human/src/face.ts

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/**
* Module that analyzes person age
* Obsolete
*/
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import { log, now } from './helpers';
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import * as facemesh from './blazeface/facemesh';
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import * as emotion from './emotion/emotion';
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import * as faceres from './faceres/faceres';
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import { Face } from './result';
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// eslint-disable-next-line no-unused-vars, @typescript-eslint/no-unused-vars
const rad2deg = (theta) => (theta * 180) / Math.PI;
const calculateGaze = (mesh): { angle: number, strength: number } => {
const radians = (pt1, pt2) => Math.atan2(pt1[1] - pt2[1], pt1[0] - pt2[0]); // function to calculate angle between any two points
const offsetIris = [0, 0]; // tbd: iris center may not align with average of eye extremes
const eyeRatio = 5; // factor to normalize changes x vs y
const left = mesh[33][2] > mesh[263][2]; // pick left or right eye depending which one is closer bazed on outsize point z axis
const irisCenter = left ? mesh[473] : mesh[468];
const eyeCenter = left // eye center is average of extreme points on x axis for both x and y, ignoring y extreme points as eyelids naturally open/close more when gazing up/down so relative point is less precise
? [(mesh[133][0] + mesh[33][0]) / 2, (mesh[133][1] + mesh[33][1]) / 2]
: [(mesh[263][0] + mesh[362][0]) / 2, (mesh[263][1] + mesh[362][1]) / 2];
const eyeSize = left // eye size is difference between extreme points for both x and y, used to normalize & squarify eye dimensions
? [mesh[133][0] - mesh[33][0], mesh[23][1] - mesh[27][1]]
: [mesh[263][0] - mesh[362][0], mesh[253][1] - mesh[257][1]];
const eyeDiff = [ // x distance between extreme point and center point normalized with eye size
(eyeCenter[0] - irisCenter[0]) / eyeSize[0] - offsetIris[0],
eyeRatio * (irisCenter[1] - eyeCenter[1]) / eyeSize[1] - offsetIris[1],
];
const vectorLength = Math.sqrt((eyeDiff[0] ** 2) + (eyeDiff[1] ** 2)); // vector length is a diagonal between two differences
const vectorAngle = radians([0, 0], eyeDiff); // using eyeDiff instead eyeCenter/irisCenter combo due to manual adjustments
// vectorAngle right=0*pi, up=1*pi/2, left=1*pi, down=3*pi/2
return { angle: vectorAngle, strength: vectorLength };
};
const calculateFaceAngle = (face, imageSize): {
angle: { pitch: number, yaw: number, roll: number },
matrix: [number, number, number, number, number, number, number, number, number],
gaze: { angle: number, strength: number },
} => {
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// const degrees = (theta) => Math.abs(((theta * 180) / Math.PI) % 360);
const normalize = (v) => { // normalize vector
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const length = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] /= length;
v[1] /= length;
v[2] /= length;
return v;
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};
const subVectors = (a, b) => { // vector subtraction (a - b)
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const x = a[0] - b[0];
const y = a[1] - b[1];
const z = a[2] - b[2];
return [x, y, z];
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};
const crossVectors = (a, b) => { // vector cross product (a x b)
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const x = a[1] * b[2] - a[2] * b[1];
const y = a[2] * b[0] - a[0] * b[2];
const z = a[0] * b[1] - a[1] * b[0];
return [x, y, z];
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};
// 3x3 rotation matrix to Euler angles based on https://www.geometrictools.com/Documentation/EulerAngles.pdf
const rotationMatrixToEulerAngle = (r) => {
// eslint-disable-next-line no-unused-vars, @typescript-eslint/no-unused-vars
const [r00, r01, r02, r10, r11, r12, r20, r21, r22] = r;
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let thetaX; let thetaY; let thetaZ;
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if (r10 < 1) { // YZX calculation
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if (r10 > -1) {
thetaZ = Math.asin(r10);
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thetaY = Math.atan2(-r20, r00);
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thetaX = Math.atan2(-r12, r11);
} else {
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thetaZ = -Math.PI / 2;
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thetaY = -Math.atan2(r21, r22);
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thetaX = 0;
}
} else {
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thetaZ = Math.PI / 2;
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thetaY = Math.atan2(r21, r22);
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thetaX = 0;
}
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return { pitch: 2 * -thetaX, yaw: 2 * -thetaY, roll: 2 * -thetaZ };
};
// simple Euler angle calculation based existing 3D mesh
// eslint-disable-next-line no-unused-vars, @typescript-eslint/no-unused-vars
const meshToEulerAngle = (mesh) => {
const radians = (a1, a2, b1, b2) => Math.atan2(b2 - a2, b1 - a1);
// eslint-disable-next-line no-unused-vars, @typescript-eslint/no-unused-vars
const angle = {
// values are in radians in range of -pi/2 to pi/2 which is -90 to +90 degrees, value of 0 means center
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// pitch is face move up/down
pitch: radians(mesh[10][1], mesh[10][2], mesh[152][1], mesh[152][2]), // looking at y,z of top and bottom points of the face
// yaw is face turn left/right
yaw: radians(mesh[33][0], mesh[33][2], mesh[263][0], mesh[263][2]), // looking at x,z of outside corners of leftEye and rightEye
// roll is face lean left/right
roll: radians(mesh[33][0], mesh[33][1], mesh[263][0], mesh[263][1]), // looking at x,y of outside corners of leftEye and rightEye
};
return angle;
};
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// initialize gaze and mesh
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const mesh = face.meshRaw;
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if (!mesh || mesh.length < 300) return { angle: { pitch: 0, yaw: 0, roll: 0 }, matrix: [1, 0, 0, 0, 1, 0, 0, 0, 1], gaze: { angle: 0, strength: 0 } };
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const size = Math.max(face.boxRaw[2] * imageSize[0], face.boxRaw[3] * imageSize[1]) / 1.5;
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// top, bottom, left, right
const pts = [mesh[10], mesh[152], mesh[234], mesh[454]].map((pt) => [
// make the xyz coordinates proportional, independent of the image/box size
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pt[0] * imageSize[0] / size,
pt[1] * imageSize[1] / size,
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pt[2],
]);
const y_axis = normalize(subVectors(pts[1], pts[0]));
let x_axis = normalize(subVectors(pts[3], pts[2]));
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const z_axis = normalize(crossVectors(x_axis, y_axis));
// adjust x_axis to make sure that all axes are perpendicular to each other
x_axis = crossVectors(y_axis, z_axis);
// Rotation Matrix from Axis Vectors - http://renderdan.blogspot.com/2006/05/rotation-matrix-from-axis-vectors.html
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// 3x3 rotation matrix is flatten to array in row-major order. Note that the rotation represented by this matrix is inverted.
