Fix face angles (yaw, pitch, & roll) accuracy
Previouly derived aforementioned angles correctly seemed inaccurate and somewhat unusable (given their output was in radians). This update uses the a person's mesh positions, and chooses specific points for accurate results. It also adds directionality of the movements (_e.g. pitching head backwards is a negative result, as is rolling head to the left). The webcam.js file has also been updated to showcase the correct output in degrees (reducing potential user confusion) Comitter: Sohaib Ahmed <sohaibi.ahmed@icloud.com>pull/130/head
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cd2c553737
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@ -53,12 +53,12 @@ function drawFaces(canvas, data, fps) {
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ctx.fillText(`gender: ${Math.round(100 * person.genderProbability)}% ${person.gender}`, person.detection.box.x, person.detection.box.y - 59);
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ctx.fillText(`gender: ${Math.round(100 * person.genderProbability)}% ${person.gender}`, person.detection.box.x, person.detection.box.y - 59);
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ctx.fillText(`expression: ${Math.round(100 * expression[0][1])}% ${expression[0][0]}`, person.detection.box.x, person.detection.box.y - 41);
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ctx.fillText(`expression: ${Math.round(100 * expression[0][1])}% ${expression[0][0]}`, person.detection.box.x, person.detection.box.y - 41);
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ctx.fillText(`age: ${Math.round(person.age)} years`, person.detection.box.x, person.detection.box.y - 23);
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ctx.fillText(`age: ${Math.round(person.age)} years`, person.detection.box.x, person.detection.box.y - 23);
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ctx.fillText(`roll:${person.angle.roll.toFixed(3)} pitch:${person.angle.pitch.toFixed(3)} yaw:${person.angle.yaw.toFixed(3)}`, person.detection.box.x, person.detection.box.y - 5);
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ctx.fillText(`roll:${person.angle.roll}° pitch:${person.angle.pitch}° yaw:${person.angle.yaw}°`, person.detection.box.x, person.detection.box.y - 5);
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ctx.fillStyle = 'lightblue';
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ctx.fillStyle = 'lightblue';
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ctx.fillText(`gender: ${Math.round(100 * person.genderProbability)}% ${person.gender}`, person.detection.box.x, person.detection.box.y - 60);
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ctx.fillText(`gender: ${Math.round(100 * person.genderProbability)}% ${person.gender}`, person.detection.box.x, person.detection.box.y - 60);
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ctx.fillText(`expression: ${Math.round(100 * expression[0][1])}% ${expression[0][0]}`, person.detection.box.x, person.detection.box.y - 42);
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ctx.fillText(`expression: ${Math.round(100 * expression[0][1])}% ${expression[0][0]}`, person.detection.box.x, person.detection.box.y - 42);
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ctx.fillText(`age: ${Math.round(person.age)} years`, person.detection.box.x, person.detection.box.y - 24);
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ctx.fillText(`age: ${Math.round(person.age)} years`, person.detection.box.x, person.detection.box.y - 24);
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ctx.fillText(`roll:${person.angle.roll.toFixed(3)} pitch:${person.angle.pitch.toFixed(3)} yaw:${person.angle.yaw.toFixed(3)}`, person.detection.box.x, person.detection.box.y - 6);
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ctx.fillText(`roll:${person.angle.roll}° pitch:${person.angle.pitch}° yaw:${person.angle.yaw}°`, person.detection.box.x, person.detection.box.y - 6);
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// draw face points for each face
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// draw face points for each face
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ctx.globalAlpha = 0.8;
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ctx.globalAlpha = 0.8;
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ctx.fillStyle = 'lightblue';
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ctx.fillStyle = 'lightblue';
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@ -5,64 +5,130 @@ import { isWithFaceDetection, WithFaceDetection } from './WithFaceDetection';
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export type WithFaceLandmarks<
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export type WithFaceLandmarks<
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TSource extends WithFaceDetection<{}>,
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TSource extends WithFaceDetection<{}>,
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TFaceLandmarks extends FaceLandmarks = FaceLandmarks68 > = TSource & {
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TFaceLandmarks extends FaceLandmarks = FaceLandmarks68
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landmarks: TFaceLandmarks,
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> = TSource & {
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unshiftedLandmarks: TFaceLandmarks,
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landmarks: TFaceLandmarks;
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alignedRect: FaceDetection,
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unshiftedLandmarks: TFaceLandmarks;
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angle: { roll: number | undefined, pitch: number | undefined, yaw: number | undefined },
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alignedRect: FaceDetection;
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}
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angle: {
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roll: number | undefined;
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pitch: number | undefined;
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yaw: number | undefined;
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};
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};
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export function isWithFaceLandmarks(obj: any): obj is WithFaceLandmarks<WithFaceDetection<{}>, FaceLandmarks> {
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export function isWithFaceLandmarks(
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return isWithFaceDetection(obj)
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obj: any,
