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using System.Collections.Generic;
using Unity.Sentis;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;
using Lays = Unity.Sentis.Layers;
using System.IO;
using FF = Unity.Sentis.Functional;
/*
* YOLOv8n Inference Script
* ========================
*
* Place this script on the Main Camera.
*
* Place the yolob8n.sentis file in the asset folder and drag onto the asset field
* Place a *.mp4 video file in the Assets/StreamingAssets folder
* Create a RawImage in your scene and set it as the displayImage field
* Drag the classes.txt into the labelsAsset field
* Add a reference to a sprite image for the bounding box and a font for the text
*
*/
public class RunYOLO8n : MonoBehaviour
{
// Drag the yolov8n.sentis file here
public ModelAsset asset;
const string modelName = "yolov8n.sentis";
// Change this to the name of the video you put in StreamingAssets folder:
const string videoName = "giraffes.mp4";
// Link the classes.txt here:
public TextAsset labelsAsset;
// Create a Raw Image in the scene and link it here:
public RawImage displayImage;
// Link to a bounding box sprite or texture here:
public Sprite borderSprite;
public Texture2D borderTexture;
// Link to the font for the labels:
public Font font;
const BackendType backend = BackendType.GPUCompute;
private Transform displayLocation;
private IWorker engine;
private string[] labels;
private RenderTexture targetRT;
//Image size for the model
private const int imageWidth = 640;
private const int imageHeight = 640;
//The number of classes in the model
private const int numClasses = 80;
private VideoPlayer video;
List<GameObject> boxPool = new();
[SerializeField, Range(0, 1)] float iouThreshold = 0.5f;
[SerializeField, Range(0, 1)] float scoreThreshold = 0.5f;
int maxOutputBoxes = 64;
TensorFloat 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 = labelsAsset.text.Split('\n');
LoadModel();
targetRT = new RenderTexture(imageWidth, imageHeight, 0);
//Create image to display video
displayLocation = displayImage.transform;
SetupInput();
if (borderSprite == null)
{
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(Path.Join(Application.streamingAssetsPath, modelName));
var model1 = ModelLoader.Load(asset);
centersToCorners = new TensorFloat(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 model2 = Functional.Compile(
input =>
{
var modelOutput = model1.Forward(input)[0];
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) - scoreThreshold; //shape=(8400)
var classIDs = FF.ArgMax(allScores, 0); //shape=(8400)
var boxCorners = FF.MatMul(boxCoords, FunctionalTensor.FromTensor(centersToCorners));
var indices = FF.NMS(boxCorners, scores, iouThreshold); //shape=(N)
var indices2 = indices.Unsqueeze(-1).BroadcastTo(new int[] { 4 });//shape=(N,4)
var coords = FF.Gather(boxCoords, 0, indices2); //shape=(N,4)
var labelIDs = FF.Gather(classIDs, 0, indices); //shape=(N)
return (coords, labelIDs);
},
InputDef.FromModel(model1)[0]
);
//Create engine to run model
engine = WorkerFactory.CreateWorker(backend, model2);
}
void SetupInput()
{
video = gameObject.AddComponent<VideoPlayer>();
video.renderMode = VideoRenderMode.APIOnly;
video.source = VideoSource.Url;
video.url = Path.Join(Application.streamingAssetsPath, videoName);
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 var input = TextureConverter.ToTensor(targetRT, imageWidth, imageHeight, 3);
engine.Execute(input);
var output = engine.PeekOutput("output_0") as TensorFloat;
var labelIDs = engine.PeekOutput("output_1") as TensorInt;
output.CompleteOperationsAndDownload();
labelIDs.CompleteOperationsAndDownload();
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();
engine?.Dispose();
}
} |