sustaining_gazes/gui/OpenFaceOffline/UI_items/OverlayImage.xaml.cs

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///////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2016, Carnegie Mellon University and University of Cambridge,
// all rights reserved.
//
// THIS SOFTWARE IS PROVIDED “AS IS” FOR ACADEMIC USE ONLY AND ANY EXPRESS
// OR IMPLIED WARRANTIES WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR CONTRIBUTORS
// BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY.
// OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
// HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
// STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Notwithstanding the license granted herein, Licensee acknowledges that certain components
// of the Software may be covered by so-called “open source” software licenses (“Open Source
// Components”), which means any software licenses approved as open source licenses by the
// Open Source Initiative or any substantially similar licenses, including without limitation any
// license that, as a condition of distribution of the software licensed under such license,
// requires that the distributor make the software available in source code format. Licensor shall
// provide a list of Open Source Components for a particular version of the Software upon
// Licensees request. Licensee will comply with the applicable terms of such licenses and to
// the extent required by the licenses covering Open Source Components, the terms of such
// licenses will apply in lieu of the terms of this Agreement. To the extent the terms of the
// licenses applicable to Open Source Components prohibit any of the restrictions in this
// License Agreement with respect to such Open Source Component, such restrictions will not
// apply to such Open Source Component. To the extent the terms of the licenses applicable to
// Open Source Components require Licensor to make an offer to provide source code or
// related information in connection with the Software, such offer is hereby made. Any request
// for source code or related information should be directed to cl-face-tracker-distribution@lists.cam.ac.uk
// Licensee acknowledges receipt of notices for the Open Source Components for the initial
// delivery of the Software.
// * 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;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Media.Imaging;
namespace OpenFaceOffline
{
/// <summary>
/// Interaction logic for OverlayImage.xaml
/// </summary>
public partial class OverlayImage : Image
{
public OverlayImage()
{
InitializeComponent();
OverlayLines = new List<Tuple<Point, Point>>();
OverlayPoints = new List<Point>();
OverlayPointsVisibility = new List<bool>();
OverlayEyePoints = new List<Point>();
GazeLines = new List<Tuple<Point, Point>>();
Progress = -1;
}
protected override void OnRender(DrawingContext dc)
{
base.OnRender(dc);
if (OverlayLines == null)
OverlayLines = new List<Tuple<Point, Point>>();
if (OverlayPoints == null)
OverlayPoints = new List<Point>();
if (OverlayPointsVisibility == null)
OverlayPointsVisibility = new List<bool>();
if (OverlayEyePoints == null)
OverlayEyePoints = new List<Point>();
if (Source == null || !(Source is WriteableBitmap))
return;
var width = ((WriteableBitmap)Source).PixelWidth;
var height = ((WriteableBitmap)Source).PixelHeight;
// The point and line size should be proportional to the face size and the image scaling
double scaling_p = 0.88 * FaceScale * ActualWidth / width;
// Don't let it get too small
if (scaling_p < 0.6)
scaling_p = 0.6;
foreach (var line in OverlayLines)
{
var p1 = new Point(ActualWidth * line.Item1.X / width, ActualHeight * line.Item1.Y / height);
var p2 = new Point(ActualWidth * line.Item2.X / width, ActualHeight * line.Item2.Y / height);
dc.DrawLine(new Pen(new SolidColorBrush(Color.FromArgb(200, (byte)(100 + (155 * (1 - Confidence))), (byte)(100 + (155 * Confidence)), 100)), 2.0 * scaling_p), p1, p2);
}
foreach (var line in GazeLines)
{
var p1 = new Point(ActualWidth * line.Item1.X / width, ActualHeight * line.Item1.Y / height);
var p2 = new Point(ActualWidth * line.Item2.X / width, ActualHeight * line.Item2.Y / height);
var dir = p2 - p1;
p2 = p1 + dir * scaling_p * 2;
