //DrawResults(poses); 36 | if (pose.score >= minPoseConfidence) 37 | { 38 | //DrawKeypoint(pose.keypoints, 39 | // minPoseConfidence, 0.02f); 40 | DrawSkeleton(pose.keypoints, 41 | minPoseConfidence, 0.02f); 42 | } 43 | } 44 | 45 | GL.End(); 46 | GL.PopMatrix(); 47 | 48 | foreach (var pose in poses) 49 | { 50 | //DrawResults(poses); 51 | if (pose.score >= minPoseConfidence) 52 | { 53 | DrawKeypoint(pose.keypoints, 54 | minPoseConfidence, 0.02f); 55 | } 56 | } 57 | } 58 | 59 | public void DrawKeypoint(PoseNet.Keypoint[] keypoints, float minConfidence, float scale) 60 | { 61 | float radius = 0.08f; 62 | 63 | foreach (var keypoint in keypoints) 64 | { 65 | 66 | if (keypoint.score < minConfidence) { continue; } 67 | 68 | GL.PushMatrix(); 69 | lineMaterial.SetPass(0); 70 | GL.MultMatrix(transform.localToWorldMatrix); 71 | GL.Begin(GL.LINES); 72 | GL.Color(Color.green); 73 | 74 | for (float theta = 0.0f; theta < (2 * Mathf.PI); theta += 0.01f) 75 | { 76 | GL.Vertex3( 77 | Mathf.Cos(theta) * radius + keypoint.position.x * scale, 78 | Mathf.Sin(theta) * radius + keypoint.position.y * scale, 0f); 79 | } 80 | GL.End(); 81 | GL.PopMatrix(); 82 | } 83 | } 84 | public void DrawSkeleton(PoseNet.Keypoint[] keypoints, float minConfidence, float scale) 85 | { 86 | var adjacentKeyPoints = posenet.GetAdjacentKeyPoints( 87 | keypoints, minConfidence); 88 | 89 | foreach (var keypoint in adjacentKeyPoints) 90 | { 91 | DrawLine2D(new Vector2(keypoint.Item1.position.x * scale, keypoint.Item1.position.y * scale), 92 | new Vector2(keypoint.Item2.position.x * scale, keypoint.Item2.position.y * scale), 0.02f); 93 | } 94 | } 95 | 96 | void DrawLine2D(Vector3 v0, Vector3 v1, float lineWidth) 97 | { 98 | Vector3 n = ((new Vector3(v1.y, v0.x, 0.0f)) - (new Vector3(v0.y, v1.x, 0.0f))).normalized * lineWidth; 99 | GL.Vertex3(v0.x - n.x, v0.y - n.y, 0.0f); 100 | GL.Vertex3(v0.x + n.x, v0.y + n.y, 0.0f); 101 | GL.Vertex3(v1.x + n.x, v1.y + n.y, 0.0f); 102 | GL.Vertex3(v1.x - n.x, v1.y - n.y, 0.0f); 103 | } 104 | } 105 | -------------------------------------------------------------------------------- /Assets/Sources/GLRenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c0c72d3339e845042b35ee9dcc9096ee 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/PoseNet.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1c820fca19ad74419fe409b4aa88ca7 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/BuildPartWithScoreQueue.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public partial class PoseNet { 4 | 5 | bool ScoreIsMaximumInLocalWindow( 6 | int keypointId,float score, int heatmapY, int heatmapX, 7 | int localMaximumRadius, float[,,,]scores) 8 | { 9 | 10 | var height = scores.GetLength(1); 11 | var width = scores.GetLength(2); 12 | var localMaximum = true; 13 | var yStart = Mathf.Max(heatmapY - localMaximumRadius, 0); 14 | var yEnd = Mathf.Min(heatmapY + localMaximumRadius + 1, height); 15 | 16 | for (var yCurrent = yStart; yCurrent < yEnd; ++yCurrent) 17 | { 18 | var xStart = Mathf.Max(heatmapX - localMaximumRadius, 0); 19 | var xEnd = Mathf.Min(heatmapX + localMaximumRadius + 1, width); 20 | for (var xCurrent = xStart; xCurrent < xEnd; ++xCurrent) 21 | { 22 | if (scores[0, yCurrent, xCurrent, keypointId] > score) 23 | { 24 | localMaximum = false; 25 | break; 26 | } 27 | } 28 | if (!localMaximum) 29 | { 30 | break; 31 | } 32 | } 33 | return localMaximum; 34 | } 35 | 36 | PriorityQueue BuildPartWithScoreQueue( 37 | float scoreThreshold, int localMaximumRadius, 38 | float[,,,] scores) 39 | { 40 | var queue = new PriorityQueue(); 41 | 42 | var height = scores.GetLength(1); 43 | var width = scores.GetLength(2); 44 | var numKeypoints = scores.GetLength(3); 45 | 46 | for (int heatmapY = 0; heatmapY < height; ++heatmapY) 47 | { 48 | for (int heatmapX = 0; heatmapX < width; ++heatmapX) 49 | { 50 | for (int keypointId = 0; keypointId < numKeypoints; ++keypointId) 51 | { 52 | float score = scores[0, heatmapY, heatmapX, keypointId]; 53 | 54 | // Only consider parts with score greater or equal to threshold as 55 | // root candidates. 