最近捣鼓人脸识别的知识点,脑子笨,无从下手,然后各种度娘,然后发现一位大佬的文章很是有帮助,但是呢大佬就是大佬,只贴出了代码,小白如我的基本搞不定,没办法只能慢慢来细嚼慢咽,根据大佬的提示下载三个插件,三个插件已经备齐需要的自己去拿:点这里
接下来开始Demo之旅:本次使用Unity版本为2018.4.36 因为获取摄像头的AIP在2020的版本会出现卡顿(不知道啥原因,没在意,反正2018的没问题)
1:新建Unity工程,导入插件,然后找到OpenCVForUnity插件文件夹下的StreamingAssets/dnn - download_dnn_models.py文件 ,运行该文件自动下载某些依赖文件(下载完毕会自动关闭窗口);
2:有些个文件可能下载不下来,找到setup_dnn_module.pdf文件按照相应的示例场景下载所需的依赖文件,然后再将所有插件文件夹下的StreamingAssets文件夹内容全部复制到Assets下的StreamingAssets文件夹下,重复的点击替换就行;Face相关的Demo需要下载必备文件,可以到我博客中查找下载,也可以直接运行文档中的.py文件下载。不过有些个文件说下载不了,可能是链接失效,可以在文档中直接点击链接下载相关文件。


3:我们需要用的示例场景为WebCamTextureFaceMaskExample;主要核心也就这几个脚本,运行结果看图;代码水平差点的着重看WebCamTextureFaceMaskExample这个脚本就行,别人都封装好了,能力高的,可以自己看相关代码在封装一次使用。看到文章提示篇幅过短,不会写作的我,把代码改了改,直接上代码,这下该够了把!!!!!偷笑!

脚本:WebCamTextureFaceMaskExample

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using DlibFaceLandmarkDetector;
using OpenCVForUnity.RectangleTrack;
using OpenCVForUnity.UnityUtils.Helper;
using OpenCVForUnity.CoreModule;
using OpenCVForUnity.ObjdetectModule;
using OpenCVForUnity.ImgprocModule;
using Rect = OpenCVForUnity.CoreModule.Rect;
using UnityEditor;
using UnityEditor.Experimental.SceneManagement;
using OpenCVForUnity.VideoModule;namespace FaceMaskExample
{/// <summary>/// WebCamTexture FaceMask Example/// </summary>[RequireComponent (typeof(WebCamTextureToMatHelper), typeof(TrackedMeshOverlay))]public class WebCamTextureFaceMaskExample : MonoBehaviour{[HeaderAttribute ("FaceMaskData")]/// <summary>/// The face mask data list./// </summary>public List<FaceMaskData> faceMaskDatas;[HeaderAttribute ("Option")]/// <summary>/// Determines if use dlib face detector./// </summary>public bool useDlibFaceDetecter = false;/// <summary>/// The use dlib face detecter toggle./// </summary>public Toggle useDlibFaceDetecterToggle;/// <summary>/// Determines if enables noise filter./// </summary>public bool enableNoiseFilter = true;/// <summary>/// The enable noise filter toggle./// </summary>public Toggle enableNoiseFilterToggle;/// <summary>/// Determines if enables color correction./// </summary>public bool enableColorCorrection = true;/// <summary>/// The enable color correction toggle./// </summary>public Toggle enableColorCorrectionToggle;/// <summary>/// Determines if filters non frontal faces./// </summary>public bool filterNonFrontalFaces = false;/// <summary>/// The filter non frontal faces toggle./// </summary>public Toggle filterNonFrontalFacesToggle;/// <summary>/// The frontal face rate lower limit./// </summary>[Range (0.0f, 1.0f)]public float frontalFaceRateLowerLimit = 0.85f;/// <summary>/// Determines if displays face rects./// </summary>public bool displayFaceRects = false;/// <summary>/// The toggle for switching face rects display state/// </summary>public Toggle displayFaceRectsToggle;/// <summary>/// Determines if displays debug face points./// </summary>public bool displayDebugFacePoints = false;/// <summary>/// The toggle for switching debug face points display state./// </summary>public Toggle displayDebugFacePointsToggle;/// <summary>/// The gray mat./// </summary>Mat grayMat;/// <summary>/// The texture./// </summary>Texture2D texture;/// <summary>/// The cascade./// </summary>CascadeClassifier cascade;/// <summary>/// The detection based tracker./// </summary>RectangleTracker rectangleTracker;/// <summary>/// The web cam texture to mat helper./// </summary>WebCamTextureToMatHelper webCamTextureToMatHelper;/// <summary>/// The face landmark detector./// </summary>FaceLandmarkDetector faceLandmarkDetector;/// <summary>/// The mean points filter dictionary./// </summary>Dictionary<int, LowPassPointsFilter> lowPassFilterDict;/// <summary>/// The optical flow points filter