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): obj is WithFaceLandmarks<WithFaceDetection<{}>, FaceLandmarks> {
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return (
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isWithFaceDetection(obj)
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// eslint-disable-next-line dot-notation
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// eslint-disable-next-line dot-notation
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&& obj['landmarks'] instanceof FaceLandmarks
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&& obj['landmarks'] instanceof FaceLandmarks
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// eslint-disable-next-line dot-notation
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// eslint-disable-next-line dot-notation
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&& obj['unshiftedLandmarks'] instanceof FaceLandmarks
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&& obj['unshiftedLandmarks'] instanceof FaceLandmarks
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// eslint-disable-next-line dot-notation
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// eslint-disable-next-line dot-notation
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&& obj['alignedRect'] instanceof FaceDetection;
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&& obj['alignedRect'] instanceof FaceDetection
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);
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}
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}
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function calculateFaceAngle(mesh) {
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function calculateFaceAngle(mesh) {
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// returns the angle in the plane (in radians) between the positive x-axis and the ray from (0,0) to the point (x,y)
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/*
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const radians = (a1, a2, b1, b2) => (Math.atan2(b2 - a2, b1 - a1) % Math.PI);
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AUTHORED BY: SOHAIB AHMED
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// convert radians to degrees
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https://github.com/TheSohaibAhmed/
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// eslint-disable-next-line no-unused-vars, @typescript-eslint/no-unused-vars
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*/
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const degrees = (theta) => (theta * 180) / Math.PI;
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const angle = { roll: <number | undefined>undefined, pitch: <number | undefined>undefined, yaw: <number | undefined>undefined };
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// Helper to convert radians to degrees
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// eslint-disable-next-line no-unused-vars, @typescript-eslint/no-unused-vars
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const degrees = (radians) => (radians * 180) / Math.PI;
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const angle = {
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roll: <number | undefined>undefined,
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pitch: <number | undefined>undefined,
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yaw: <number | undefined>undefined,
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};
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if (!mesh || !mesh._positions || mesh._positions.length !== 68) return angle;
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if (!mesh || !mesh._positions || mesh._positions.length !== 68) return angle;
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const pt = mesh._positions;
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const pt = mesh._positions;
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// values are in radians in range of -pi/2 to pi/2 which is -90 to +90 degrees
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function calcLengthBetweenTwoPoints(a, b) {
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// value of 0 means center
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return Math.sqrt((a._x - b._x) ** 2 + (a._y - b._y) ** 2);
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}
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const calcYaw = (leftPoint, midPoint, rightPoint) => {
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// Calc x-distance from left side of the face ("ear") to facial midpoint ("nose")
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const leftToMidpoint = Math.floor(leftPoint._x - midPoint._x);
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// roll is face lean from left to right
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// Calc x-distance from facial midpoint ("nose") to the right side of the face ("ear")
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// comparing x,y of outside corners of leftEye and rightEye
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const rightToMidpoint = Math.floor(midPoint._x - rightPoint._x);
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angle.roll = -radians(pt[36]._x, pt[36]._y, pt[45]._x, pt[45]._y);
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// pitch is face turn from left right
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// Difference in distances coincidentally approximates to angles
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// comparing x distance of top of nose to left and right edge of face
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const distanceApproximatesToAngle = leftToMidpoint - rightToMidpoint;
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// precision is lacking since coordinates are not precise enough
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return distanceApproximatesToAngle;
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angle.pitch = radians(0, Math.abs(pt[0]._x - pt[30]._x) / pt[30]._x, Math.PI, Math.abs(pt[16]._x - pt[30]._x) / pt[30]._x);
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};
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// yaw is face move from up to down
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const calcRoll = (lever, pivot) => {
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// comparing size of the box around the face with top and bottom of detected landmarks
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// When rolling, the head seems to pivot from the nose/lips/chin area.
