Beispiel #1
0
        public void OnFrameMatAcquired(Mat bgraMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix)
        {
            comicFilter.Process(bgraMat, bgraMat, true);

            //Imgproc.putText (bgraMat, "W:" + bgraMat.width () + " H:" + bgraMat.height () + " SO:" + Screen.orientation, new Point (5, bgraMat.rows () - 10), Imgproc.FONT_HERSHEY_SIMPLEX, 1.0, new Scalar (0), 2, Imgproc.LINE_AA, false);


            Enqueue(() => {
                if (!webCamTextureToMatHelper.IsPlaying())
                {
                    return;
                }

                Utils.fastMatToTexture2D(bgraMat, texture);
                bgraMat.Dispose();

                Matrix4x4 worldToCameraMatrix = cameraToWorldMatrix.inverse;

                quad_renderer.sharedMaterial.SetMatrix("_WorldToCameraMatrix", worldToCameraMatrix);

                // Position the canvas object slightly in front
                // of the real world web camera.
                Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2) * 2.2f;

                // Rotate the canvas object so that it faces the user.
                Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));

                gameObject.transform.position = position;
                gameObject.transform.rotation = rotation;
            });
        }
        //Update for the Hololens
        /*9n */
#if NETFX_CORE && !DISABLE_HOLOLENSCAMSTREAM_API
        public void OnFrameMatAcquired(Mat bgraMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix)
        {
            Mat bgraMatClipROI = new Mat(bgraMat, processingAreaRect);

            Imgproc.cvtColor(bgraMat /*bgraMatClipROI*/, grayMat, Imgproc.COLOR_BGRA2GRAY);

            //// Here goes the code


            //new HL
            UnityEngine.WSA.Application.InvokeOnAppThread(() => {
                if (!webCamTextureToMatHelper.IsPlaying())
                {
                    return;
                }

                Utils.fastMatToTexture2D(bgraMat, texture);
                bgraMat.Dispose();

                Matrix4x4 worldToCameraMatrix = cameraToWorldMatrix.inverse;

                quad_renderer.sharedMaterial.SetMatrix("_WorldToCameraMatrix", worldToCameraMatrix);

                // Position the canvas object slightly in front
                // of the real world web camera.
                Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2);
                position        *= 1.2f;

                // Rotate the canvas object so that it faces the user.
                Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));

                gameObject.transform.position = position;
                gameObject.transform.rotation = rotation;
            }, false);
        }
        // Update is called once per frame
        void Update()
        {
            if (isImagesInputMode)
            {
                return;
            }

            if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame())
            {
                Mat grayMat = webCamTextureToMatHelper.GetMat();

                if (shouldCaptureFrame)
                {
                    shouldCaptureFrame = false;
                    Mat    frameMat = grayMat.clone();
                    double e        = CaptureFrame(frameMat);
                    if (e > 0)
                    {
                        repErr = e;
                    }
                }

                DrawFrame(grayMat, bgrMat);
                Imgproc.cvtColor(bgrMat, rgbaMat, Imgproc.COLOR_BGR2RGBA);

                Utils.fastMatToTexture2D(rgbaMat, texture);
            }
        }
        public void OnFrameMatAcquired(Mat bgraMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix, CameraIntrinsics camIntrinsics)
        {
            // Implement the HoloLens process here. -->

            Vector3 hitPoint             = new Vector3(0, 0, 0);
            var     laserPointerPosition = FindLaserPointer(bgraMat);

            if (laserPointerPosition != null)
            {
                hitPoint = raycast(laserPointerPosition, cameraToWorldMatrix, camIntrinsics);
            }

            // Implement the HoloLens process here. <--

            Enqueue(() => {
                var fps = showFPS ? getFPS() : 0;

                if (laserPointerPosition != null && (redSphere.transform.position - hitPoint).magnitude >= 0.01)
                {
                    redSphere.transform.position = hitPoint;
                    Vector3 cameraPos            = cameraToWorldMatrix.GetColumn(3);
                    toolTipText.text             = (hitPoint - cameraPos).magnitude.ToString("0.00") + " m" + (showFPS ? fps.ToString(", 0.0 FPS") : "");
                }

                if (!(webCamTextureToMatHelper.IsPlaying() && isVisibleImage))
                {
                    bgraMat.Dispose();
                    return;
                }

                Utils.fastMatToTexture2D(bgraMat, texture);
                bgraMat.Dispose();

                Matrix4x4 worldToCameraMatrix = cameraToWorldMatrix.inverse;
                quad_renderer.sharedMaterial.SetMatrix("_WorldToCameraMatrix", worldToCameraMatrix);

                // Position the canvas object slightly in front
                // of the real world web camera.
                Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2) * 2.2f;