dictionary./// </summary>Dictionary<int, OFPointsFilter> opticalFlowFilterDict;/// <summary>/// The face mask color corrector./// </summary>FaceMaskColorCorrector faceMaskColorCorrector;/// <summary>/// The frontal face checker./// </summary>FrontalFaceChecker frontalFaceChecker;/// <summary>/// The mesh overlay./// </summary>TrackedMeshOverlay meshOverlay;/// <summary>/// The Shader.PropertyToID for "_Fade"./// </summary>int shader_FadeID;/// <summary>/// The Shader.PropertyToID for "_ColorCorrection"./// </summary>int shader_ColorCorrectionID;/// <summary>/// The Shader.PropertyToID for "_LUTTex"./// </summary>int shader_LUTTexID;/// <summary>/// The face mask texture./// </summary>Texture2D faceMaskTexture;/// <summary>/// The face mask mat./// </summary>Mat faceMaskMat;/// <summary>/// The index number of face mask data./// </summary>int faceMaskDataIndex = 0;/// <summary>/// The detected face rect in mask mat./// </summary>UnityEngine.Rect faceRectInMask;/// <summary>/// The detected face landmark points in mask mat./// </summary>List<Vector2> faceLandmarkPointsInMask;/// <summary>/// The haarcascade_frontalface_alt_xml_filepath./// </summary>string haarcascade_frontalface_alt_xml_filepath;/// <summary>/// The sp_human_face_68_dat_filepath./// </summary>string sp_human_face_68_dat_filepath;/// <summary>/// The FPS monitor./// </summary>FpsMonitor fpsMonitor;#if UNITY_WEBGL && !UNITY_EDITORIEnumerator getFilePath_Coroutine;#endif// Use this for initializationvoid Start (){fpsMonitor = GetComponent<FpsMonitor> ();webCamTextureToMatHelper = gameObject.GetComponent<WebCamTextureToMatHelper> ();#if UNITY_WEBGL && !UNITY_EDITORgetFilePath_Coroutine = GetFilePath ();StartCoroutine (getFilePath_Coroutine);#elsehaarcascade_frontalface_alt_xml_filepath = OpenCVForUnity.UnityUtils.Utils.getFilePath ("haarcascade_frontalface_alt.xml");sp_human_face_68_dat_filepath = DlibFaceLandmarkDetector.UnityUtils.Utils.getFilePath ("sp_human_face_68.dat");Run ();#endif}#if UNITY_WEBGL && !UNITY_EDITORprivate IEnumerator GetFilePath (){var getFilePathAsync_0_Coroutine = OpenCVForUnity.UnityUtils.Utils.getFilePathAsync ("haarcascade_frontalface_alt.xml", (result) => {haarcascade_frontalface_alt_xml_filepath = result;});yield return getFilePathAsync_0_Coroutine;var getFilePathAsync_1_Coroutine = DlibFaceLandmarkDetector.UnityUtils.Utils.getFilePathAsync ("sp_human_face_68.dat", (result) => {sp_human_face_68_dat_filepath = result;});yield return getFilePathAsync_1_Coroutine;getFilePath_Coroutine = null;Run ();}#endifprivate void Run (){meshOverlay = this.GetComponent<TrackedMeshOverlay> ();shader_FadeID = Shader.PropertyToID ("_Fade");shader_ColorCorrectionID = Shader.PropertyToID ("_ColorCorrection");shader_LUTTexID = Shader.PropertyToID ("_LUTTex");rectangleTracker = new RectangleTracker ();faceLandmarkDetector = new FaceLandmarkDetector (sp_human_face_68_dat_filepath);lowPassFilterDict = new Dictionary<int, LowPassPointsFilter> ();opticalFlowFilterDict = new Dictionary<int, OFPointsFilter> ();faceMaskColorCorrector = new FaceMaskColorCorrector ();#if UNITY_ANDROID && !UNITY_EDITOR// Avoids the front camera low light issue that occurs in only some Android devices (e.g. Google Pixel, Pixel2).webCamTextureToMatHelper.avoidAndroidFrontCameraLowLightIssue = true;#endifwebCamTextureToMatHelper.Initialize ();displayFaceRectsToggle.isOn = displayFaceRects;useDlibFaceDetecterToggle.isOn = useDlibFaceDetecter;enableNoiseFilterToggle.isOn = enableNoiseFilter;enableColorCorrectionToggle.isOn = enableColorCorrection;filterNonFrontalFacesToggle.isOn = filterNonFrontalFaces;displayDebugFacePointsToggle.isOn = displayDebugFacePoints;}/// <summary>/// Raises the web cam texture to