/////////////////////////////////////////////////////////////////////////////// // Copyright (C) 2017, Carnegie Mellon University and University of Cambridge, // all rights reserved. // // ACADEMIC OR NON-PROFIT ORGANIZATION NONCOMMERCIAL RESEARCH USE ONLY // // BY USING OR DOWNLOADING THE SOFTWARE, YOU ARE AGREEING TO THE TERMS OF THIS LICENSE AGREEMENT. // IF YOU DO NOT AGREE WITH THESE TERMS, YOU MAY NOT USE OR DOWNLOAD THE SOFTWARE. // // License can be found in OpenFace-license.txt // * Any publications arising from the use of this software, including but // not limited to academic journal and conference publications, technical // reports and manuals, must cite at least one of the following works: // // OpenFace: an open source facial behavior analysis toolkit // Tadas Baltrušaitis, Peter Robinson, and Louis-Philippe Morency // in IEEE Winter Conference on Applications of Computer Vision, 2016 // // Rendering of Eyes for Eye-Shape Registration and Gaze Estimation // Erroll Wood, Tadas Baltrušaitis, Xucong Zhang, Yusuke Sugano, Peter Robinson, and Andreas Bulling // in IEEE International. Conference on Computer Vision (ICCV), 2015 // // Cross-dataset learning and person-speci?c normalisation for automatic Action Unit detection // Tadas Baltrušaitis, Marwa Mahmoud, and Peter Robinson // in Facial Expression Recognition and Analysis Challenge, // IEEE International Conference on Automatic Face and Gesture Recognition, 2015 // // Constrained Local Neural Fields for robust facial landmark detection in the wild. // Tadas Baltrušaitis, Peter Robinson, and Louis-Philippe Morency. // in IEEE Int. Conference on Computer Vision Workshops, 300 Faces in-the-Wild Challenge, 2013. // /////////////////////////////////////////////////////////////////////////////// using System; using System.Collections.Generic; namespace OpenFaceOffline { public class FpsTracker { public TimeSpan HistoryLength { get; set; } public FpsTracker() { HistoryLength = TimeSpan.FromSeconds(2); } private Queue frameTimes = new Queue(); private void DiscardOldFrames() { while (frameTimes.Count > 0 && (MainWindow.CurrentTime - frameTimes.Peek()) > HistoryLength) frameTimes.Dequeue(); } public void AddFrame() { frameTimes.Enqueue(MainWindow.CurrentTime); DiscardOldFrames(); } public double GetFPS() { DiscardOldFrames(); if (frameTimes.Count == 0) return 0; return frameTimes.Count / (MainWindow.CurrentTime - frameTimes.Peek()).TotalSeconds; } } }