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const matrix: [number, number, number, number, number, number, number, number, number] = [
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x_axis[0], x_axis[1], x_axis[2],
y_axis[0], y_axis[1], y_axis[2],
z_axis[0], z_axis[1], z_axis[2],
];
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const angle = rotationMatrixToEulerAngle(matrix);
// const angle = meshToEulerAngle(mesh);
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// we have iris keypoints so we can calculate gaze direction
const gaze = mesh.length === 478 ? calculateGaze(mesh) : { angle: 0, strength: 0 };
return { angle, matrix, gaze };
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};
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export const detectFace = async (parent, input): Promise<Face[]> => {
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// run facemesh, includes blazeface and iris
// eslint-disable-next-line no-async-promise-executor
let timeStamp;
let ageRes;
let genderRes;
let emotionRes;
let embeddingRes;
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let descRes;
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const faceRes: Array<Face> = [];
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parent.state = 'run:face';
timeStamp = now();
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const faces = await facemesh.predict(input, parent.config);
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parent.perf.face = Math.trunc(now() - timeStamp);
if (!faces) return [];
// for (const face of faces) {
for (let i = 0; i < faces.length; i++) {
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parent.analyze('Get Face');
// is something went wrong, skip the face
if (!faces[i].image || faces[i].image.isDisposedInternal) {
log('Face object is disposed:', faces[i].image);
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continue;
}
const rotation = calculateFaceAngle(faces[i], [input.shape[2], input.shape[1]]);
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// run emotion, inherits face from blazeface
parent.analyze('Start Emotion:');
if (parent.config.async) {
emotionRes = parent.config.face.emotion.enabled ? emotion.predict(faces[i].image, parent.config, i, faces.length) : {};
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} else {
parent.state = 'run:emotion';
timeStamp = now();
emotionRes = parent.config.face.emotion.enabled ? await emotion.predict(faces[i].image, parent.config, i, faces.length) : {};
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parent.perf.emotion = Math.trunc(now() - timeStamp);
}
parent.analyze('End Emotion:');
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// run emotion, inherits face from blazeface
parent.analyze('Start Description:');
if (parent.config.async) {
descRes = parent.config.face.description.enabled ? faceres.predict(faces[i], parent.config, i, faces.length) : [];
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} else {
parent.state = 'run:description';
timeStamp = now();
descRes = parent.config.face.description.enabled ? await faceres.predict(faces[i].image, parent.config, i, faces.length) : [];
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parent.perf.embedding = Math.trunc(now() - timeStamp);
}
parent.analyze('End Description:');
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// if async wait for results
if (parent.config.async) {
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[ageRes, genderRes, emotionRes, embeddingRes, descRes] = await Promise.all([ageRes, genderRes, emotionRes, embeddingRes, descRes]);
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}
parent.analyze('Finish Face:');
// calculate iris distance
// iris: array[ center, left, top, right, bottom]
if (!parent.config.face.iris.enabled && faces[i]?.annotations?.leftEyeIris && faces[i]?.annotations?.rightEyeIris) {
delete faces[i].annotations.leftEyeIris;
delete faces[i].annotations.rightEyeIris;
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}
const irisSize = (faces[i].annotations?.leftEyeIris && faces[i].annotations?.rightEyeIris)
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/* note: average human iris size is 11.7mm */
? Math.max(Math.abs(faces[i].annotations.leftEyeIris[3][0] - faces[i].annotations.leftEyeIris[1][0]), Math.abs(faces[i].annotations.rightEyeIris[4][1] - faces[i].annotations.rightEyeIris[2][1])) / input.shape[2]
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: 0;
// combine results
faceRes.push({
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id: i,
...faces[i],
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age: descRes.age,
gender: descRes.gender,
genderConfidence: descRes.genderConfidence,
embedding: descRes.descriptor,
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emotion: emotionRes,
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iris: irisSize !== 0 ? Math.trunc(500 / irisSize / 11.7) / 100 : 0,
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rotation,
tensor: parent.config.face.detector.return ? faces[i].image?.squeeze() : null,
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});
// dispose original face tensor
faces[i].image?.dispose();
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parent.analyze('End Face');
}
parent.analyze('End FaceMesh:');
if (parent.config.async) {
if (parent.perf.face) delete parent.perf.face;
if (parent.perf.age) delete parent.perf.age;
if (parent.perf.gender) delete parent.perf.gender;
if (parent.perf.emotion) delete parent.perf.emotion;
}
return faceRes;
};