File size: 8,333 Bytes
7130ecc c997bf1 7130ecc c29c2ec 7130ecc 2e7f9cc 7130ecc c29c2ec 7130ecc 2e7f9cc 7130ecc 2e7f9cc c997bf1 2e7f9cc 7130ecc 2e7f9cc 7130ecc 2e7f9cc 7130ecc 2e7f9cc 7130ecc c997bf1 7130ecc c29c2ec 7130ecc c29c2ec 7130ecc 2e7f9cc 7130ecc c997bf1 7130ecc 2e7f9cc 7130ecc 2e7f9cc c997bf1 7130ecc c997bf1 7130ecc 2e7f9cc c997bf1 2e7f9cc c997bf1 2e7f9cc 7130ecc 2e7f9cc 7130ecc 2e7f9cc 7130ecc 2e7f9cc 7130ecc c997bf1 7130ecc c997bf1 7130ecc c997bf1 7130ecc c997bf1 7130ecc c997bf1 7130ecc c997bf1 7130ecc c997bf1 7130ecc c997bf1 7130ecc c997bf1 7130ecc c997bf1 2e7f9cc 7130ecc 2e7f9cc |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 |
using System.Collections.Generic;
using Unity.Sentis;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;
using System.IO;
using FF = Unity.Sentis.Functional;
/*
* YOLO Inference Script
* ========================
*
* Place this script on the Main Camera and set the script parameters according to the tooltips.
*
*/
public class RunYOLO : MonoBehaviour
{
[Tooltip("Drag a YOLO model .onnx file here")]
public ModelAsset modelAsset;
[Tooltip("Drag the classes.txt here")]
public TextAsset classesAsset;
[Tooltip("Create a Raw Image in the scene and link it here")]
public RawImage displayImage;
[Tooltip("Drag a border box texture here")]
public Texture2D borderTexture;
[Tooltip("Select an appropriate font for the labels")]
public Font font;
[Tooltip("Change this to the name of the video you put in the Assets/StreamingAssets folder")]
public string videoFilename = "giraffes.mp4";
const BackendType backend = BackendType.GPUCompute;
private Transform displayLocation;
private Worker worker;
private string[] labels;
private RenderTexture targetRT;
private Sprite borderSprite;
//Image size for the model
private const int imageWidth = 640;
private const int imageHeight = 640;
private VideoPlayer video;
List<GameObject> boxPool = new();
[Tooltip("Intersection over union threshold used for non-maximum suppression")]
[SerializeField, Range(0, 1)] float iouThreshold = 0.5f;
[Tooltip("Confidence score threshold used for non-maximum suppression")]
[SerializeField, Range(0, 1)] float scoreThreshold = 0.5f;
Tensor<float> centersToCorners;
//bounding box data
public struct BoundingBox
{
public float centerX;
public float centerY;
public float width;
public float height;
public string label;
}
void Start()
{
Application.targetFrameRate = 60;
Screen.orientation = ScreenOrientation.LandscapeLeft;
//Parse neural net labels
labels = classesAsset.text.Split('\n');
LoadModel();
targetRT = new RenderTexture(imageWidth, imageHeight, 0);
//Create image to display video
displayLocation = displayImage.transform;
SetupInput();
borderSprite = Sprite.Create(borderTexture, new Rect(0, 0, borderTexture.width, borderTexture.height), new Vector2(borderTexture.width / 2, borderTexture.height / 2));
}
void LoadModel()
{
//Load model
var model1 = ModelLoader.Load(modelAsset);
centersToCorners = new Tensor<float>(new TensorShape(4, 4),
new float[]
{
1, 0, 1, 0,
0, 1, 0, 1,
-0.5f, 0, 0.5f, 0,
0, -0.5f, 0, 0.5f
});
//Here we transform the output of the model1 by feeding it through a Non-Max-Suppression layer.