                // Rotate the canvas object so that it faces the user.
                Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));

                gameObject.transform.position = position;
                gameObject.transform.rotation = rotation;
            });
        }
Beispiel #5
0
        public void OnFrameMatAcquired(Mat bgraMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix)
        {
            Imgproc.cvtColor(bgraMat, grayMat, Imgproc.COLOR_BGRA2GRAY);
            Imgproc.equalizeHist(grayMat, grayMat);

            if (enableDetection && !isDetecting)
            {
                isDetecting = true;

                grayMat.copyTo(grayMat4Thread);

                System.Threading.Tasks.Task.Run(() => {
                    isThreadRunning = true;
                    DetectObject();
                    isThreadRunning = false;
                    OnDetectionDone();
                });
            }


            if (!displayCameraImage)
            {
                // fill all black.
                Imgproc.rectangle(bgraMat, new Point(0, 0), new Point(bgraMat.width(), bgraMat.height()), new Scalar(0, 0, 0, 0), -1);
            }


            Rect[] rects;
            if (!useSeparateDetection)
            {
                if (hasUpdatedDetectionResult)
                {
                    hasUpdatedDetectionResult = false;

                    lock (rectangleTracker) {
                        rectangleTracker.UpdateTrackedObjects(detectionResult.toList());
                    }
                }

                lock (rectangleTracker) {
                    rectangleTracker.GetObjects(resultObjects, true);
                }
                rects = resultObjects.ToArray();

                for (int i = 0; i < rects.Length; i++)
                {
                    //UnityEngine.WSA.Application.InvokeOnAppThread (() => {
                    //    Debug.Log ("detected face[" + i + "] " + rects [i]);
                    //}, true);

                    Imgproc.rectangle(bgraMat, new Point(rects [i].x, rects [i].y), new Point(rects [i].x + rects [i].width, rects [i].y + rects [i].height), new Scalar(0, 0, 255, 255), 3);
                }
            }
            else
            {
                if (hasUpdatedDetectionResult)
                {
                    hasUpdatedDetectionResult = false;

                    //UnityEngine.WSA.Application.InvokeOnAppThread (() => {
                    //    Debug.Log("process: get rectsWhereRegions were got from detectionResult");
                    //}, true);

                    lock (rectangleTracker) {
                        rectsWhereRegions = detectionResult.toArray();
                    }

                    rects = rectsWhereRegions;
                    for (int i = 0; i < rects.Length; i++)
                    {
                        Imgproc.rectangle(bgraMat, new Point(rects [i].x, rects [i].y), new Point(rects [i].x + rects [i].width, rects [i].y + rects [i].height), new Scalar(255, 0, 0, 255), 1);
                    }
                }
                else
                {
                    //UnityEngine.WSA.Application.InvokeOnAppThread (() => {
                    //    Debug.Log("process: get rectsWhereRegions from previous positions");
                    //}, true);

                    lock (rectangleTracker) {
                        rectsWhereRegions = rectangleTracker.CreateCorrectionBySpeedOfRects();
                    }

                    rects = rectsWhereRegions;
                    for (int i = 0; i < rects.Length; i++)
                    {
                        Imgproc.rectangle(bgraMat, new Point(rects [i].x, rects [i].y), new Point(rects [i].x + rects [i].width, rects [i].y + rects [i].height), new Scalar(0, 255, 0, 255), 1);
                    }
                }

                detectedObjectsInRegions.Clear();
                if (rectsWhereRegions.Length > 0)
                {
                    int len = rectsWhereRegions.Length;
                    for (int i = 0; i < len; i++)
                    {
                        DetectInRegion(grayMat, rectsWhereRegions [i], detectedObjectsInRegions);
                    }
                }

                lock (rectangleTracker) {
                    rectangleTracker.UpdateTrackedObjects(detectedObjectsInRegions);
                    rectangleTracker.GetObjects(resultObjects, true);
                }

                rects = resultObjects.ToArray();

                for (int i = 0; i < rects.Length; i++)
                {
                    //UnityEngine.WSA.Application.InvokeOnAppThread (() => {
                    //    Debug.Log ("detected face[" + i + "] " + rects [i]);
                    //}, true);

                    Imgproc.rectangle(bgraMat, new Point(rects [i].x, rects [i].y), new Point(rects [i].x + rects [i].width, rects [i].y + rects [i].height), new Scalar(0, 0, 255, 255), 3);
                }
            }


            UnityEngine.WSA.Application.InvokeOnAppThread(() => {
                if (!webCamTextureToMatHelper.IsPlaying())
                {
                    return;
                }

                Utils.fastMatToTexture2D(bgraMat, texture);
                bgraMat.Dispose();

                Matrix4x4 worldToCameraMatrix = cameraToWorldMatrix.inverse;

                quad_renderer.sharedMaterial.SetMatrix("_WorldToCameraMatrix", worldToCameraMatrix);

