/////////////////////////////////////////////////////////////////////////////// // 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. // /////////////////////////////////////////////////////////////////////////////// #include "opencv2/core/core.hpp" #include "opencv2/imgproc/imgproc.hpp" #include "opencv2/calib3d/calib3d.hpp" #include #include "GazeEstimation.h" #include "LandmarkDetectorUtils.h" #include "LandmarkDetectorFunc.h" #include "RotationHelpers.h" using namespace std; using namespace GazeAnalysis; cv::Point3f RaySphereIntersect(cv::Point3f rayOrigin, cv::Point3f rayDir, cv::Point3f sphereOrigin, float sphereRadius){ float dx = rayDir.x; float dy = rayDir.y; float dz = rayDir.z; float x0 = rayOrigin.x; float y0 = rayOrigin.y; float z0 = rayOrigin.z; float cx = sphereOrigin.x; float cy = sphereOrigin.y; float cz = sphereOrigin.z; float r = sphereRadius; float a = dx*dx + dy*dy + dz*dz; float b = 2*dx*(x0-cx) + 2*dy*(y0-cy) + 2*dz*(z0-cz); float c = cx*cx + cy*cy + cz*cz + x0*x0 + y0*y0 + z0*z0 + -2*(cx*x0 + cy*y0 + cz*z0) - r*r; float disc = b*b - 4*a*c; float t = (-b - sqrt(b*b - 4*a*c))/2*a; // This implies that the lines did not intersect, point straight ahead if (b*b - 4 * a*c < 0) return cv::Point3f(0, 0, -1); return rayOrigin + rayDir * t; } cv::Point3f GazeAnalysis::GetPupilPosition(cv::Mat_ eyeLdmks3d){ eyeLdmks3d = eyeLdmks3d.t(); cv::Mat_ irisLdmks3d = eyeLdmks3d.rowRange(0,8); cv::Point3f p (mean(irisLdmks3d.col(0))[0], mean(irisLdmks3d.col(1))[0], mean(irisLdmks3d.col(2))[0]); return p; } void GazeAnalysis::EstimateGaze(const LandmarkDetector::CLNF& clnf_model, cv::Point3f& gaze_absolute, float fx, float fy, float cx, float cy, bool left_eye) { cv::Vec6d headPose = LandmarkDetector::GetPose(clnf_model, fx, fy, cx, cy); cv::Vec3d eulerAngles(headPose(3), headPose(4), headPose(5)); cv::Matx33d rotMat = Utilities::Euler2RotationMatrix(eulerAngles); int part = -1; for (size_t i = 0; i < clnf_model.hierarchical_models.size(); ++i) { if (left_eye && clnf_model.hierarchical_model_names[i].compare("left_eye_28") == 0) { part = i; } if (!left_eye && clnf_model.hierarchical_model_names[i].compare("right_eye_28") == 0) { part = i; } } if (part == -1) { std::cout << "Couldn't find the eye model, something wrong" << std::endl; } cv::Mat eyeLdmks3d = clnf_model.hierarchical_models[part].GetShape(fx, fy, cx, cy); cv::Point3f pupil = GetPupilPosition(eyeLdmks3d); cv::Point3f rayDir = pupil / norm(pupil); cv::Mat faceLdmks3d = clnf_model.GetShape(fx, fy, cx, cy); faceLdmks3d = faceLdmks3d.t(); cv::Mat offset = (cv::Mat_(3, 1) << 0, -3.5, 7.0); int eyeIdx = 1; if (left_eye) { eyeIdx = 0; } cv::Mat eyeballCentreMat = (faceLdmks3d.row(36+eyeIdx*6) + faceLdmks3d.row(39+eyeIdx*6))/2.0f + (cv::Mat(rotMat)*offset).t(); cv::Point3f eyeballCentre = cv::Point3f(eyeballCentreMat); cv::Point3f gazeVecAxis = RaySphereIntersect(cv::Point3f(0,0,0), rayDir, eyeballCentre, 12) - eyeballCentre; gaze_absolute = gazeVecAxis / norm(gazeVecAxis); } cv::Vec2d GazeAnalysis::GetGazeAngle(cv::Point3f& gaze_vector_1, cv::Point3f& gaze_vector_2) { cv::Point3f gaze_vector = (gaze_vector_1 + gaze_vector_2) / 2; double x_angle = atan2(gaze_vector.x, -gaze_vector.z); double y_angle = atan2(gaze_vector.y, -gaze_vector.z); return cv::Vec2d(x_angle, y_angle); }