56 | if (score < scoreThreshold) 57 | { 58 | continue; 59 | } 60 | 61 | // Only consider keypoints whose score is maximum in a local window. 62 | if (ScoreIsMaximumInLocalWindow( 63 | keypointId, score, heatmapY, heatmapX, localMaximumRadius, 64 | scores)) 65 | { 66 | queue.Push(score, new PartWithScore(score, 67 | new Part(heatmapX, heatmapY, keypointId) 68 | )); 69 | } 70 | } 71 | } 72 | } 73 | 74 | return queue; 75 | } 76 | 77 | } 78 | -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/BuildPartWithScoreQueue.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1be803218e624284ab909099bc0be0e4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/DecodeMultiPoses.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using TensorFlow; 4 | using System.Collections.Generic; 5 | using System.Linq; 6 | 7 | public partial class PoseNet { 8 | 9 | bool WithinNmsRadiusOfCorrespondingPoint( 10 | List poses, float squaredNmsRadius, Vector2 vec, int keypointId) 11 | { 12 | return poses.Any(pose => 13 | SquaredDistance(vec.y, vec.x, 14 | pose.keypoints[keypointId].position.y, 15 | pose.keypoints[keypointId].position.x) <= squaredNmsRadius 16 | ); 17 | //foreach (var pose in poses) 18 | //{ 19 | // if (SquaredDistance(vec.y, vec.x, 20 | // pose.keypoints[keypointId].position.y, 21 | // pose.keypoints[keypointId].position.x) <= squaredNmsRadius) 22 | // { 23 | // return true; 24 | // } 25 | //} 26 | //return false; 27 | } 28 | 29 | float GetInstanceScore( 30 | List existingPoses, float squaredNmsRadius, 31 | Keypoint[] instanceKeypoints) { 32 | 33 | float notOverlappedKeypointScores = instanceKeypoints 34 | .Where((x, id) => !WithinNmsRadiusOfCorrespondingPoint(existingPoses, squaredNmsRadius, x.position, id)) 35 | .Sum(x => x.score); 36 | 37 | //int id = 0; 38 | //float notOverlappedKeypointScores = 0.0f; 39 | //foreach (var x in instanceKeypoints) 40 | //{ 41 | // if (!WithinNmsRadiusOfCorrespondingPoint(existingPoses, squaredNmsRadius, x.position, id)) 42 | // { 43 | // notOverlappedKeypointScores += x.score; 44 | // } 45 | //} 46 | return notOverlappedKeypointScores / instanceKeypoints.Length; 47 | 48 | } 49 | 50 | public Pose[] DecodeMultiplePoses( 51 | float[,,,] scores, float[,,,] offsets, 52 | float[,,,] displacementsFwd, float[,,,] displacementBwd, 53 | int outputStride, int maxPoseDetections, 54 | float scoreThreshold, int nmsRadius = 20) 55 | { 56 | var poses = new List(); 57 | var squaredNmsRadius = (float)nmsRadius * nmsRadius; 58 | 59 | PriorityQueue queue = BuildPartWithScoreQueue( 60 | scoreThreshold, kLocalMaximumRadius, scores); 61 | 62 | while (poses.Count < maxPoseDetections && queue.Count > 0) 63 | { 64 | var root = queue.Pop().Value; 65 | 66 | // Part-based non-maximum suppression: We reject a root candidate if it 67 | // is within a disk of `nmsRadius` pixels from the corresponding part of 68 | // a previously detected instance. 69 | var rootImageCoords = 70 | GetImageCoords(root.part, outputStride, offsets); 71 | 72 | if (WithinNmsRadiusOfCorrespondingPoint( 73 | poses, squaredNmsRadius, rootImageCoords, root.part.id)) 74 | { 75 | continue; 76 | } 77 | 78 | // Start a new detection instance at the position of the root. 79 | var keypoints = DecodePose( 80 | root, scores, offsets, outputStride, displacementsFwd, 81 | displacementBwd); 82 | 83 | var score = GetInstanceScore(poses, squaredNmsRadius, keypoints); 84 | poses.Add(new Pose(keypoints, score )); 85 | } 86 | 87 | return poses.ToArray(); 88 | } 89 | } -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/DecodeMultiPoses.