                // Position the canvas object slightly in front
                // of the real world web camera.
                Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2);
                position        *= 1.2f;

                // Rotate the canvas object so that it faces the user.
                Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));

                gameObject.transform.position = position;
                gameObject.transform.rotation = rotation;
            }, false);
        }
Beispiel #6
0
        public void OnFrameMatAcquired(Mat bgraMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix)
        {
            downScaleFrameMat = imageOptimizationHelper.GetDownScaleMat(bgraMat);

            if (enableDetection)
            {
                Imgproc.cvtColor(downScaleFrameMat, grayMat, Imgproc.COLOR_BGRA2GRAY);

                // Detect markers and estimate Pose
                Aruco.detectMarkers(grayMat, dictionary, corners, ids, detectorParams, rejectedCorners, camMatrix, distCoeffs);

                if (applyEstimationPose && ids.total() > 0)
                {
                    Aruco.estimatePoseSingleMarkers(corners, markerLength, camMatrix, distCoeffs, rvecs, tvecs);

                    for (int i = 0; i < ids.total(); i++)
                    {
                        //This example can display ARObject on only first detected marker.
                        if (i == 0)
                        {
                            // Convert to unity pose data.
                            double[] rvecArr = new double[3];
                            rvecs.get(0, 0, rvecArr);
                            double[] tvecArr = new double[3];
                            tvecs.get(0, 0, tvecArr);
                            tvecArr[2] /= imageOptimizationHelper.downscaleRatio;
                            PoseData poseData = ARUtils.ConvertRvecTvecToPoseData(rvecArr, tvecArr);

                            // Changes in pos/rot below these thresholds are ignored.
                            if (enableLowPassFilter)
                            {
                                ARUtils.LowpassPoseData(ref oldPoseData, ref poseData, positionLowPass, rotationLowPass);
                            }
                            oldPoseData = poseData;

                            // Create transform matrix.
                            transformationM = Matrix4x4.TRS(poseData.pos, poseData.rot, Vector3.one);

                            lock (sync){
                                // Right-handed coordinates system (OpenCV) to left-handed one (Unity)
                                ARM = invertYM * transformationM;

                                // Apply Z-axis inverted matrix.
                                ARM = ARM * invertZM;
                            }

                            hasUpdatedARTransformMatrix = true;

                            break;
                        }
                    }
                }
            }

            Mat rgbMat4preview = null;

            if (displayCameraPreview)
            {
                rgbMat4preview = new Mat();
                Imgproc.cvtColor(downScaleFrameMat, rgbMat4preview, Imgproc.COLOR_BGRA2RGB);

                if (ids.total() > 0)
                {
                    Aruco.drawDetectedMarkers(rgbMat4preview, corners, ids, new Scalar(0, 255, 0));

                    if (applyEstimationPose)
                    {
                        for (int i = 0; i < ids.total(); i++)
                        {
                            using (Mat rvec = new Mat(rvecs, new OpenCVForUnity.Rect(0, i, 1, 1)))
                                using (Mat tvec = new Mat(tvecs, new OpenCVForUnity.Rect(0, i, 1, 1))) {
                                    // In this example we are processing with RGB color image, so Axis-color correspondences are X: blue, Y: green, Z: red. (Usually X: red, Y: green, Z: blue)
                                    Aruco.drawAxis(rgbMat4preview, camMatrix, distCoeffs, rvec, tvec, markerLength * 0.5f);
                                }
                        }
                    }
                }
            }


            UnityEngine.WSA.Application.InvokeOnAppThread(() => {
                if (!webCamTextureToMatHelper.IsPlaying())
                {
                    return;
                }

                if (displayCameraPreview && rgbMat4preview != null)
                {
                    OpenCVForUnity.Utils.fastMatToTexture2D(rgbMat4preview, texture);
                }

                if (applyEstimationPose)
                {
                    if (hasUpdatedARTransformMatrix)
                    {
                        hasUpdatedARTransformMatrix = false;

                        lock (sync){
                            // Apply camera transform matrix.
                            ARM = cameraToWorldMatrix * invertZM * ARM;

                            ARUtils.SetTransformFromMatrix(arGameObject.transform, ref ARM);
                        }
                    }
                }

                bgraMat.Dispose();
                if (rgbMat4preview != null)
                {
                    rgbMat4preview.Dispose();
                }
            }, false);
        }
Beispiel #7
0
        public void OnFrameMatAcquired(Mat grayMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix, CameraIntrinsics cameraIntrinsics)
        {
            isDetectingInFrameArrivedThread = true;

            DebugUtils.VideoTick();

            Mat   downScaleMat = null;
            float DOWNSCALE_RATIO;

            if (enableDownScale)
            {
                downScaleMat    = imageOptimizationHelper.GetDownScaleMat(grayMat);
                DOWNSCALE_RATIO = imageOptimizationHelper.downscaleRatio;
            }
            else
            {
                downScaleMat    = grayMat;
                DOWNSCALE_RATIO = 1.0f;
            }