mat helper initialized event./// </summary>public void OnWebCamTextureToMatHelperInitialized (){Debug.Log ("OnWebCamTextureToMatHelperInitialized");Mat webCamTextureMat = webCamTextureToMatHelper.GetMat ();texture = new Texture2D (webCamTextureMat.cols (), webCamTextureMat.rows (), TextureFormat.RGBA32, false);gameObject.transform.localScale = new Vector3 (webCamTextureMat.cols (), webCamTextureMat.rows (), 1);Debug.Log ("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation);if (fpsMonitor != null) {fpsMonitor.Add ("width", webCamTextureMat.width ().ToString ());fpsMonitor.Add ("height", webCamTextureMat.height ().ToString ());fpsMonitor.Add ("orientation", Screen.orientation.ToString ());}float width = gameObject.transform.localScale.x;float height = gameObject.transform.localScale.y;float widthScale = (float)Screen.width / width;float heightScale = (float)Screen.height / height;if (widthScale < heightScale) {Camera.main.orthographicSize = (width * (float)Screen.height / (float)Screen.width) / 2;} else {Camera.main.orthographicSize = height / 2;}gameObject.GetComponent<Renderer> ().material.mainTexture = texture;grayMat = new Mat (webCamTextureMat.rows (), webCamTextureMat.cols (), CvType.CV_8UC1);cascade = new CascadeClassifier (haarcascade_frontalface_alt_xml_filepath);
//            if (cascade.empty ()) {//                Debug.LogError ("cascade file is not loaded.Please copy from “FaceTrackerExample/StreamingAssets/” to “Assets/StreamingAssets/” folder. ");
//            }frontalFaceChecker = new FrontalFaceChecker (width, height);meshOverlay.UpdateOverlayTransform (gameObject.transform);//OnChangeFaceMaskButtonClick ();}/// <summary>/// Raises the web cam texture to mat helper disposed event./// </summary>public void OnWebCamTextureToMatHelperDisposed (){Debug.Log ("OnWebCamTextureToMatHelperDisposed");grayMat.Dispose ();if (texture != null) {Texture2D.Destroy (texture);texture = null;}rectangleTracker.Reset ();meshOverlay.Reset ();foreach (var key in lowPassFilterDict.Keys) {lowPassFilterDict [key].Dispose ();}lowPassFilterDict.Clear ();foreach (var key in opticalFlowFilterDict.Keys) {opticalFlowFilterDict [key].Dispose ();}opticalFlowFilterDict.Clear ();faceMaskColorCorrector.Reset ();frontalFaceChecker.Dispose ();}/// <summary>/// Raises the web cam texture to mat helper error occurred event./// </summary>/// <param name="errorCode">Error code.</param>public void OnWebCamTextureToMatHelperErrorOccurred (WebCamTextureToMatHelper.ErrorCode errorCode){Debug.Log ("OnWebCamTextureToMatHelperErrorOccurred " + errorCode);}GameObject item = null;List<Vector2> landmasks = null;UnityEngine.Rect facemaskrect;// Update is called once per framevoid Update (){if (Input.GetKeyDown(KeyCode.Space)){//防止获取视频的图片卡帧或者获取的非当前帧,这里先暂停,不暂停会出现误差。不信你试试。。。webCamTextureToMatHelper.Pause();//Config.SaveTexture(gameObject.GetComponent<Renderer>().material.mainTexture as Texture2D, "wakaka");//这里是将获取到的图片存入本地。因为我是需要将预制存到本地,所以图片至关重要。Config.SaveTexture(gameObject.GetComponent<Renderer>().material.mainTexture as Texture2D, Application.dataPath + "/TestForOpenCV/Resources", "wakaka");if (item==null){//加载预制并将FaceMaskData重新赋值。