human/src/util/interpolate.ts

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/**
* Results interpolation for smoothening of video detection results inbetween detected frames
*/
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import type { Result, FaceResult, BodyResult, HandResult, ObjectResult, GestureResult, PersonResult, Box, Point } from '../result';
import type { Config } from '../config';
import * as moveNetCoords from '../body/movenetcoords';
import * as blazePoseCoords from '../body/blazeposecoords';
import * as efficientPoseCoords from '../body/efficientposecoords';
const bufferedResult: Result = { face: [], body: [], hand: [], gesture: [], object: [], persons: [], performance: {}, timestamp: 0 };
export function calc(newResult: Result, config: Config): Result {
const t0 = performance.now();
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if (!newResult) return { face: [], body: [], hand: [], gesture: [], object: [], persons: [], performance: {}, timestamp: 0 };
// each record is only updated using deep clone when number of detected record changes, otherwise it will converge by itself
// otherwise bufferedResult is a shallow clone of result plus updated local calculated values
// thus mixing by-reference and by-value assignments to minimize memory operations
const elapsed = Date.now() - newResult.timestamp;
// curve fitted: buffer = 8 - ln(delay)
// interpolation formula: current = ((buffer - 1) * previous + live) / buffer
// - at 50ms delay buffer = ~4.1 => 28% towards live data
// - at 250ms delay buffer = ~2.5 => 40% towards live data
// - at 500ms delay buffer = ~1.8 => 55% towards live data
// - at 750ms delay buffer = ~1.4 => 71% towards live data
// - at 1sec delay buffer = 1 which means live data is used
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const bufferedFactor = elapsed < 1000 ? 8 - Math.log(elapsed + 1) : 1;
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bufferedResult.canvas = newResult.canvas;
// interpolate body results
if (!bufferedResult.body || (newResult.body.length !== bufferedResult.body.length)) {
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bufferedResult.body = JSON.parse(JSON.stringify(newResult.body as BodyResult[])); // deep clone once
} else {
for (let i = 0; i < newResult.body.length; i++) {
const box = newResult.body[i].box // update box
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.map((b, j) => ((bufferedFactor - 1) * bufferedResult.body[i].box[j] + b) / bufferedFactor) as Box;
const boxRaw = newResult.body[i].boxRaw // update boxRaw
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.map((b, j) => ((bufferedFactor - 1) * bufferedResult.body[i].boxRaw[j] + b) / bufferedFactor) as Box;
const keypoints = (newResult.body[i].keypoints // update keypoints
.map((keypoint, j) => ({
score: keypoint.score,
part: keypoint.part,
position: [
bufferedResult.body[i].keypoints[j] ? ((bufferedFactor - 1) * bufferedResult.body[i].keypoints[j].position[0] + keypoint.position[0]) / bufferedFactor : keypoint.position[0],
bufferedResult.body[i].keypoints[j] ? ((bufferedFactor - 1) * bufferedResult.body[i].keypoints[j].position[1] + keypoint.position[1]) / bufferedFactor : keypoint.position[1],
],
positionRaw: [
bufferedResult.body[i].keypoints[j] ? ((bufferedFactor - 1) * bufferedResult.body[i].keypoints[j].positionRaw[0] + keypoint.positionRaw[0]) / bufferedFactor : keypoint.position[0],
bufferedResult.body[i].keypoints[j] ? ((bufferedFactor - 1) * bufferedResult.body[i].keypoints[j].positionRaw[1] + keypoint.positionRaw[1]) / bufferedFactor : keypoint.position[1],
],
}))) as Array<{ score: number, part: string, position: [number, number, number?], positionRaw: [number, number, number?] }>;
const annotations: Record<string, Point[][]> = {};
let coords = { connected: {} };
if (config.body?.modelPath?.includes('efficientpose')) coords = efficientPoseCoords;
else if (config.body?.modelPath?.includes('blazepose')) coords = blazePoseCoords;
else if (config.body?.modelPath?.includes('movenet')) coords = moveNetCoords;
for (const [name, indexes] of Object.entries(coords.connected as Record<string, string[]>)) {
const pt: Array<Point[]> = [];
for (let j = 0; j < indexes.length - 1; j++) {
const pt0 = keypoints.find((kp) => kp.part === indexes[j]);
const pt1 = keypoints.find((kp) => kp.part === indexes[j + 1]);
if (pt0 && pt1 && pt0.score > (config.body.minConfidence || 0) && pt1.score > (config.body.minConfidence || 0)) pt.push([pt0.position, pt1.position]);
}
annotations[name] = pt;
}
bufferedResult.body[i] = { ...newResult.body[i], box, boxRaw, keypoints, annotations: annotations as BodyResult['annotations'] }; // shallow clone plus updated values
}
}
// interpolate hand results
if (!bufferedResult.hand || (newResult.hand.length !== bufferedResult.hand.length)) {
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bufferedResult.hand = JSON.parse(JSON.stringify(newResult.hand as HandResult[])); // deep clone once
} else {
for (let i = 0; i < newResult.hand.length; i++) {
const box = (newResult.hand[i].box// update box
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.map((b, j) => ((bufferedFactor - 1) * bufferedResult.hand[i].box[j] + b) / bufferedFactor)) as Box;
const boxRaw = (newResult.hand[i].boxRaw // update boxRaw
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.map((b, j) => ((bufferedFactor - 1) * bufferedResult.hand[i].boxRaw[j] + b) / bufferedFactor)) as Box;
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if (bufferedResult.hand[i].keypoints.length !== newResult.hand[i].keypoints.length) bufferedResult.hand[i].keypoints = newResult.hand[i].keypoints; // reset keypoints as previous frame did not have them