            Mat         camMatrix  = null;
            MatOfDouble distCoeffs = null;

            if (useStoredCameraParameters)
            {
                camMatrix  = this.camMatrix;
                distCoeffs = this.distCoeffs;
            }
            else
            {
                camMatrix  = CreateCameraMatrix(cameraIntrinsics.FocalLengthX, cameraIntrinsics.FocalLengthY, cameraIntrinsics.PrincipalPointX / DOWNSCALE_RATIO, cameraIntrinsics.PrincipalPointY / DOWNSCALE_RATIO);
                distCoeffs = new MatOfDouble(cameraIntrinsics.RadialDistK1, cameraIntrinsics.RadialDistK2, cameraIntrinsics.RadialDistK3, cameraIntrinsics.TangentialDistP1, cameraIntrinsics.TangentialDistP2);
            }

            if (enableDetection)
            {
                // Detect markers and estimate Pose
                Aruco.detectMarkers(downScaleMat, dictionary, corners, ids, detectorParams, rejectedCorners, camMatrix, distCoeffs);

                if (applyEstimationPose && ids.total() > 0)
                {
                    Aruco.estimatePoseSingleMarkers(corners, markerLength, camMatrix, distCoeffs, rvecs, tvecs);

                    for (int i = 0; i < ids.total(); i++)
                    {
                        //This example can display ARObject on only first detected marker.
                        if (i == 0)
                        {
                            // Convert to unity pose data.
                            double[] rvecArr = new double[3];
                            rvecs.get(0, 0, rvecArr);
                            double[] tvecArr = new double[3];
                            tvecs.get(0, 0, tvecArr);
                            tvecArr[2] /= DOWNSCALE_RATIO;
                            PoseData poseData = ARUtils.ConvertRvecTvecToPoseData(rvecArr, tvecArr);

                            // Create transform matrix.
                            transformationM = Matrix4x4.TRS(poseData.pos, poseData.rot, Vector3.one);

                            lock (sync)
                            {
                                // Right-handed coordinates system (OpenCV) to left-handed one (Unity)
                                ARM = invertYM * transformationM;

                                // Apply Z-axis inverted matrix.
                                ARM = ARM * invertZM;
                            }

                            hasUpdatedARTransformMatrix = true;

                            break;
                        }
                    }
                }
            }

            Mat rgbMat4preview = null;

            if (displayCameraPreview)
            {
                rgbMat4preview = new Mat();
                Imgproc.cvtColor(downScaleMat, rgbMat4preview, Imgproc.COLOR_GRAY2RGB);

                if (ids.total() > 0)
                {
                    Aruco.drawDetectedMarkers(rgbMat4preview, corners, ids, new Scalar(0, 255, 0));

                    if (applyEstimationPose)
                    {
                        for (int i = 0; i < ids.total(); i++)
                        {
                            using (Mat rvec = new Mat(rvecs, new OpenCVForUnity.CoreModule.Rect(0, i, 1, 1)))
                                using (Mat tvec = new Mat(tvecs, new OpenCVForUnity.CoreModule.Rect(0, i, 1, 1)))
                                {
                                    // In this example we are processing with RGB color image, so Axis-color correspondences are X: blue, Y: green, Z: red. (Usually X: red, Y: green, Z: blue)
                                    Calib3d.drawFrameAxes(rgbMat4preview, camMatrix, distCoeffs, rvec, tvec, markerLength * 0.5f);
                                }
                        }
                    }
                }
            }

            DebugUtils.TrackTick();

            Enqueue(() =>
            {
                if (!webCamTextureToMatHelper.IsPlaying())
                {
                    return;
                }

                if (displayCameraPreview && rgbMat4preview != null)
                {
                    Utils.fastMatToTexture2D(rgbMat4preview, texture);
                    rgbMat4preview.Dispose();
                }

                if (applyEstimationPose)
                {
                    if (hasUpdatedARTransformMatrix)
                    {
                        hasUpdatedARTransformMatrix = false;

                        lock (sync)
                        {
                            // Apply camera transform matrix.
                            ARM = cameraToWorldMatrix * invertZM * ARM;

                            if (enableLerpFilter)
                            {
                                arGameObject.SetMatrix4x4(ARM);
                            }
                            else
                            {
                                ARUtils.SetTransformFromMatrix(arGameObject.transform, ref ARM);
                            }
                        }
                    }
                }

                grayMat.Dispose();
            });

            isDetectingInFrameArrivedThread = false;
        }
Beispiel #8
0
        public void OnFrameMatAcquired(Mat bgraMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix)
        {
            Mat bgraMatClipROI = new Mat(bgraMat, processingAreaRect);