GameObject obj = Instantiate(Resources.Load<GameObject>("TestMask"), GameObject.Find("FaceMaskData").transform);obj.GetComponent<FaceMaskData>().image = gameObject.GetComponent<Renderer>().material.mainTexture as Texture2D;obj.GetComponent<FaceMaskData>().faceRect = facemaskrect;obj.GetComponent<FaceMaskData>().landmarkPoints = landmasks;var prefabInstance = PrefabUtility.GetCorrespondingObjectFromSource(obj);// 非打开预制体模式下if (prefabInstance){var prefabPath = AssetDatabase.GetAssetPath(prefabInstance);// 修改预制体,则只能先Unpack预制体再保存PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.UserAction);PrefabUtility.SaveAsPrefabAssetAndConnect(obj, prefabPath, InteractionMode.AutomatedAction);// 不修改只新增,可以直接保存PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);}else{// 预制体模式下,从Prefab场景中取得预制体资源位置和根物体,并保存// PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();//预制体原始位置string path = Application.dataPath + "/TestForOpenCV/Resources/TestMask.prefab";//prefabStage.prefabAssetPath;GameObject root = obj; //prefabStage.prefabContentsRoot;PrefabUtility.SaveAsPrefabAsset(root, path);}OnChangeFaceMaskButtonClick(obj.GetComponent<FaceMaskData>());/// gameObject.GetComponent<Renderer>().material.mainTexture = Config.GetTexture2d(@"D:\Program Files (x86)\DeskTop\Demo\tjd.png");}// webCamTextureToMatHelper.Play();}if (webCamTextureToMatHelper.IsPlaying () && webCamTextureToMatHelper.DidUpdateThisFrame ()) {Mat rgbaMat = webCamTextureToMatHelper.GetMat ();// detect faces.List<Rect> detectResult = new List<Rect> ();if (useDlibFaceDetecter) {OpenCVForUnityUtils.SetImage (faceLandmarkDetector, rgbaMat);List<UnityEngine.Rect> result = faceLandmarkDetector.Detect ();foreach (var unityRect in result) {detectResult.Add (new Rect ((int)unityRect.x, (int)unityRect.y, (int)unityRect.width, (int)unityRect.height));}} else {// convert image to greyscale.Imgproc.cvtColor (rgbaMat, grayMat, Imgproc.COLOR_RGBA2GRAY);using (Mat equalizeHistMat = new Mat ())using (MatOfRect faces = new MatOfRect ()) {Imgproc.equalizeHist (grayMat, equalizeHistMat);cascade.detectMultiScale (equalizeHistMat, faces, 1.1f, 2, 0 | Objdetect.CASCADE_SCALE_IMAGE, new Size (equalizeHistMat.cols () * 0.15, equalizeHistMat.cols () * 0.15), new Size ());detectResult = faces.toList ();}// corrects the deviation of a detection result between OpenCV and Dlib.foreach (Rect r in detectResult) {r.y += (int)(r.height * 0.1f);}}// face tracking.rectangleTracker.UpdateTrackedObjects (detectResult);List<TrackedRect> trackedRects = new List<TrackedRect> ();rectangleTracker.GetObjects (trackedRects, true);// create noise filter.foreach (var openCVRect in trackedRects) {if (openCVRect.state == TrackedState.NEW) {if (!lowPassFilterDict.ContainsKey (openCVRect.id))lowPassFilterDict.Add (openCVRect.id, new LowPassPointsFilter ((int)faceLandmarkDetector.GetShapePredictorNumParts ()));if (!opticalFlowFilterDict.ContainsKey (openCVRect.id))opticalFlowFilterDict.Add (openCVRect.id, new OFPointsFilter ((int)faceLandmarkDetector.GetShapePredictorNumParts ()));} else if (openCVRect.state == TrackedState.DELETED) {if (lowPassFilterDict.ContainsKey (openCVRect.id)) {lowPassFilterDict [openCVRect.id].Dispose ();lowPassFilterDict.Remove (openCVRect.id);}if (opticalFlowFilterDict.ContainsKey (openCVRect.id)) {opticalFlowFilterDict [openCVRect.id].Dispose ();opticalFlowFilterDict.Remove (openCVRect.id);}}}// create LUT texture.foreach (var openCVRect in trackedRects) {if (openCVRect.state == TrackedState.NEW) {faceMaskColorCorrector.CreateLUTTex (openCVRect.id);} else if (openCVRect.state == TrackedState.DELETED) {faceMaskColorCorrector.DeleteLUTTex (openCVRect.id);}}// detect face landmark points.OpenCVForUnityUtils.SetImage (faceLandmarkDetector, rgbaMat);List<List<Vector2>> landmarkPoints = new List<List<Vector2>> ();for (int i = 0; i < trackedRects.Count; i++) {TrackedRect tr = trackedRects [i];UnityEngine.Rect rect = new UnityEngine.Rect (tr.x, tr.y, tr.width, tr.height);List<Vector2> points = faceLandmarkDetector.DetectLandmark (rect);// apply noise filter.if (enableNoiseFilter) {if (tr.state > TrackedState.NEW && tr.state < TrackedState.DELETED) {opticalFlowFilterDict [tr.id].Process (rgbaMat, points, points);lowPassFilterDict [tr.id].Process (rgbaMat, points, points);}}landmarkPoints.Add (points);}if (landmarkPoints.Count > 0){landmasks = landmarkPoints[0];facemaskrect = new UnityEngine.Rect(trackedRects[0].x, trackedRects[0].y, trackedRects[0].width, trackedRects[0].height);print(string.Format("当前识别到人脸数量为:{0},标志点为:{1},追踪人数:{2}", landmarkPoints.Count, landmarkPoints[0].Count, trackedRects.Count));}SetFaceMask(landmarkPoints, trackedRects, rgbaMat);// draw face rects.if (displayFaceRects) {for (int i = 0; i < detectResult.Count; i++) {UnityEngine.Rect rect = new UnityEngine.Rect (detectResult [i].x, detectResult [i].y, detectResult [i].width, detectResult [i].height);OpenCVForUnityUtils.DrawFaceRect (rgbaMat, rect, new Scalar (255, 0, 0, 255), 2);}for (int i = 0; i < trackedRects.Count; i++) {UnityEngine.Rect rect = new UnityEngine.Rect (trackedRects [i].x, trackedRects [i].y, trackedRects [i].width, trackedRects [i].height);OpenCVForUnityUtils.DrawFaceRect (rgbaMat, rect, new Scalar (255, 255, 0, 255), 2);
//                        Imgproc.putText (rgbaMat, " " + frontalFaceChecker.GetFrontalFaceAngles (landmarkPoints [i]), new Point (rect.xMin, rect.yMin - 10), Imgproc.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);
//                        Imgproc.putText (rgbaMat, " " + frontalFaceChecker.GetFrontalFaceRate (landmarkPoints [i]), new Point (rect.xMin, rect.yMin - 10), Imgproc.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);}}// draw face points.if (displayDebugFacePoints) {for (int i = 0; i < landmarkPoints.Count; i++) {OpenCVForUnityUtils.DrawFaceLandmark (rgbaMat, landmarkPoints [i], new Scalar (0, 255, 0, 255), 2);}}// display face mask image.if (faceMaskTexture != null && faceMaskMat != null) {if (displayFaceRects) {OpenCVForUnityUtils.DrawFaceRect (faceMaskMat, faceRectInMask, new Scalar (255, 0, 0, 255), 2);}if (displayDebugFacePoints) {OpenCVForUnityUtils.DrawFaceLandmark (faceMaskMat, faceLandmarkPointsInMask, new Scalar (0, 255, 0, 255), 2);}float scale = (rgbaMat.width () / 4f) / faceMaskMat.width ();float tx = rgbaMat.width () - faceMaskMat.width () * scale;float ty = 0.0f;Mat trans = new Mat (2, 3, CvType.CV_32F);//1.0, 0.0, tx, 0.0, 1.0, ty);trans.put (0, 0, scale);trans.put (0, 1, 0.0f);trans.put (0, 2, tx);trans.put (1, 0, 0.0f);trans.put (1, 1, scale);trans.put (1, 2, ty);Imgproc.warpAffine (faceMaskMat, rgbaMat, trans, rgbaMat.size (), Imgproc.INTER_LINEAR, Core.BORDER_TRANSPARENT, new Scalar (0));if (displayFaceRects || displayDebugFacePointsToggle)OpenCVForUnity.UnityUtils.Utils.texture2DToMat (faceMaskTexture, faceMaskMat);}//                Imgproc.putText (rgbaMat, "W:" + rgbaMat.width () + " H:" + rgbaMat.height () + " SO:" + Screen.orientation, new Point (5, rgbaMat.rows () - 10), Imgproc.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 1, Imgproc.LINE_AA, false);OpenCVForUnity.UnityUtils.Utils.fastMatToTexture2D (rgbaMat, texture);}}private void SetFaceMask(List<List<Vector2>> landmarkPoints, List<TrackedRect> trackedRects, Mat rgbaMat) {#region face masking.// face masking.if (faceMaskTexture != null && landmarkPoints.Count >= 1){ // Apply face masking between detected faces and a face mask image.float maskImageWidth = faceMaskTexture.width;float maskImageHeight = faceMaskTexture.height;TrackedRect tr;for (int i = 0; i < trackedRects.Count; i++){tr = trackedRects[i];if (tr.state == TrackedState.NEW){meshOverlay.CreateObject(tr.id, faceMaskTexture);}if (tr.state < TrackedState.DELETED){MaskFace(meshOverlay, tr, landmarkPoints[i], faceLandmarkPointsInMask, maskImageWidth, maskImageHeight);if (enableColorCorrection){CorrectFaceMaskColor(tr.id, faceMaskMat, rgbaMat, faceLandmarkPointsInMask, landmarkPoints[i]);}}else if (tr.state == TrackedState.DELETED){meshOverlay.DeleteObject(tr.id);}}}else if (landmarkPoints.Count >= 1){ // Apply face masking between detected faces.float maskImageWidth = texture.width;float maskImageHeight = texture.height;TrackedRect tr;for (int i = 0; i < trackedRects.Count; i++){tr = trackedRects[i];if (tr.state == TrackedState.NEW){meshOverlay.CreateObject(tr.id, texture);}if (tr.state < TrackedState.DELETED){MaskFace(meshOverlay, tr, landmarkPoints[i], landmarkPoints[0], maskImageWidth, maskImageHeight);if (enableColorCorrection){CorrectFaceMaskColor(tr.id, rgbaMat, rgbaMat, landmarkPoints[0], landmarkPoints[i]);}}else if (tr.state == TrackedState.DELETED){meshOverlay.DeleteObject(tr.id);}}}#endregion}private void MaskFace (TrackedMeshOverlay meshOverlay, TrackedRect tr, List<Vector2> landmarkPoints, List<Vector2> landmarkPointsInMaskImage, float maskImageWidth = 0, float maskImageHeight = 0){float imageWidth = meshOverlay.width;float imageHeight = meshOverlay.height; if (maskImageWidth == 0)maskImageWidth = imageWidth;if (maskImageHeight == 0)maskImageHeight = imageHeight;TrackedMesh tm = meshOverlay.GetObjectById (tr.id);Vector3[] vertices = tm.meshFilter.mesh.vertices;if (vertices.Length == landmarkPoints.Count) {for (int j = 0; j < vertices.Length; j++) {vertices [j].x = landmarkPoints [j].x / imageWidth - 0.5f;vertices [j].y = 0.5f - landmarkPoints [j].y / imageHeight;}}Vector2[] uv = tm.meshFilter.mesh.uv;if (uv.Length == landmarkPointsInMaskImage.Count) {for (int jj = 0; jj < uv.Length; jj++) {uv [jj].x = landmarkPointsInMaskImage [jj].x / maskImageWidth;uv [jj].y = (maskImageHeight - landmarkPointsInMaskImage [jj].y) / maskImageHeight;}}meshOverlay.UpdateObject (tr.id, vertices, null, uv);if (tr.numFramesNotDetected > 3) {tm.sharedMaterial.SetFloat (shader_FadeID, 1f);} else if (tr.numFramesNotDetected > 0 && tr.numFramesNotDetected <= 3) {tm.sharedMaterial.SetFloat (shader_FadeID, 0.3f + (0.7f / 4f) * tr.numFramesNotDetected);} else {tm.sharedMaterial.SetFloat (shader_FadeID, 0.3f);}if (enableColorCorrection) {tm.sharedMaterial.SetFloat (shader_ColorCorrectionID, 1f);} else {tm.sharedMaterial.SetFloat (shader_ColorCorrectionID, 0f);}// filter non frontal faces.if (filterNonFrontalFaces && frontalFaceChecker.GetFrontalFaceRate (landmarkPoints) < frontalFaceRateLowerLimit) {tm.sharedMaterial.SetFloat (shader_FadeID, 1f);}}private void CorrectFaceMaskColor (int id, Mat src, Mat dst, List<Vector2> src_landmarkPoints, List<Vector2> dst_landmarkPoints){Texture2D LUTTex = faceMaskColorCorrector.UpdateLUTTex (id, src, dst, src_landmarkPoints, dst_landmarkPoints);TrackedMesh tm = meshOverlay.GetObjectById (id);tm.sharedMaterial.SetTexture (shader_LUTTexID, LUTTex);}/// <summary>/// Raises the destroy event./// </summary>void OnDestroy (){webCamTextureToMatHelper.Dispose ();if (cascade != null)cascade.Dispose ();if (rectangleTracker != null)rectangleTracker.Dispose ();if (faceLandmarkDetector != null)faceLandmarkDetector.Dispose ();foreach (var key in lowPassFilterDict.Keys) {lowPassFilterDict [key].Dispose ();}lowPassFilterDict.Clear ();foreach (var key in opticalFlowFilterDict.Keys) {opticalFlowFilterDict [key].Dispose ();}opticalFlowFilterDict.Clear ();if (faceMaskColorCorrector != null)faceMaskColorCorrector.Dispose ();#if UNITY_WEBGL && !UNITY_EDITORif (getFilePath_Coroutine != null) {StopCoroutine (getFilePath_Coroutine);((IDisposable)getFilePath_Coroutine).Dispose ();}#endif}/// <summary>/// Raises the back button click event./// </summary>public void OnBackButtonClick (){SceneManager.LoadScene ("FaceMaskExample");}/// <summary>/// Raises the play button click event./// </summary>public void OnPlayButtonClick (){webCamTextureToMatHelper.Play ();}/// <summary>/// Raises the pause button click event./// </summary>public void OnPauseButtonClick (){webCamTextureToMatHelper.Pause ();}/// <summary>/// Raises the change camera button click event./// </summary>public void OnChangeCameraButtonClick (){webCamTextureToMatHelper.requestedIsFrontFacing = !webCamTextureToMatHelper.IsFrontFacing ();}/// <summary>/// Raises the use Dlib face detector toggle value changed event./// </summary>public void OnUseDlibFaceDetecterToggleValueChanged (){if (useDlibFaceDetecterToggle.isOn) {useDlibFaceDetecter = true;} else {useDlibFaceDetecter = false;}}/// <summary>/// Raises the enable noise filter toggle value changed event./// </summary>public void OnEnableNoiseFilterToggleValueChanged (){if (enableNoiseFilterToggle.isOn) {enableNoiseFilter = true;foreach (var key in lowPassFilterDict.Keys) {lowPassFilterDict [key].Reset ();}foreach (var key in opticalFlowFilterDict.Keys) {opticalFlowFilterDict [key].Reset ();}} else {enableNoiseFilter = false;}}/// <summary>/// Raises the enable color correction toggle value changed event./// </summary>public void OnEnableColorCorrectionToggleValueChanged (){if (enableColorCorrectionToggle.isOn) {enableColorCorrection = true;} else {enableColorCorrection = false;}}/// <summary>/// Raises the filter non frontal faces toggle value changed event./// </summary>public void OnFilterNonFrontalFacesToggleValueChanged (){if (filterNonFrontalFacesToggle.isOn) {filterNonFrontalFaces = true;} else {filterNonFrontalFaces = false;}}/// <summary>/// Raises the display face rects toggle value changed event./// </summary>public void OnDisplayFaceRectsToggleValueChanged (){if (displayFaceRectsToggle.isOn) {displayFaceRects = true;} else {displayFaceRects = false;}}/// <summary>/// Raises the display debug face points toggle value changed event./// </summary>public void OnDisplayDebugFacePointsToggleValueChanged (){if (displayDebugFacePointsToggle.isOn) {displayDebugFacePoints = true;} else {displayDebugFacePoints = false;}}/// <summary>/// Raises the change face mask button click event./// </summary>public void OnChangeFaceMaskButtonClick(FaceMaskData faceMask){RemoveFaceMask();if (faceMaskDatas.Count == 0)return;FaceMaskData maskData = faceMask; if (maskData == null){Debug.LogError("maskData == null");return;}if (maskData.image == null){Debug.LogError("image == null");return;}if (maskData.landmarkPoints.Count != 68){Debug.LogError("landmarkPoints.Count != 68");return;}faceMaskTexture = maskData.image;faceMaskMat = new Mat(faceMaskTexture.height, faceMaskTexture.width, CvType.CV_8UC4);OpenCVForUnity.UnityUtils.Utils.texture2DToMat(faceMaskTexture, faceMaskMat);if (maskData.isDynamicMode){faceRectInMask = DetectFace(faceMaskMat);faceLandmarkPointsInMask = DetectFaceLandmarkPoints(faceMaskMat, faceRectInMask);maskData.faceRect = faceRectInMask;maskData.landmarkPoints = faceLandmarkPointsInMask;}else{faceRectInMask = maskData.faceRect;faceLandmarkPointsInMask = maskData.landmarkPoints;}if (faceRectInMask.width == 0 && faceRectInMask.height == 0){RemoveFaceMask();Debug.LogError("A face could not be detected from the input image.");}enableColorCorrectionToggle.isOn = maskData.enableColorCorrection;}/// <summary>/// Raises the change face mask button click event./// </summary>public void OnChangeFaceMaskButtonClick (){RemoveFaceMask ();if (faceMaskDatas.Count == 0)return;FaceMaskData maskData = faceMaskDatas [faceMaskDataIndex];faceMaskDataIndex = (faceMaskDataIndex < faceMaskDatas.Count - 1) ? faceMaskDataIndex + 1 : 0;if (maskData == null) {Debug.LogError ("maskData == null");return;}if (maskData.image == null) {Debug.LogError ("image == null");return;}if (maskData.landmarkPoints.Count != 68) {Debug.LogError ("landmarkPoints.Count != 68");return;}faceMaskTexture = maskData.image;faceMaskMat = new Mat (faceMaskTexture.height, faceMaskTexture.width, CvType.CV_8UC4);OpenCVForUnity.UnityUtils.Utils.texture2DToMat (faceMaskTexture, faceMaskMat);if (maskData.isDynamicMode) {faceRectInMask = DetectFace (faceMaskMat);faceLandmarkPointsInMask = DetectFaceLandmarkPoints (faceMaskMat, faceRectInMask);maskData.faceRect = faceRectInMask;maskData.landmarkPoints = faceLandmarkPointsInMask;} else {faceRectInMask = maskData.faceRect;faceLandmarkPointsInMask = maskData.landmarkPoints;}if (faceRectInMask.width == 0 && faceRectInMask.height == 0) {RemoveFaceMask ();Debug.LogError ("A face could not be detected from the input image.");}enableColorCorrectionToggle.isOn = maskData.enableColorCorrection;}/// <summary>/// Raises the scan face mask button click event./// </summary>public void OnScanFaceMaskButtonClick (){RemoveFaceMask ();// Capture webcam frame.if (webCamTextureToMatHelper.IsPlaying ()) {Mat rgbaMat = webCamTextureToMatHelper.GetMat ();faceRectInMask = DetectFace (rgbaMat);if (faceRectInMask.width == 0 && faceRectInMask.height == 0) {Debug.Log ("A face could not be detected from the input image.");return;}Rect rect = new Rect ((int)faceRectInMask.x, (int)faceRectInMask.y, (int)faceRectInMask.width, (int)faceRectInMask.height);rect.inflate (rect.x / 5, rect.y / 5);rect = rect.intersect (new Rect (0, 0, rgbaMat.width (), rgbaMat.height ()));faceMaskTexture = new Texture2D (rect.width, rect.height, TextureFormat.RGBA32, false);faceMaskMat = new Mat (rgbaMat, rect).clone ();OpenCVForUnity.UnityUtils.Utils.matToTexture2D (faceMaskMat, faceMaskTexture);Debug.Log ("faceMaskMat ToString " + faceMaskMat.ToString ());faceRectInMask = DetectFace (faceMaskMat);faceLandmarkPointsInMask = DetectFaceLandmarkPoints (faceMaskMat, faceRectInMask);if (faceRectInMask.width == 0 && faceRectInMask.height == 0) {RemoveFaceMask ();Debug.Log ("A face could not be detected from the input image.");}}}/// <summary>/// Raises the remove face mask button click event./// </summary>public void OnRemoveFaceMaskButtonClick (){RemoveFaceMask ();}private void RemoveFaceMask (){faceMaskTexture = null;if (faceMaskMat != null) {faceMaskMat.Dispose ();faceMaskMat = null;}rectangleTracker.Reset ();meshOverlay.Reset ();}private UnityEngine.Rect DetectFace (Mat mat){if (useDlibFaceDetecter) {OpenCVForUnityUtils.SetImage (faceLandmarkDetector, mat);List<UnityEngine.Rect> result = faceLandmarkDetector.Detect ();if (result.Count >= 1)return result [0];} else {using (Mat grayMat = new Mat ())using (Mat equalizeHistMat = new Mat ())using (MatOfRect faces = new MatOfRect ()) {// convert image to greyscale.Imgproc.cvtColor (mat, grayMat, Imgproc.COLOR_RGBA2GRAY);Imgproc.equalizeHist (grayMat, equalizeHistMat);cascade.detectMultiScale (equalizeHistMat, faces, 1.1f, 2, 0 | Objdetect.CASCADE_SCALE_IMAGE, new Size (equalizeHistMat.cols () * 0.15, equalizeHistMat.cols () * 0.15), new Size ());List<Rect> faceList = faces.toList ();if (faceList.Count >= 1) {UnityEngine.Rect r = new UnityEngine.Rect (faceList [0].x, faceList [0].y, faceList [0].width, faceList [0].height);// corrects the deviation of a detection result between OpenCV and Dlib.r.y += (int)(r.height * 0.1f);return r;}}}return new UnityEngine.Rect ();}private List<Vector2> DetectFaceLandmarkPoints (Mat mat, UnityEngine.Rect rect){OpenCVForUnityUtils.SetImage (faceLandmarkDetector, mat);List<Vector2> points = faceLandmarkDetector.DetectLandmark (rect);return points;}}
}

场景设置:

运行结果:


4:接下来就是看核心代码了,正在研究中,本文就先写到这里;欢迎各位大佬帮忙指点!

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