const keypoints = newResult.hand[i].keypoints && newResult.hand[i].keypoints.length > 0 ? newResult.hand[i].keypoints // update landmarks
.map((landmark, j) => landmark
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.map((coord, k) => (((bufferedFactor - 1) * (bufferedResult.hand[i].keypoints[j][k] || 1) + (coord || 0)) / bufferedFactor)) as Point)
: [];
let annotations = {};
if (Object.keys(bufferedResult.hand[i].annotations).length !== Object.keys(newResult.hand[i].annotations).length) {
bufferedResult.hand[i].annotations = newResult.hand[i].annotations; // reset annotations as previous frame did not have them
annotations = bufferedResult.hand[i].annotations;
} else if (newResult.hand[i].annotations) {
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for (const key of Object.keys(newResult.hand[i].annotations)) { // update annotations
annotations[key] = newResult.hand[i].annotations[key] && newResult.hand[i].annotations[key][0]
? newResult.hand[i].annotations[key]
.map((val, j) => val
.map((coord, k) => ((bufferedFactor - 1) * bufferedResult.hand[i].annotations[key][j][k] + coord) / bufferedFactor))
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: null;
}
}
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bufferedResult.hand[i] = { ...newResult.hand[i], box, boxRaw, keypoints, annotations: annotations as HandResult['annotations'] }; // shallow clone plus updated values
}
}
// interpolate face results
if (!bufferedResult.face || (newResult.face.length !== bufferedResult.face.length)) {
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bufferedResult.face = JSON.parse(JSON.stringify(newResult.face as FaceResult[])); // deep clone once
} else {
for (let i = 0; i < newResult.face.length; i++) {
const box = (newResult.face[i].box // update box
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.map((b, j) => ((bufferedFactor - 1) * bufferedResult.face[i].box[j] + b) / bufferedFactor)) as Box;
const boxRaw = (newResult.face[i].boxRaw // update boxRaw
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.map((b, j) => ((bufferedFactor - 1) * bufferedResult.face[i].boxRaw[j] + b) / bufferedFactor)) as Box;
const rotation: {
matrix: [number, number, number, number, number, number, number, number, number],
angle: { roll: number, yaw: number, pitch: number },
gaze: { bearing: number, strength: number }
} = { matrix: [0, 0, 0, 0, 0, 0, 0, 0, 0], angle: { roll: 0, yaw: 0, pitch: 0 }, gaze: { bearing: 0, strength: 0 } };
rotation.matrix = newResult.face[i].rotation?.matrix as [number, number, number, number, number, number, number, number, number];
rotation.angle = {
roll: ((bufferedFactor - 1) * (bufferedResult.face[i].rotation?.angle?.roll || 0) + (newResult.face[i].rotation?.angle?.roll || 0)) / bufferedFactor,
yaw: ((bufferedFactor - 1) * (bufferedResult.face[i].rotation?.angle?.yaw || 0) + (newResult.face[i].rotation?.angle?.yaw || 0)) / bufferedFactor,
pitch: ((bufferedFactor - 1) * (bufferedResult.face[i].rotation?.angle?.pitch || 0) + (newResult.face[i].rotation?.angle?.pitch || 0)) / bufferedFactor,
};
rotation.gaze = {
// not fully correct due projection on circle, also causes wrap-around draw on jump from negative to positive
bearing: ((bufferedFactor - 1) * (bufferedResult.face[i].rotation?.gaze?.bearing || 0) + (newResult.face[i].rotation?.gaze?.bearing || 0)) / bufferedFactor,
strength: ((bufferedFactor - 1) * (bufferedResult.face[i].rotation?.gaze?.strength || 0) + (newResult.face[i].rotation?.gaze?.strength || 0)) / bufferedFactor,
};
bufferedResult.face[i] = { ...newResult.face[i], rotation, box, boxRaw }; // shallow clone plus updated values
}
}
// interpolate object detection results
if (!bufferedResult.object || (newResult.object.length !== bufferedResult.object.length)) {
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bufferedResult.object = JSON.parse(JSON.stringify(newResult.object as ObjectResult[])); // deep clone once
} else {
for (let i = 0; i < newResult.object.length; i++) {
const box = (newResult.object[i].box // update box
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.map((b, j) => ((bufferedFactor - 1) * bufferedResult.object[i].box[j] + b) / bufferedFactor)) as Box;
const boxRaw = (newResult.object[i].boxRaw // update boxRaw
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.map((b, j) => ((bufferedFactor - 1) * bufferedResult.object[i].boxRaw[j] + b) / bufferedFactor)) as Box;
bufferedResult.object[i] = { ...newResult.object[i], box, boxRaw }; // shallow clone plus updated values
}
}
// interpolate person results
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if (newResult.persons) {
const newPersons = newResult.persons; // trigger getter function
if (!bufferedResult.persons || (newPersons.length !== bufferedResult.persons.length)) {
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bufferedResult.persons = JSON.parse(JSON.stringify(newPersons as PersonResult[]));
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} else {
for (let i = 0; i < newPersons.length; i++) { // update person box, we don't update the rest as it's updated as reference anyhow
bufferedResult.persons[i].box = (newPersons[i].box
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.map((box, j) => ((bufferedFactor - 1) * bufferedResult.persons[i].box[j] + box) / bufferedFactor)) as Box;
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}
}
}
// just copy latest gestures without interpolation
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if (newResult.gesture) bufferedResult.gesture = newResult.gesture as GestureResult[];
// append interpolation performance data
const t1 = performance.now();
if (newResult.performance) bufferedResult.performance = { ...newResult.performance, interpolate: Math.round(t1 - t0) };
return bufferedResult;
}