            Imgproc.cvtColor(bgraMatClipROI, grayMat, Imgproc.COLOR_BGRA2GRAY);

            bgMat.copyTo(dstMatClippingROI);

            Imgproc.GaussianBlur(grayMat, lineMat, new Size(3, 3), 0);


            grayMat.get(0, 0, grayPixels);

            for (int i = 0; i < grayPixels.Length; i++)
            {
                maskPixels [i] = 0;

                if (grayPixels [i] < 70)
                {
                    grayPixels [i] = 0;
                    maskPixels [i] = 1;
                }
                else if (70 <= grayPixels [i] && grayPixels [i] < 120)
                {
                    grayPixels [i] = 100;
                }
                else
                {
                    grayPixels [i] = 255;
                    maskPixels [i] = 1;
                }
            }

            grayMat.put(0, 0, grayPixels);
            maskMat.put(0, 0, maskPixels);
            grayMat.copyTo(dstMatClippingROI, maskMat);


            Imgproc.Canny(lineMat, lineMat, 20, 120);

            lineMat.copyTo(maskMat);

            Core.bitwise_not(lineMat, lineMat);

            lineMat.copyTo(dstMatClippingROI, maskMat);


            //Imgproc.putText (dstMat, "W:" + dstMat.width () + " H:" + dstMat.height () + " SO:" + Screen.orientation, new Point (5, dstMat.rows () - 10), Core.FONT_HERSHEY_SIMPLEX, 1.0, new Scalar (0), 2, Imgproc.LINE_AA, false);

            Imgproc.cvtColor(dstMat, bgraMat, Imgproc.COLOR_GRAY2BGRA);

            //
            //Imgproc.rectangle (bgraMat, new Point (0, 0), new Point (bgraMat.width (), bgraMat.height ()), new Scalar (0, 0, 255, 255), 2);
            //Imgproc.rectangle (bgraMat, processingAreaRect.tl(), processingAreaRect.br(), new Scalar (0, 0, 255, 255), 2);
            //

            bgraMatClipROI.Dispose();


            UnityEngine.WSA.Application.InvokeOnAppThread(() => {
                if (!webCamTextureToMatHelper.IsPlaying())
                {
                    return;
                }

                Utils.fastMatToTexture2D(bgraMat, texture);
                bgraMat.Dispose();

                Matrix4x4 worldToCameraMatrix = cameraToWorldMatrix.inverse;

                quad_renderer.sharedMaterial.SetMatrix("_WorldToCameraMatrix", worldToCameraMatrix);

                // Position the canvas object slightly in front
                // of the real world web camera.
                Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2);

                // Rotate the canvas object so that it faces the user.
                Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));

                gameObject.transform.position = position;
                gameObject.transform.rotation = rotation;
            }, false);
        }
        public void OnFrameMatAcquired(Mat bgraMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix)
        {
            Mat   downScaleMat = null;
            float DOWNSCALE_RATIO;

            if (enableDownScale)
            {
                downScaleMat    = imageOptimizationHelper.GetDownScaleMat(bgraMat);
                DOWNSCALE_RATIO = imageOptimizationHelper.downscaleRatio;
            }
            else
            {
                downScaleMat    = bgraMat;
                DOWNSCALE_RATIO = 1.0f;
            }

            Imgproc.cvtColor(downScaleMat, grayMat, CVTCOLOR_CODE);
            Imgproc.equalizeHist(grayMat, grayMat);

            if (enableDetection && !isDetecting)
            {
                isDetecting = true;

                grayMat.copyTo(grayMat4Thread);

                System.Threading.Tasks.Task.Run(() =>
                {
                    isThreadRunning = true;

                    DetectObject(grayMat4Thread, out detectionResult, cascade4Thread);

                    isThreadRunning = false;
                    OnDetectionDone();
                });
            }


            if (!displayCameraImage)
            {
                // fill all black.
                Imgproc.rectangle(bgraMat, new Point(0, 0), new Point(bgraMat.width(), bgraMat.height()), new Scalar(0, 0, 0, 0), -1);
            }


            if (!useSeparateDetection)
            {
                if (hasUpdatedDetectionResult)
                {
                    hasUpdatedDetectionResult = false;

                    lock (rectangleTracker)
                    {
                        rectangleTracker.UpdateTrackedObjects(detectionResult);
                    }
                }

                lock (rectangleTracker)
                {
                    rectangleTracker.GetObjects(resultObjects, true);
                }

                int len = resultObjects.Count;
                for (int i = 0; i < len; i++)
                {
                    Rect rect = resultObjects[i];

                    if (enableDownScale)
                    {
                        // restore to original size rect
                        rect.x      = (int)(rect.x * DOWNSCALE_RATIO);
                        rect.y      = (int)(rect.y * DOWNSCALE_RATIO);
                        rect.width  = (int)(rect.width * DOWNSCALE_RATIO);
                        rect.height = (int)(rect.height * DOWNSCALE_RATIO);
                    }