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eca4b609eda1408408ce39505a8e890d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/DecodePose.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public partial class PoseNet 4 | { 5 | 6 | Vector2 GetDisplacement(int edgeId, Vector2Int point, float[,,,] displacements) { 7 | 8 | var numEdges = (int)(displacements.GetLength(3) / 2); 9 | 10 | return new Vector2( 11 | displacements[0, point.y, point.x, numEdges + edgeId], 12 | displacements[0, point.y, point.x, edgeId] 13 | ); 14 | } 15 | 16 | Vector2Int GetStridedIndexNearPoint( 17 | Vector2 point, int outputStride, int height, 18 | int width) { 19 | 20 | return new Vector2Int( 21 | (int)Mathf.Clamp(Mathf.Round(point.x / outputStride), 0, width - 1), 22 | (int)Mathf.Clamp(Mathf.Round(point.y / outputStride), 0, height - 1) 23 | ); 24 | } 25 | 26 | /** 27 | * We get a new keypoint along the `edgeId` for the pose instance, assuming 28 | * that the position of the `idSource` part is already known. For this, we 29 | * follow the displacement vector from the source to target part (stored in 30 | * the `i`-t channel of the displacement tensor). 31 | */ 32 | 33 | Keypoint TraverseToTargetKeypoint( 34 | int edgeId, Keypoint sourceKeypoint, int targetKeypointId, 35 | float[,,,] scores, float[,,,] offsets, int outputStride, 36 | float[,,,] displacements) { 37 | 38 | var height = scores.GetLength(1); 39 | var width = scores.GetLength(2); 40 | 41 | // Nearest neighbor interpolation for the source->target displacements. 42 | var sourceKeypointIndices = GetStridedIndexNearPoint( 43 | sourceKeypoint.position, outputStride, height, width); 44 | 45 | var displacement = 46 | GetDisplacement(edgeId, sourceKeypointIndices, displacements); 47 | 48 | var displacedPoint = AddVectors(sourceKeypoint.position, displacement); 49 | 50 | var displacedPointIndices = 51 | GetStridedIndexNearPoint(displacedPoint, outputStride, height, width); 52 | 53 | var offsetPoint = GetOffsetPoint( 54 | displacedPointIndices.y, displacedPointIndices.x, targetKeypointId, 55 | offsets); 56 | 57 | var score = scores[0, 58 | displacedPointIndices.y, displacedPointIndices.x, targetKeypointId]; 59 | 60 | var targetKeypoint = 61 | AddVectors( 62 | new Vector2( 63 | x: displacedPointIndices.x * outputStride, 64 | y: displacedPointIndices.y * outputStride) 65 | , new Vector2(x: offsetPoint.x, y: offsetPoint.y)); 66 | 67 | return new Keypoint(score, targetKeypoint, partNames[targetKeypointId]); 68 | } 69 | 70 | Keypoint[] DecodePose(PartWithScore root, float[,,,] scores, float[,,,] offsets, 71 | int outputStride, float[,,,] displacementsFwd, 72 | float[,,,] displacementsBwd) 73 | { 74 | 75 | var numParts = scores.GetLength(3); 76 | var numEdges = parentToChildEdges.Length; 77 | 78 | var instanceKeypoints = new Keypoint[numParts]; 79 | 80 | // Start a new detection instance at the position of the root. 81 | var rootPart = root.part; 82 | var rootScore = root.score; 83 | var rootPoint = GetImageCoords(rootPart, outputStride, offsets); 84 | 85 | instanceKeypoints[rootPart.id] = new Keypoint( 86 | rootScore, 87 | rootPoint, 88 | partNames[rootPart.id] 89 | ); 90 | 91 | // Decode the part positions upwards in the tree, following the backward 92 | // displacements. 