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using System; |
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using System.Globalization; |
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using Unity.Mathematics; |
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using Unity.Sentis; |
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using UnityEngine; |
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public static class BlazeUtils |
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{ |
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public static float2x3 mul(float2x3 a, float2x3 b) |
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{ |
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return new float2x3( |
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a[0][0] * b[0][0] + a[1][0] * b[0][1], |
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a[0][0] * b[1][0] + a[1][0] * b[1][1], |
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a[0][0] * b[2][0] + a[1][0] * b[2][1] + a[2][0], |
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a[0][1] * b[0][0] + a[1][1] * b[0][1], |
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a[0][1] * b[1][0] + a[1][1] * b[1][1], |
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a[0][1] * b[2][0] + a[1][1] * b[2][1] + a[2][1] |
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); |
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} |
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public static float2 mul(float2x3 a, float2 b) |
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{ |
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return new float2( |
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a[0][0] * b.x + a[1][0] * b.y + a[2][0], |
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a[0][1] * b.x + a[1][1] * b.y + a[2][1] |
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); |
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} |
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public static float2x3 RotationMatrix(float theta) |
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{ |
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var sinTheta = math.sin(theta); |
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var cosTheta = math.cos(theta); |
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return new float2x3( |
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cosTheta, -sinTheta, 0, |
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sinTheta, cosTheta, 0 |
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); |
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} |
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public static float2x3 TranslationMatrix(float2 delta) |
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{ |
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return new float2x3( |
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1, 0, delta.x, |
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0, 1, delta.y |
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); |
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} |
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public static float2x3 ScaleMatrix(float2 scale) |
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{ |
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return new float2x3( |
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scale.x, 0, 0, |
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0, scale.y, 0 |
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); |
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} |
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static FunctionalTensor ScoreFiltering(FunctionalTensor rawScores, float scoreThreshold) |
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{ |
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return Functional.Sigmoid(Functional.Clamp(rawScores, -scoreThreshold, scoreThreshold)); |
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} |
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public static (FunctionalTensor, FunctionalTensor, FunctionalTensor) ArgMaxFiltering(FunctionalTensor rawBoxes, FunctionalTensor rawScores) |
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{ |
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var detectionScores = ScoreFiltering(rawScores, 100f); |
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var bestScoreIndex = Functional.ArgMax(rawScores, 1).Squeeze(); |
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var selectedBoxes = Functional.IndexSelect(rawBoxes, 1, bestScoreIndex).Unsqueeze(0); |
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var selectedScores = Functional.IndexSelect(detectionScores, 1, bestScoreIndex).Unsqueeze(0); |
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return (bestScoreIndex, selectedScores, selectedBoxes); |
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} |
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static ComputeShader s_ImageTransformShader = Resources.Load<ComputeShader>("ComputeShaders/ImageTransform"); |
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static int s_ImageSample = s_ImageTransformShader.FindKernel("ImageSample"); |
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static int s_Optr = Shader.PropertyToID("Optr"); |
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static int s_X_tex2D = Shader.PropertyToID("X_tex2D"); |
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static int s_O_height = Shader.PropertyToID("O_height"); |
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static int s_O_width = Shader.PropertyToID("O_width"); |
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static int s_O_channels = Shader.PropertyToID("O_channels"); |
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static int s_X_height = Shader.PropertyToID("X_height"); |
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static int s_X_width = Shader.PropertyToID("X_width"); |
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static int s_affineMatrix = Shader.PropertyToID("affineMatrix"); |
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static int IDivC(int v, int div) |
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{ |
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return (v + div - 1) / div; |
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} |
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public static void SampleImageAffine(Texture srcTexture, Tensor<float> dstTensor, float2x3 M) |
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{ |
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var tensorData = ComputeTensorData.Pin(dstTensor, false); |
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s_ImageTransformShader.SetTexture(s_ImageSample, s_X_tex2D, srcTexture); |
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s_ImageTransformShader.SetBuffer(s_ImageSample, s_Optr, tensorData.buffer); |
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s_ImageTransformShader.SetInt(s_O_height, dstTensor.shape[1]); |
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s_ImageTransformShader.SetInt(s_O_width, dstTensor.shape[2]); |
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s_ImageTransformShader.SetInt(s_O_channels, dstTensor.shape[3]); |
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s_ImageTransformShader.SetInt(s_X_height, srcTexture.height); |
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s_ImageTransformShader.SetInt(s_X_width, srcTexture.width); |
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s_ImageTransformShader.SetMatrix(s_affineMatrix, new Matrix4x4(new Vector4(M[0][0], M[0][1]), new Vector4(M[1][0], M[1][1]), new Vector4(M[2][0], M[2][1]), Vector4.zero)); |
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s_ImageTransformShader.Dispatch(s_ImageSample, IDivC(dstTensor.shape[1], 8), IDivC(dstTensor.shape[1], 8), 1); |
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} |
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public static float[,] LoadAnchors(string csv, int numAnchors) |
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{ |
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var anchors = new float[numAnchors, 4]; |
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var anchorLines = csv.Split('\n'); |
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for (var i = 0; i < numAnchors; i++) |
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{ |
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var anchorValues = anchorLines[i].Split(','); |
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for (var j = 0; j < 4; j++) |
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{ |
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anchors[i, j] = float.Parse(anchorValues[j], CultureInfo.InvariantCulture); |
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} |
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} |
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return anchors; |
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} |
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} |
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