                    // draw face rect
                    Imgproc.rectangle(bgraMat, new Point(rect.x, rect.y), new Point(rect.x + rect.width, rect.y + rect.height), COLOR_RED, 2);
                }
            }
            else
            {
                Rect[] rectsWhereRegions;

                if (hasUpdatedDetectionResult)
                {
                    hasUpdatedDetectionResult = false;

                    //UnityEngine.WSA.Application.InvokeOnAppThread (() => {
                    //    Debug.Log("process: get rectsWhereRegions were got from detectionResult");
                    //}, true);

                    lock (rectangleTracker)
                    {
                        rectsWhereRegions = detectionResult.ToArray();
                    }

                    DrawDownScaleFaceRects(bgraMat, rectsWhereRegions, DOWNSCALE_RATIO, COLOR_BLUE, 1);
                }
                else
                {
                    //UnityEngine.WSA.Application.InvokeOnAppThread (() => {
                    //    Debug.Log("process: get rectsWhereRegions from previous positions");
                    //}, true);

                    lock (rectangleTracker)
                    {
                        rectsWhereRegions = rectangleTracker.CreateCorrectionBySpeedOfRects();
                    }

                    DrawDownScaleFaceRects(bgraMat, rectsWhereRegions, DOWNSCALE_RATIO, COLOR_GREEN, 1);
                }

                detectedObjectsInRegions.Clear();
                int len = rectsWhereRegions.Length;
                for (int i = 0; i < len; i++)
                {
                    DetectInRegion(grayMat, rectsWhereRegions[i], detectedObjectsInRegions, cascade);
                }

                lock (rectangleTracker)
                {
                    rectangleTracker.UpdateTrackedObjects(detectedObjectsInRegions);
                    rectangleTracker.GetObjects(resultObjects, true);
                }

                len = resultObjects.Count;
                for (int i = 0; i < len; i++)
                {
                    Rect rect = resultObjects[i];

                    if (enableDownScale)
                    {
                        // restore to original size rect
                        rect.x      = (int)(rect.x * DOWNSCALE_RATIO);
                        rect.y      = (int)(rect.y * DOWNSCALE_RATIO);
                        rect.width  = (int)(rect.width * DOWNSCALE_RATIO);
                        rect.height = (int)(rect.height * DOWNSCALE_RATIO);
                    }

                    // draw face rect
                    Imgproc.rectangle(bgraMat, new Point(rect.x, rect.y), new Point(rect.x + rect.width, rect.y + rect.height), COLOR_RED, 2);
                }
            }

            Enqueue(() =>
            {
                if (!webCamTextureToMatHelper.IsPlaying())
                {
                    return;
                }

                Utils.fastMatToTexture2D(bgraMat, texture);
                bgraMat.Dispose();

                Matrix4x4 worldToCameraMatrix = cameraToWorldMatrix.inverse;

                quad_renderer.sharedMaterial.SetMatrix("_WorldToCameraMatrix", worldToCameraMatrix);

                // Position the canvas object slightly in front
                // of the real world web camera.
                Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2) * 2.2f;

                // Rotate the canvas object so that it faces the user.
                Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));

                gameObject.transform.position = position;
                gameObject.transform.rotation = rotation;
            });
        }
        public void OnFrameMatAcquired(Mat bgraMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix)
        {
            Mat   downScaleMat = null;
            float DOWNSCALE_RATIO;

            if (enableDownScale)
            {
                downScaleMat    = imageOptimizationHelper.GetDownScaleMat(bgraMat);
                DOWNSCALE_RATIO = imageOptimizationHelper.downscaleRatio;
            }
            else
            {
                downScaleMat    = bgraMat;
                DOWNSCALE_RATIO = 1.0f;
            }

            Imgproc.cvtColor(downScaleMat, grayMat, CVTCOLOR_CODE);
            Imgproc.equalizeHist(grayMat, grayMat);

            if (enableDetection && !isDetecting)
            {
                isDetecting = true;

                grayMat.copyTo(grayMat4Thread);

                System.Threading.Tasks.Task.Run(() =>
                {
                    isThreadRunning = true;

                    DetectObject(grayMat4Thread, out detectionResult, cascade4Thread);

                    isThreadRunning = false;
                    OnDetectionDone();
                });
            }


            Rect[] rects;
            if (!useSeparateDetection)
            {
                if (hasUpdatedDetectionResult)
                {
                    hasUpdatedDetectionResult = false;

                    lock (rectangleTracker)
                    {
                        rectangleTracker.UpdateTrackedObjects(detectionResult);
                    }
                }

                lock (rectangleTracker)
                {
                    rectangleTracker.GetObjects(resultObjects, true);
                }
                rects = resultObjects.ToArray();
            }
            else
            {
                Rect[] rectsWhereRegions;

                if (hasUpdatedDetectionResult)
                {
                    hasUpdatedDetectionResult = false;