93 | for (var edge = numEdges - 1; edge >= 0; --edge) 94 | { 95 | var sourceKeypointId = parentToChildEdges[edge]; 96 | var targetKeypointId = childToParentEdges[edge]; 97 | if (instanceKeypoints[sourceKeypointId].score > 0.0f && 98 | instanceKeypoints[targetKeypointId].score == 0.0f) 99 | { 100 | instanceKeypoints[targetKeypointId] = TraverseToTargetKeypoint( 101 | edge, instanceKeypoints[sourceKeypointId], targetKeypointId, scores, 102 | offsets, outputStride, displacementsBwd); 103 | } 104 | } 105 | 106 | // Decode the part positions downwards in the tree, following the forward 107 | // displacements. 108 | for (var edge = 0; edge < numEdges; ++edge) 109 | { 110 | var sourceKeypointId = childToParentEdges[edge]; 111 | var targetKeypointId = parentToChildEdges[edge]; 112 | if (instanceKeypoints[sourceKeypointId].score > 0.0f && 113 | instanceKeypoints[targetKeypointId].score == 0.0f) 114 | { 115 | instanceKeypoints[targetKeypointId] = TraverseToTargetKeypoint( 116 | edge, instanceKeypoints[sourceKeypointId], targetKeypointId, scores, 117 | offsets, outputStride, displacementsFwd); 118 | } 119 | } 120 | 121 | return instanceKeypoints; 122 | 123 | } 124 | } -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/DecodePose.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 36497edb2ad76bb4f8c2b4d19757d545 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/PoseNet.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using System.Text; 5 | using System.Threading.Tasks; 6 | 7 | 8 | public partial class PoseNet 9 | { 10 | const int kLocalMaximumRadius = 1; 11 | public int NUM_KEYPOINTS = 0; 12 | public String[] partNames; 13 | public Dictionary partIds; 14 | public Tuple[] connectedPartNames; 15 | public Tuple[] connectedPartIndices; 16 | public Tuple[] poseChain; 17 | public Tuple[] parentChildrenTuples; 18 | public int[] parentToChildEdges; 19 | public int[] childToParentEdges; 20 | 21 | public PoseNet() 22 | { 23 | partNames = new String[]{ 24 | "nose", "leftEye", "rightEye", "leftEar", "rightEar", "leftShoulder", 25 | "rightShoulder", "leftElbow", "rightElbow", "leftWrist", "rightWrist", 26 | "leftHip", "rightHip", "leftKnee", "rightKnee", "leftAnkle", "rightAnkle" 27 | }; 28 | 29 | NUM_KEYPOINTS = partNames.Length; 30 | 31 | partIds = partNames 32 | .Select((k, v) => new { k, v }) 33 | .ToDictionary(p => p.k, p => p.v); 34 | 35 | connectedPartNames = new Tuple[] { 36 | //Tuple.Create("nose", "leftEye"), Tuple.Create("leftEye", "leftEar"), 37 | //Tuple.Create("nose", "rightEye"), Tuple.Create("rightEye", "rightEar"), 38 | Tuple.Create("leftHip", "leftShoulder"), Tuple.Create("leftElbow", "leftShoulder"), 39 | Tuple.Create("leftElbow", "leftWrist"), Tuple.Create("leftHip", "leftKnee"), 40 | Tuple.Create("leftKnee", "leftAnkle"), Tuple.Create("rightHip", "rightShoulder"), 41 | Tuple.Create("rightElbow", "rightShoulder"), Tuple.Create("rightElbow", "rightWrist"), 42 | Tuple.Create("rightHip", "rightKnee"), Tuple.Create("rightKnee", "rightAnkle"), 43 | Tuple.Create("leftShoulder", "rightShoulder"), Tuple.Create("leftHip", "rightHip") 44 | }; 45 | 46 | connectedPartIndices = connectedPartNames.Select(x => 47 | new Tuple(partIds[x.Item1], partIds[x.Item2]) 48 | ).ToArray(); 49 | 50 | poseChain = new Tuple[]{ 51 | Tuple.Create("nose", "leftEye"), Tuple.Create("leftEye", "leftEar"), Tuple.Create("nose", "rightEye"), 52 | Tuple.Create("rightEye", "rightEar"), Tuple.Create("nose", "leftShoulder"), 53 | Tuple.Create("leftShoulder", "leftElbow"), Tuple.Create("leftElbow", "leftWrist"), 54 | Tuple.Create("leftShoulder", "leftHip"), Tuple.Create("leftHip", "leftKnee"), 55 | Tuple.Create("leftKnee", "leftAnkle"), Tuple.Create("nose", "rightShoulder"), 56 | Tuple.Create("rightShoulder", "rightElbow"), Tuple.Create("rightElbow", "rightWrist"), 57 | Tuple.Create("rightShoulder", "rightHip"), Tuple.Create("rightHip", "rightKnee"), 58 | Tuple.Create("rightKnee", "rightAnkle") 59 | }; 60 | 61 | parentChildrenTuples = poseChain.Select(x => 62 | new Tuple(partIds[x.Item1], partIds[x.Item2]) 63 | ).ToArray(); 64 | 65 | parentToChildEdges = parentChildrenTuples.Select(x => x.Item2).ToArray(); 66 | childToParentEdges = parentChildrenTuples.Select(x => x.Item1).ToArray(); 67 | } 68 | } -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/PoseNet.