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// silly hack, but this gives us face compression on y-axis
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// So, we'll choose any two points from the facial midline, where the first point should be the pivot, and the other "lever"
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// e.g., tilting head up hides the forehead that doesn't have any landmarks so ratio drops
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// Plan/Execution: get the hypotenuse & opposite sides of a 90deg triangle ==> Calculate angle in radians
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const bottom = pt.reduce((prev, cur) => (prev < cur._y ? prev : cur._y), +Infinity);
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const top = pt.reduce((prev, cur) => (prev > cur._y ? prev : cur._y), -Infinity);
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const hypotenuse = Math.hypot(pivot._x - lever._x, pivot._y - lever._y);
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angle.yaw = Math.PI * (mesh._imgDims._height / (top - bottom) / 1.40 - 1);
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const opposite = pivot._y - lever._y;
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const angleInRadians = Math.asin(opposite / hypotenuse);
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const angleInDegrees = degrees(angleInRadians);
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const normalizeAngle = Math.floor(90 - angleInDegrees);
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// If lever more to the left of the pivot, then we're tilting left
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// "-" is negative direction. "+", or absence of a sign is positive direction
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const tiltDirection = pivot._x - lever._x < 0 ? -1 : 1;
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const result = normalizeAngle * tiltDirection;
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return result;
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};
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const calcPitch = (leftPoint, midPoint, rightPoint) => {
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// Theory: While pitching, the nose is the most salient point --> That's what we'll use to make a trianle.
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// The "base" is between point that don't move when we pitch our head (i.e. an imaginary line running ear to ear through the nose).
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// Executuin: Get the opposite & adjacent lengths of the triangle from the ear's perspective. Use it to get angle.
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const base = calcLengthBetweenTwoPoints(leftPoint, rightPoint);
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// adjecent is base/2 technically.
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const baseCoords = {
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_x: (leftPoint._x + rightPoint._x) / 2,
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_y: (leftPoint._y + rightPoint._y) / 2,
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};
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const midToBaseLength = calcLengthBetweenTwoPoints(midPoint, baseCoords);
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const angleInRadians = Math.atan(midToBaseLength / base);
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const angleInDegrees = Math.floor(degrees(angleInRadians));
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// Account for directionality.
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// pitch forwards (_i.e. tilting your head forwards) is positive (or no sign); backward is negative.
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const direction = baseCoords._y - midPoint._y < 0 ? -1 : 1;
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const result = angleInDegrees * direction;
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return result;
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};
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angle.roll = calcRoll(pt[27], pt[66]);
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angle.pitch = calcPitch(pt[14], pt[30], pt[2]);
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angle.yaw = calcYaw(pt[14], pt[33], pt[2]);
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return angle;
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return angle;
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}
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}
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export function extendWithFaceLandmarks<TSource extends WithFaceDetection<{}>, TFaceLandmarks extends FaceLandmarks = FaceLandmarks68 >(sourceObj: TSource, unshiftedLandmarks: TFaceLandmarks): WithFaceLandmarks<TSource, TFaceLandmarks> {
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export function extendWithFaceLandmarks<
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TSource extends WithFaceDetection<{}>,
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TFaceLandmarks extends FaceLandmarks = FaceLandmarks68
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>(
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sourceObj: TSource,
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unshiftedLandmarks: TFaceLandmarks,
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): WithFaceLandmarks<TSource, TFaceLandmarks> {
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const { box: shift } = sourceObj.detection;
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const { box: shift } = sourceObj.detection;
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const landmarks = unshiftedLandmarks.shiftBy<TFaceLandmarks>(shift.x, shift.y);
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const landmarks = unshiftedLandmarks.shiftBy<TFaceLandmarks>(
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shift.x,
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shift.y,
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);
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const rect = landmarks.align();
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const rect = landmarks.align();
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const { imageDims } = sourceObj.detection;
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const { imageDims } = sourceObj.detection;
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const alignedRect = new FaceDetection(sourceObj.detection.score, rect.rescale(imageDims.reverse()), imageDims);
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const alignedRect = new FaceDetection(
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sourceObj.detection.score,
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rect.rescale(imageDims.reverse()),
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imageDims,
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);
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const angle = calculateFaceAngle(unshiftedLandmarks);
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const angle = calculateFaceAngle(unshiftedLandmarks);
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const extension = {
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const extension = {
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