                    //UnityEngine.WSA.Application.InvokeOnAppThread (() => {
                    //    Debug.Log("process: get rectsWhereRegions were got from detectionResult");
                    //}, true);

                    lock (rectangleTracker)
                    {
                        rectsWhereRegions = detectionResult.ToArray();
                    }
                }
                else
                {
                    //UnityEngine.WSA.Application.InvokeOnAppThread (() => {
                    //    Debug.Log("process: get rectsWhereRegions from previous positions");
                    //}, true);

                    lock (rectangleTracker)
                    {
                        rectsWhereRegions = rectangleTracker.CreateCorrectionBySpeedOfRects();
                    }
                }

                detectedObjectsInRegions.Clear();
                int len = rectsWhereRegions.Length;
                for (int i = 0; i < len; i++)
                {
                    DetectInRegion(grayMat, rectsWhereRegions[i], detectedObjectsInRegions, cascade);
                }

                lock (rectangleTracker)
                {
                    rectangleTracker.UpdateTrackedObjects(detectedObjectsInRegions);
                    rectangleTracker.GetObjects(resultObjects, true);
                }

                rects = resultObjects.ToArray();
            }

            if (enableDownScale)
            {
                int len = rects.Length;
                for (int i = 0; i < len; i++)
                {
                    Rect rect = rects[i];

                    // restore to original size rect
                    rect.x      = (int)(rect.x * DOWNSCALE_RATIO);
                    rect.y      = (int)(rect.y * DOWNSCALE_RATIO);
                    rect.width  = (int)(rect.width * DOWNSCALE_RATIO);
                    rect.height = (int)(rect.height * DOWNSCALE_RATIO);
                }
            }

            Enqueue(() =>
            {
                if (!webCamTextureToMatHelper.IsPlaying())
                {
                    return;
                }

                DrawRects(rects, bgraMat.width(), bgraMat.height());
                bgraMat.Dispose();

                Vector3 ccCameraSpacePos = UnProjectVector(projectionMatrix, new Vector3(0.0f, 0.0f, overlayDistance));
                Vector3 tlCameraSpacePos = UnProjectVector(projectionMatrix, new Vector3(-overlayDistance, overlayDistance, overlayDistance));

                //position
                Vector3 position = cameraToWorldMatrix.MultiplyPoint3x4(ccCameraSpacePos);
                gameObject.transform.position = position;

                //scale
                Vector3 scale = new Vector3(Mathf.Abs(tlCameraSpacePos.x - ccCameraSpacePos.x) * 2, Mathf.Abs(tlCameraSpacePos.y - ccCameraSpacePos.y) * 2, 1);
                gameObject.transform.localScale = scale;

                // Rotate the canvas object so that it faces the user.
                Quaternion rotation           = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));
                gameObject.transform.rotation = rotation;

                rectOverlay.UpdateOverlayTransform(gameObject.transform);
            });
        }
        public void OnFrameMatAcquired(Mat bgraMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix)
        {
            Imgproc.cvtColor(bgraMat, grayMat, Imgproc.COLOR_BGRA2GRAY);
            Imgproc.equalizeHist(grayMat, grayMat);

            if (enableDetection && !isDetecting)
            {
                isDetecting = true;

                grayMat.copyTo(grayMat4Thread);

                System.Threading.Tasks.Task.Run(() => {
                    isThreadRunning = true;
                    DetectObject();
                    isThreadRunning = false;
                    OnDetectionDone();
                });
            }


            Rect[] rects;
            if (!useSeparateDetection)
            {
                if (hasUpdatedDetectionResult)
                {
                    hasUpdatedDetectionResult = false;

                    lock (rectangleTracker) {
                        rectangleTracker.UpdateTrackedObjects(detectionResult.toList());
                    }
                }

                lock (rectangleTracker) {
                    rectangleTracker.GetObjects(resultObjects, true);
                }
                rects = resultObjects.ToArray();
            }
            else
            {
                if (hasUpdatedDetectionResult)
                {
                    hasUpdatedDetectionResult = false;