var graph = new FunctionalGraph();
var inputs = graph.AddInputs(model1);
var modelOutput = FF.Forward(model1, inputs)[0]; //shape=(1,84,8400)
var boxCoords = modelOutput[0, 0..4, ..].Transpose(0, 1); //shape=(8400,4)
var allScores = modelOutput[0, 4.., ..]; //shape=(80,8400)
var scores = FF.ReduceMax(allScores, 0); //shape=(8400)
var classIDs = FF.ArgMax(allScores, 0); //shape=(8400)
var boxCorners = FF.MatMul(boxCoords, FF.Constant(centersToCorners)); //shape=(8400,4)
var indices = FF.NMS(boxCorners, scores, iouThreshold, scoreThreshold); //shape=(N)
var coords = FF.IndexSelect(boxCoords, 0, indices); //shape=(N,4)
var labelIDs = FF.IndexSelect(classIDs, 0, indices); //shape=(N)
//Create worker to run model
worker = new Worker(graph.Compile(coords, labelIDs), backend);
}
void SetupInput()
{
video = gameObject.AddComponent<VideoPlayer>();
video.renderMode = VideoRenderMode.APIOnly;
video.source = VideoSource.Url;
video.url = Path.Join(Application.streamingAssetsPath, videoFilename);
video.isLooping = true;
video.Play();
}
private void Update()
{
ExecuteML();
if (Input.GetKeyDown(KeyCode.Escape))
{
Application.Quit();
}
}
public void ExecuteML()
{
ClearAnnotations();
if (video && video.texture)
{
float aspect = video.width * 1f / video.height;
Graphics.Blit(video.texture, targetRT, new Vector2(1f / aspect, 1), new Vector2(0, 0));
displayImage.texture = targetRT;
}
else return;
using Tensor<float> inputTensor = new Tensor<float>(new TensorShape(1, 3, imageHeight, imageWidth));
TextureConverter.ToTensor(targetRT, inputTensor, default);
worker.Schedule(inputTensor);
using var output = (worker.PeekOutput("output_0") as Tensor<float>).ReadbackAndClone();
using var labelIDs = (worker.PeekOutput("output_1") as Tensor<int>).ReadbackAndClone();
float displayWidth = displayImage.rectTransform.rect.width;
float displayHeight = displayImage.rectTransform.rect.height;
float scaleX = displayWidth / imageWidth;
float scaleY = displayHeight / imageHeight;
int boxesFound = output.shape[0];
//Draw the bounding boxes
for (int n = 0; n < Mathf.Min(boxesFound, 200); n++)
{
var box = new BoundingBox
{
centerX = output[n, 0] * scaleX - displayWidth / 2,
centerY = output[n, 1] * scaleY - displayHeight / 2,
width = output[n, 2] * scaleX,
height = output[n, 3] * scaleY,
label = labels[labelIDs[n]],
};
DrawBox(box, n, displayHeight * 0.05f);
}
}
public void DrawBox(BoundingBox box, int id, float fontSize)
{
//Create the bounding box graphic or get from pool
GameObject panel;
if (id < boxPool.Count)
{
panel = boxPool[id];
panel.SetActive(true);
}
else
{
panel = CreateNewBox(Color.yellow);
}
//Set box position
panel.transform.localPosition = new Vector3(box.centerX, -box.centerY);
//Set box size
RectTransform rt = panel.GetComponent<RectTransform>();
rt.sizeDelta = new Vector2(box.width, box.height);
//Set label text
var label = panel.GetComponentInChildren<Text>();
label.text = box.label;
label.fontSize = (int)fontSize;
}
public GameObject CreateNewBox(Color color)
{
//Create the box and set image
var panel = new GameObject("ObjectBox");
panel.AddComponent<CanvasRenderer>();
Image img = panel.AddComponent<Image>();
img.color = color;
img.sprite = borderSprite;
img.type = Image.Type.Sliced;
panel.transform.SetParent(displayLocation, false);
//Create the label
var text = new GameObject("ObjectLabel");
text.AddComponent<CanvasRenderer>();
text.transform.SetParent(panel.transform, false);
Text txt = text.AddComponent<Text>();
txt.font = font;
txt.color = color;
txt.fontSize = 40;
txt.horizontalOverflow = HorizontalWrapMode.Overflow;
RectTransform rt2 = text.GetComponent<RectTransform>();
rt2.offsetMin = new Vector2(20, rt2.offsetMin.y);
rt2.offsetMax = new Vector2(0, rt2.offsetMax.y);
rt2.offsetMin = new Vector2(rt2.offsetMin.x, 0);
rt2.offsetMax = new Vector2(rt2.offsetMax.x, 30);
rt2.anchorMin = new Vector2(0, 0);
rt2.anchorMax = new Vector2(1, 1);
boxPool.Add(panel);
return panel;
}
public void ClearAnnotations()
{
foreach (var box in boxPool)
{
box.SetActive(false);
}
}
private void OnDestroy()
{
centersToCorners?.Dispose();
worker?.Dispose();
}
}
|