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac3213bd5d4d3034180d3e28cc51c0ba 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/PriorityQueue.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3bbf012f4a1f1e478a13d90a8ad1b85 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/Types.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public partial class PoseNet 4 | { 5 | public struct PartWithScore 6 | { 7 | public float score; 8 | public Part part; 9 | 10 | public PartWithScore(float score,Part part) 11 | { 12 | this.score = score; 13 | this.part = part; 14 | } 15 | 16 | } 17 | public struct Part 18 | { 19 | public int heatmapX; 20 | public int heatmapY; 21 | public int id; 22 | public Part(int heatmapX, int heatmapY, int id) 23 | { 24 | this.heatmapX = heatmapX; 25 | this.heatmapY = heatmapY; 26 | this.id = id; 27 | } 28 | } 29 | 30 | public struct Keypoint 31 | { 32 | public float score; 33 | public Vector2 position; 34 | public string part; 35 | 36 | public Keypoint(float score, Vector2 position, string part) 37 | { 38 | this.score = score; 39 | this.position = position; 40 | this.part = part; 41 | } 42 | } 43 | 44 | public struct Pose 45 | { 46 | public Keypoint[] keypoints; 47 | public float score; 48 | 49 | public Pose(Keypoint[] keypoints, float score) 50 | { 51 | this.keypoints = keypoints; 52 | this.score = score; 53 | } 54 | } 55 | 56 | } 57 | 58 | 59 | -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/Types.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e2e179b5a4ea804199d576fabe2c615 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/Util.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Linq; 3 | using System; 4 | 5 | public partial class PoseNet 6 | { 7 | 8 | Vector2 GetOffsetPoint(int y,int x,int keypoint, float[,,,] offsets) { 9 | return new Vector2( 10 | offsets[0, y, x, keypoint + NUM_KEYPOINTS], 11 | offsets[0, y, x, keypoint] 12 | ); 13 | } 14 | 15 | float SquaredDistance( 16 | float y1, float x1, float y2, float x2) { 17 | var dy = y2 - y1; 18 | var dx = x2 - x1; 19 | return dy * dy + dx * dx; 20 | } 21 | 22 | Vector2 AddVectors(Vector2 a, Vector2 b) { 23 | return new Vector2(x: a.x + b.x, y: a.y + b.y); 24 | } 25 | 26 | Vector2 GetImageCoords( 27 | Part part,int outputStride,float[,,,] offsets) { 28 | var vec = GetOffsetPoint(part.heatmapY, part.heatmapX, 29 | part.id, offsets); 30 | return new Vector2( 31 | (float)(part.heatmapX * outputStride) + vec.x, 32 | (float)(part.heatmapY * outputStride) + vec.y 33 | ); 34 | } 35 | 36 | public Tuple[] GetAdjacentKeyPoints( 37 | Keypoint[] keypoints, float minConfidence) 38 | { 39 | 40 | return connectedPartIndices 41 | .Where(x => !EitherPointDoesntMeetConfidence( 42 | keypoints[x.Item1].score, keypoints[x.Item2].score, minConfidence)) 43 | .Select(x => new Tuple(keypoints[x.Item1], keypoints[x.Item2])).ToArray(); 44 | 45 | } 46 | 47 | bool EitherPointDoesntMeetConfidence( 48 | float a, float b, float minConfidence) 49 | { 50 | return (a < minConfidence || b < minConfidence); 51 | } 52 | 53 | public static double mean(float[,,,] tensor) 54 | { 55 | double sum = 0f; 56 | var x = tensor.GetLength(1); 57 | var y = tensor.GetLength(2); 58 | var z = tensor.GetLength(3); 59 | for (int i = 0; i < x; i++) 60 | { 61 | for (int j = 0; j < y; j++) 62 | { 63 | for (int k = 0; k < z; k++) 64 | { 65 | sum += tensor[0, i, j, k]; 66 | } 67 | } 68 | } 69 | var mean = sum / (x * y * z); 70 | return mean; 71 | } 72 | 73 | //Pose ScalePose(Pose pose, int scale) { 74 | 75 | // var s = (float)scale; 76 | 77 | // return new Pose( 78 | // pose.keypoints.Select( x => 79 | // new Keypoint( 80 | // x.score, 81 | // new Vector2(x.position.x * s, x.position.y * s), 82 | // x.part) 83 | // ).ToArray(), 84 | // pose.score 85 | // ); 86 | //} 87 | 88 | //Pose[] ScalePoses(Pose[] poses, int scale) { 89 | // if (scale == 1) { 90 | // return poses; 91 | // } 92 | // return poses.Select(x => ScalePose(pose: x, scale: scale)).ToArray(); 93 | //} 94 | 95 | //int GetValidResolution(float imageScaleFactor, 96 | // int inputDimension, 97 | // int outputStride) { 98 | // var evenResolution = (int)(inputDimension * imageScaleFactor) - 1; 99 | // return evenResolution - (evenResolution % outputStride) + 1; 100 | //} 101 | 102 | //int Half(int k) 103 | //{ 104 | // return (int)Mathf.Floor((float)(k / 2)); 105 | //} 106 | 107 | 108 | } -------------------------------------------------------------------------------- /Assets/Sources/PoseNet/Util.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50cbce92e35747740b19c5bed49bee14 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/ReadImageExample.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | using TensorFlow; 6 | using System; 7 | 8 | public class ReadImageExample : MonoBehaviour { 9 | int ImageSize= 512; 10 | 11 | PoseNet posenet = new PoseNet(); 12 | PoseNet.Pose[] poses; 13 | 14 | public GameObject glgo; 15 | private GLRenderer gl; 16 | 17 | void Start () { 18 | 19 | TextAsset graphModel = Resources.Load ("frozen_model") as TextAsset; 20 | var graph = new TFGraph (); 21 | graph.Import (graphModel.bytes); 22 | var session = new TFSession (graph); 23 | 24 | Texture2D image = Resources.Load("tennis_in_crowd") as Texture2D; 25 | image = scaled(image, ImageSize, ImageSize); 26 | var tensor = TransformInput(image.GetPixels32(), ImageSize, ImageSize); 27 | 28 | var runner = session.GetRunner (); 29 | runner.AddInput (graph ["image"] [0], tensor); 30 | runner.Fetch( 31 | graph ["heatmap"] [0], 32 | graph ["offset_2"] [0], 33 | graph ["displacement_fwd_2"] [0], 34 | graph ["displacement_bwd_2"] [0] 35 | ); 36 | var result = runner.Run(); 37 | var heatmap = (float [,,,])result [0].GetValue (jagged: false); 38 | var offsets = (float [,,,])result [1].GetValue (jagged: false); 39 | var displacementsFwd = (float [,,,])result [2].GetValue (jagged: false); 40 | var displacementsBwd = (float [,,,])result [3].GetValue (jagged: false); 41 | 42 | //Debug.Log(mean(heatmap)); 43 | 44 | poses = posenet.DecodeMultiplePoses( 45 | heatmap, offsets, 46 | displacementsFwd, 47 | displacementsBwd, 48 | outputStride: 16, maxPoseDetections: 15, 49 | scoreThreshold: 0.5f, nmsRadius: 20); 50 | 51 | gl = glgo.GetComponent(); 52 | } 53 | 54 | public void OnRenderObject() 55 | { 56 | gl.DrawResults(poses); 57 | } 58 | 59 | // Update is called once per frame 60 | void Update () { 61 | 62 | } 63 | 64 | public static TFTensor TransformInput(Color32[] pic, int width, int height) 65 | { 66 | System.Array.Reverse(pic); 67 | float[] floatValues = new float[width * height * 3]; 68 | //double sum = 0f; 69 | 70 | for (int i = 0; i < pic.Length; ++i) 71 | { 72 | var color = pic[i]; 73 | floatValues [i * 3 + 0] = color.r * (2.0f / 255.0f) - 1.0f; 74 | floatValues [i * 3 + 1] = color.g * (2.0f / 255.0f) - 1.0f; 75 | floatValues [i * 3 + 2] = color.b * (2.0f / 255.0f) - 1.0f; 76 | 77 | } 78 | 79 | TFShape shape = new TFShape(1, width, height, 3); 80 | 81 | return TFTensor.FromBuffer(shape, floatValues, 0, floatValues.Length); 82 | } 83 | 84 | public static Texture2D scaled(Texture2D src, int width, int height, FilterMode mode = FilterMode.Trilinear) 85 | { 86 | Rect texR = new Rect(0,0,width,height); 87 | _gpu_scale(src,width,height,mode); 88 | 89 | //Get rendered data back to a new texture 90 | Texture2D result = new Texture2D(width, height, TextureFormat.ARGB32, true); 91 | result.Resize(width, height); 92 | result.ReadPixels(texR,0,0,true); 93 | return result; 94 | } 95 | static void _gpu_scale(Texture2D src, int width, int height, FilterMode fmode) 96 | { 97 | //We need the source texture in VRAM because we render with it 98 | src.filterMode = fmode; 99 | src.Apply(true); 100 | 101 | //Using RTT for best quality and performance. Thanks, Unity 5 102 | RenderTexture rtt = new RenderTexture(width, height, 32); 103 | 104 | //Set the RTT in order to render to it 105 | Graphics.SetRenderTarget(rtt); 106 | 107 | //Setup 2D matrix in range 0..1, so nobody needs to care about sized 108 | GL.LoadPixelMatrix(0,1,1,0); 109 | 110 | //Then clear & draw the texture to fill the entire RTT. 111 | GL.Clear(true,true,new Color(0,0,0,0)); 112 | Graphics.DrawTexture(new Rect(0,0,1,1),src); 113 | } 114 | } 115 | -------------------------------------------------------------------------------- /Assets/Sources/ReadImageExample.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2be2efaa4f18bd849a4c7acce500948f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/VideoPlayExample.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e332f7e5bbaa88743989dac7590dc45d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sources/WebCameraExample.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using TensorFlow; 5 | 6 | public class WebCameraExample : MonoBehaviour { 7 | 8 | public int Width = 512; 9 | public int Height = 512; 10 | public int FPS = 30; 11 | WebCamTexture webcamTexture; 12 | GLRenderer gl; 13 | int ImageSize = 512; 14 | PoseNet posenet = new PoseNet(); 15 | PoseNet.Pose[] poses; 16 | TFSession session; 17 | //TFSession.Runner runner; 18 | TFGraph graph; 19 | bool isPosing; 20 | 21 | // Use this for initialization 22 | void Start () { 23 | WebCamDevice[] devices = WebCamTexture.devices; 24 | webcamTexture = new WebCamTexture(devices[0].name, Width, Height, FPS); 25 | GetComponent().material.mainTexture = webcamTexture; 26 | webcamTexture.Play(); 27 | 28 | TextAsset graphModel = Resources.Load("frozen_model") as TextAsset; 29 | graph = new TFGraph(); 30 | graph.Import(graphModel.bytes); 31 | session = new TFSession(graph); 32 | 33 | gl = GameObject.Find("GLRender").GetComponent(); 34 | 35 | } 36 | 37 | // Update is called once per frame 38 | void Update () { 39 | var color32 = webcamTexture.GetPixels32(); 40 | 41 | Texture2D texture = new Texture2D(webcamTexture.width, webcamTexture.height); 42 | 43 | texture.SetPixels32(color32); 44 | texture.Apply(); 45 | 46 | if (isPosing) return; 47 | isPosing = true; 48 | StartCoroutine("PoseUpdate", texture); 49 | texture = null; 50 | 51 | } 52 | 53 | IEnumerator PoseUpdate(Texture2D texture) 54 | { 55 | 56 | texture = scaled(texture, ImageSize, ImageSize); 57 | var tensor = TransformInput(texture.GetPixels32(), ImageSize, ImageSize); 58 | 59 | var runner = session.GetRunner(); 60 | runner.AddInput(graph["image"][0], tensor); 61 | runner.Fetch( 62 | graph["heatmap"][0], 63 | graph["offset_2"][0], 64 | graph["displacement_fwd_2"][0], 65 | graph["displacement_bwd_2"][0] 66 | ); 67 | 68 | var result = runner.Run(); 