rotationMatrixToEulerAngle, and fixes

pull/92/head
ButzYung 2021-03-28 18:19:25 +08:00 committed by Vladimir Mandic
parent 420645ad86
commit a5b78acdef
2 changed files with 85 additions and 24 deletions

View File

@ -19,11 +19,9 @@ export class MediaPipeFaceMesh {
for (const prediction of (predictions || [])) { for (const prediction of (predictions || [])) {
if (prediction.isDisposedInternal) continue; // guard against disposed tensors on long running operations such as pause in middle of processing if (prediction.isDisposedInternal) continue; // guard against disposed tensors on long running operations such as pause in middle of processing
const mesh = prediction.coords ? prediction.coords.arraySync() : []; const mesh = prediction.coords ? prediction.coords.arraySync() : [];
// this should be the best way to get the meshRaw with x and y fitting the box with aspect ratio kept (values still normalized to 0..1)
const size = prediction.box ? Math.max((prediction.box.endPoint[0] - prediction.box.startPoint[0]), (prediction.box.endPoint[1] - prediction.box.startPoint[1])) / 1.5 : 1;
const meshRaw = mesh.map((pt) => [ const meshRaw = mesh.map((pt) => [
pt[0] / size, pt[0] / input.shape[2],
pt[1] / size, pt[1] / input.shape[1],
pt[2] / this.facePipeline.meshSize, pt[2] / this.facePipeline.meshSize,
]); ]);
const annotations = {}; const annotations = {};

View File

@ -8,45 +8,108 @@ import * as faceres from './faceres/faceres';
type Tensor = typeof tf.Tensor; type Tensor = typeof tf.Tensor;
const calculateFaceAngle = (mesh): { matrix: [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] } => { const calculateFaceAngle = (face, image_size): { pitch: number, yaw: number, row: number, matrix: [number, number, number, number, number, number, number, number, number] } => {
if (!mesh || mesh.length < 300) return { matrix: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1] }; // normalize vector
function normalize(v) {
const normalize = (v) => {
const length = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); const length = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] /= length; v[0] /= length;
v[1] /= length; v[1] /= length;
v[2] /= length; v[2] /= length;
return v; return v;
}; }
const subVectors = (a, b) => { // vector subtraction (a - b)
function subVectors(a, b) {
const x = a[0] - b[0]; const x = a[0] - b[0];
const y = a[1] - b[1]; const y = a[1] - b[1];
const z = a[2] - b[2]; const z = a[2] - b[2];
return [x, y, z]; return [x, y, z];
}; }
const crossVectors = (a, b) => { // vector cross product (a x b)
function crossVectors(a, b) {
const x = a[1] * b[2] - a[2] * b[1]; const x = a[1] * b[2] - a[2] * b[1];
const y = a[2] * b[0] - a[0] * b[2]; const y = a[2] * b[0] - a[0] * b[2];
const z = a[0] * b[1] - a[1] * b[0]; const z = a[0] * b[1] - a[1] * b[0];
return [x, y, z]; return [x, y, z];
}; }
const y_axis = normalize(subVectors(mesh[152], mesh[10])); // 3x3 rotation matrix to Euler angles
let x_axis = normalize(subVectors(mesh[454], mesh[234])); // https://www.geometrictools.com/Documentation/EulerAngles.pdf
function rotationMatrixToEulerAngle(r) {
// r01 is not used yet (no-unused-vars)
// eslint-disable-next-line
const [ r00, r01, r02, r10, r11, r12, r20, r21, r22 ] = r;
const pi = Math.PI;
let thetaX; let thetaY; let thetaZ;
// YZX
if (r10 < 1) {
if (r10 > -1) {
thetaZ = Math.asin(r10);
thetaY = Math.atan2(-r20, r00);
thetaX = Math.atan2(-r12, r11);
} else {
thetaZ = -pi / 2;
thetaY = -Math.atan2(r21, r22);
thetaX = 0;
}
} else {
thetaZ = pi / 2;
thetaY = Math.atan2(r21, r22);
thetaX = 0;
}
// compensate Y rotation (from XYZ rotation order routine) which is not accurate and too small in YZX calculation
if (r02 < 1) {
if (r02 > -1) {
thetaY = Math.asin(r02);
} else {
thetaY = -pi / 2;
}
} else {
thetaY = pi / 2;
}
// pitch, yaw, row
return [-thetaX, -thetaY, -thetaZ];
}
const mesh = face.meshRaw;
if (!mesh || mesh.length < 300) return { pitch: 0, yaw: 0, row: 0, matrix: [1, 0, 0, 0, 1, 0, 0, 0, 1] };
const size = Math.max(face.boxRaw[2] * image_size[0], face.boxRaw[3] * image_size[1]) / 1.5;
// 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
pt[0] * image_size[0] / size,
pt[1] * image_size[1] / size,
pt[2],
]);
const y_axis = normalize(subVectors(pts[1], pts[0]));
let x_axis = normalize(subVectors(pts[3], pts[2]));
const z_axis = normalize(crossVectors(x_axis, y_axis)); const z_axis = normalize(crossVectors(x_axis, y_axis));
// adjust x_axis to make sure that all axes are perpendicular to each other // adjust x_axis to make sure that all axes are perpendicular to each other
x_axis = crossVectors(y_axis, z_axis); x_axis = crossVectors(y_axis, z_axis);
// Rotation Matrix from Axis Vectors - http://renderdan.blogspot.com/2006/05/rotation-matrix-from-axis-vectors.html // Rotation Matrix from Axis Vectors - http://renderdan.blogspot.com/2006/05/rotation-matrix-from-axis-vectors.html
// note that the rotation matrix is flatten to array in column-major order (instead of row-major order), which directly fits three.js Matrix4.fromArray function // 3x3 rotation matrix is flatten to array in row-major order. Note that the rotation represented by this matrix is inverted.
return { matrix: [ const r_matrix = [
x_axis[0], y_axis[0], z_axis[0], 0, x_axis[0], x_axis[1], x_axis[2],
x_axis[1], y_axis[1], z_axis[1], 0, y_axis[0], y_axis[1], y_axis[2],
x_axis[2], y_axis[2], z_axis[2], 0, z_axis[0], z_axis[1], z_axis[2],
0, 0, 0, 1, ];
] };
const [pitch, yaw, row] = rotationMatrixToEulerAngle(r_matrix);
return {
pitch,
yaw,
row,
matrix: r_matrix,
};
}; };
export const detectFace = async (parent, input): Promise<any> => { export const detectFace = async (parent, input): Promise<any> => {
@ -73,7 +136,7 @@ export const detectFace = async (parent, input): Promise<any> => {
emotion: string, emotion: string,
embedding: number[], embedding: number[],
iris: number, iris: number,
angle: { matrix:[number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number] }, angle: { pitch: number, yaw: number, row: number, matrix: [number, number, number, number, number, number, number, number, number] },
tensor: Tensor, tensor: Tensor,
}> = []; }> = [];
parent.state = 'run:face'; parent.state = 'run:face';
@ -90,7 +153,7 @@ export const detectFace = async (parent, input): Promise<any> => {
continue; continue;
} }
const angle = calculateFaceAngle(face.meshRaw); const angle = calculateFaceAngle(face, [input.shape[2], input.shape[1]]);
// run age, inherits face from blazeface // run age, inherits face from blazeface
parent.analyze('Start Age:'); parent.analyze('Start Age:');