dc.DrawLine(new Pen(new SolidColorBrush(Color.FromArgb(200, (byte)(240), (byte)(30), (byte)100)), 6.0 * scaling_p), p1, p2);
}
for (int i = 0; i < OverlayPoints.Count; ++i)
{
var p = OverlayPoints[i];
var q = new Point(ActualWidth * p.X / width, ActualHeight * p.Y / height);
if(OverlayPointsVisibility.Count == 0 || OverlayPointsVisibility[i])
{
dc.DrawEllipse(new SolidColorBrush(Color.FromArgb((byte)(230 * Confidence), 255, 50, 50)), null, q, 2.75 * scaling_p, 3.0 * scaling_p);
dc.DrawEllipse(new SolidColorBrush(Color.FromArgb((byte)(230 * Confidence), 255, 255, 100)), null, q, 1.75 * scaling_p, 2.0 * scaling_p);
}
else
{
// Draw fainter if landmark not visible
dc.DrawEllipse(new SolidColorBrush(Color.FromArgb((byte)(125 * Confidence), 255, 50, 50)), null, q, 2.75 * scaling_p, 3.0 * scaling_p);
dc.DrawEllipse(new SolidColorBrush(Color.FromArgb((byte)(125 * Confidence), 255, 255, 100)), null, q, 1.75 * scaling_p, 2.0 * scaling_p);
}
}
for (int id = 0; id < OverlayEyePoints.Count; id++)
{
var q1 = new Point(ActualWidth * OverlayEyePoints[id].X / width, ActualHeight * OverlayEyePoints[id].Y / height);
// The the eye points can be defined for multiple faces, turn id's to be relevant to one face
int id_internal = id % 56;
int multiplier = id / 56;
int next_point = id + 1;
if (id_internal == 7) next_point = 0 + (multiplier * 56);
if (id_internal == 19) next_point = 8 + (multiplier * 56);
if (id_internal == 27) next_point = 20 + (multiplier * 56);
if (id_internal == 35) next_point = 28 + (multiplier * 56);
if (id_internal == 47) next_point = 36 + (multiplier * 56);
if (id_internal == 55) next_point = 48 + (multiplier * 56);
var q2 = new Point(ActualWidth * OverlayEyePoints[next_point].X / width, ActualHeight * OverlayEyePoints[next_point].Y / height);
if (id_internal < 28 && (id_internal < 8 || id_internal > 19) || (id_internal >= 28 &&(id_internal - 28<8 || id_internal - 28 >19)))
{
dc.DrawLine(new Pen(new SolidColorBrush(Color.FromArgb(200, (byte)(240), (byte)(30), (byte)100)), 1.5 * scaling_p), q1, q2);
}
else
{
dc.DrawLine(new Pen(new SolidColorBrush(Color.FromArgb(200, (byte)(100), (byte)(30), (byte)240)), 2.5 * scaling_p), q1, q2);
}
}
double scaling = ActualWidth / 400.0;
int confidence_width = (int)(107.0 * scaling);
int confidence_height = (int)(18.0 * scaling);
Brush conf_brush = new SolidColorBrush(Color.FromRgb((byte)((1 - Confidence) * 255), (byte)(Confidence * 255), (byte)40));
dc.DrawRoundedRectangle(conf_brush, new Pen(Brushes.Black, 0.5 * scaling), new Rect(ActualWidth - confidence_width - 1, 0, confidence_width, confidence_height), 3.0 * scaling, 3.0 * scaling);
FormattedText txt = new FormattedText("Confidence: " + (int)(100 * Confidence) + "%", System.Globalization.CultureInfo.CurrentCulture, System.Windows.FlowDirection.LeftToRight, new Typeface("Verdana"), 12.0 * scaling, Brushes.Black);
dc.DrawText(txt, new Point(ActualWidth - confidence_width + 2, 2));
int fps_width = (int)(52.0 * scaling);
int fps_height = (int)(18.0 * scaling);
dc.DrawRoundedRectangle(Brushes.WhiteSmoke, new Pen(Brushes.Black, 0.5 * scaling), new Rect(0, 0, fps_width, fps_height), 3.0 * scaling, 3.0 * scaling);
FormattedText fps_txt = new FormattedText("FPS: " + (int)FPS, System.Globalization.CultureInfo.CurrentCulture, System.Windows.FlowDirection.LeftToRight, new Typeface("Verdana"), 12.0 * scaling, Brushes.Black);
dc.DrawText(fps_txt, new Point(2.0 * scaling, 0));
old_width = width;
old_height = height;
// Drawing a progress bar at the bottom of the image
if (Progress > 0)
{
int progress_bar_height = (int)(6.0 * scaling);
dc.DrawRectangle(Brushes.GreenYellow, new Pen(Brushes.Black, 0.5 * scaling), new Rect(0, ActualHeight - progress_bar_height, Progress * ActualWidth, progress_bar_height));
}
}
public List<Tuple<Point, Point>> OverlayLines { get; set; }
public List<Tuple<Point, Point>> GazeLines { get; set; }
public List<Point> OverlayPoints { get; set; }
public List<bool> OverlayPointsVisibility { get; set; }
public List<Point> OverlayEyePoints { get; set; }
public double Confidence { get; set; }
public double FPS { get; set; }
public double FaceScale { get; set; }
// 0 to 1 indicates how much video has been processed so far
public double Progress { get; set; }
int old_width;
int old_height;
}
}