69 | var heatmap = (float[,,,])result[0].GetValue(jagged: false); 70 | var offsets = (float[,,,])result[1].GetValue(jagged: false); 71 | var displacementsFwd = (float[,,,])result[2].GetValue(jagged: false); 72 | var displacementsBwd = (float[,,,])result[3].GetValue(jagged: false); 73 | 74 | // Debug.Log(PoseNet.mean(heatmap)); 75 | 76 | poses = posenet.DecodeMultiplePoses( 77 | heatmap, offsets, 78 | displacementsFwd, 79 | displacementsBwd, 80 | outputStride: 16, maxPoseDetections: 15, 81 | scoreThreshold: 0.5f, nmsRadius: 20); 82 | 83 | isPosing = false; 84 | 85 | texture = null; 86 | Resources.UnloadUnusedAssets(); 87 | 88 | 89 | yield return null; 90 | } 91 | 92 | public void OnRenderObject() 93 | { 94 | //Debug.Log(poses); 95 | gl.DrawResults(poses); 96 | } 97 | 98 | public static TFTensor TransformInput(Color32[] pic, int width, int height) 99 | { 100 | System.Array.Reverse(pic); 101 | float[] floatValues = new float[width * height * 3]; 102 | //double sum = 0f; 103 | 104 | for (int i = 0; i < pic.Length; ++i) 105 | { 106 | var color = pic[i]; 107 | floatValues[i * 3 + 0] = color.r * (2.0f / 255.0f) - 1.0f; 108 | floatValues[i * 3 + 1] = color.g * (2.0f / 255.0f) - 1.0f; 109 | floatValues[i * 3 + 2] = color.b * (2.0f / 255.0f) - 1.0f; 110 | 111 | } 112 | 113 | TFShape shape = new TFShape(1, width, height, 3); 114 | 115 | return TFTensor.FromBuffer(shape, floatValues, 0, floatValues.Length); 116 | } 117 | 118 | public static Texture2D scaled(Texture2D src, int width, int height, FilterMode mode = FilterMode.Trilinear) 119 | { 120 | Rect texR = new Rect(0, 0, width, height); 121 | _gpu_scale(src, width, height, mode); 122 | 123 | //Get rendered data back to a new texture 124 | Texture2D result = new Texture2D(width, height, TextureFormat.ARGB32, true); 125 | result.Resize(width, height); 126 | result.ReadPixels(texR, 0, 0, true); 127 | return result; 128 | } 129 | static void _gpu_scale(Texture2D src, int width, int height, FilterMode fmode) 130 | { 131 | //We need the source texture in VRAM because we render with it 132 | src.filterMode = fmode; 133 | src.Apply(true); 134 | 135 | //Using RTT for best quality and performance. 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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/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 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | 2 | # PoseNet-Unity 3 | 4 | [PoseNet](https://github.com/tensorflow/tfjs-models/tree/master/posenet) Based Unity Project 5 | 6 | ![result](images/unity_result.png) 7 | 8 | ## Environment 9 | 10 | * Unity 2018.1 11 | * DotNet 4.6 12 | 13 | ## Installation 14 | 15 | * Using TensorFlowSharp 1.7 16 | * [Using TensorFlowSharp in Unity (Experimental)](https://github.com/Unity-Technologies/ml-agents/blob/develop/docs/Using-TensorFlow-Sharp-in-Unity.md) 17 | 18 | * Get: https://s3.amazonaws.com/unity-ml-agents/0.4/TFSharpPlugin.unitypackage 19 | 20 | ## Dependencies 21 | 22 | * [ml-agents](https://github.com/Unity-Technologies/ml-agents/) 23 | 24 | # Blogs 25 | 26 | * [PoseNetをマルチプラットフォームで実装してみた](https://qiita.com/otmb/items/561a62d3413295cc744e) 27 | 28 | ## Development By Infocom TPO 29 | 30 | [Infocom TPO](https://lab.infocom.co.jp/) 31 | 32 | ## License 33 | 34 | PoseNet-Unity is available under the MIT license. See the LICENSE file for more info. -------------------------------------------------------------------------------- /images/unity_result.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/t-takasaka/PoseNet-Unity/6b8680ada741d2a7a6db284532325302d6422407/images/unity_result.png --------------------------------------------------------------------------------