                    //UnityEngine.WSA.Application.InvokeOnAppThread (() => {
                    //    Debug.Log("process: get rectsWhereRegions were got from detectionResult");
                    //}, true);

                    lock (rectangleTracker) {
                        rectsWhereRegions = detectionResult.toArray();
                    }

                    rects = rectsWhereRegions;
                }
                else
                {
                    //UnityEngine.WSA.Application.InvokeOnAppThread (() => {
                    //    Debug.Log("process: get rectsWhereRegions from previous positions");
                    //}, true);

                    lock (rectangleTracker) {
                        rectsWhereRegions = rectangleTracker.CreateCorrectionBySpeedOfRects();
                    }

                    rects = rectsWhereRegions;
                }

                detectedObjectsInRegions.Clear();
                if (rectsWhereRegions.Length > 0)
                {
                    int len = rectsWhereRegions.Length;
                    for (int i = 0; i < len; i++)
                    {
                        DetectInRegion(grayMat, rectsWhereRegions [i], detectedObjectsInRegions);
                    }
                }

                lock (rectangleTracker) {
                    rectangleTracker.UpdateTrackedObjects(detectedObjectsInRegions);
                    rectangleTracker.GetObjects(resultObjects, true);
                }

                rects = resultObjects.ToArray();
            }


            UnityEngine.WSA.Application.InvokeOnAppThread(() => {
                if (!webCamTextureToMatHelper.IsPlaying())
                {
                    return;
                }

                DrawRects(rects, bgraMat.width(), bgraMat.height());
                bgraMat.Dispose();

                Vector3 ccCameraSpacePos = UnProjectVector(projectionMatrix, new Vector3(0.0f, 0.0f, overlayDistance));
                Vector3 tlCameraSpacePos = UnProjectVector(projectionMatrix, new Vector3(-overlayDistance, overlayDistance, overlayDistance));

                //position
                Vector3 position = cameraToWorldMatrix.MultiplyPoint3x4(ccCameraSpacePos);
                gameObject.transform.position = position;

                //scale
                Vector3 scale = new Vector3(Mathf.Abs(tlCameraSpacePos.x - ccCameraSpacePos.x) * 2, Mathf.Abs(tlCameraSpacePos.y - ccCameraSpacePos.y) * 2, 1);
                gameObject.transform.localScale = scale;

                // Rotate the canvas object so that it faces the user.
                Quaternion rotation           = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));
                gameObject.transform.rotation = rotation;

                rectOverlay.UpdateOverlayTransform(gameObject.transform);
            }, false);
        }
        public void OnFrameMatAcquired(Mat grayMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix, CameraIntrinsics cameraIntrinsics)
        {
            isDetectingInFrameArrivedThread = true;

            DebugUtils.VideoTick();

            Mat   downScaleMat = null;
            float DOWNSCALE_RATIO;

            if (enableDownScale)
            {
                downScaleMat    = imageOptimizationHelper.GetDownScaleMat(grayMat);
                DOWNSCALE_RATIO = imageOptimizationHelper.downscaleRatio;
            }
            else
            {
                downScaleMat    = grayMat;
                DOWNSCALE_RATIO = 1.0f;
            }

            Imgproc.equalizeHist(downScaleMat, downScaleMat);

            if (enableDetection && !isDetecting)
            {
                isDetecting = true;

                downScaleMat.copyTo(grayMat4Thread);

                System.Threading.Tasks.Task.Run(() =>
                {
                    isThreadRunning = true;

                    DetectObject(grayMat4Thread, out detectionResult, cascade4Thread);

                    isThreadRunning = false;
                    OnDetectionDone();
                });
            }

            if (!useSeparateDetection)
            {
                if (hasUpdatedDetectionResult)
                {
                    hasUpdatedDetectionResult = false;

                    lock (rectangleTracker)
                    {
                        rectangleTracker.UpdateTrackedObjects(detectionResult);
                    }
                }

                lock (rectangleTracker)
                {
                    rectangleTracker.GetObjects(resultObjects, true);
                }

                if (!displayCameraImage)
                {
                    // fill all black.
                    Imgproc.rectangle(grayMat, new Point(0, 0), new Point(grayMat.width(), grayMat.height()), new Scalar(0, 0, 0, 0), -1);
                }

                // draw face rect.
                DrawDownScaleFaceRects(grayMat, resultObjects.ToArray(), DOWNSCALE_RATIO, COLOR_WHITE, 6);
            }
            else
            {
                Rect[] rectsWhereRegions;

                if (hasUpdatedDetectionResult)
                {
                    hasUpdatedDetectionResult = false;

                    //Enqueue(() =>
                    //{
                    //    Debug.Log("process: get rectsWhereRegions were got from detectionResult");
                    //});

                    lock (rectangleTracker)
                    {
                        rectsWhereRegions = detectionResult.ToArray();
                    }
                }
                else
                {
                    //Enqueue(() =>
                    //{
                    //    Debug.Log("process: get rectsWhereRegions from previous positions");
                    //});

                    lock (rectangleTracker)
                    {
                        rectsWhereRegions = rectangleTracker.CreateCorrectionBySpeedOfRects();
                    }
                }

                detectedObjectsInRegions.Clear();
                int len = rectsWhereRegions.Length;
                for (int i = 0; i < len; i++)
                {
                    DetectInRegion(downScaleMat, rectsWhereRegions[i], detectedObjectsInRegions, cascade);
                }

                lock (rectangleTracker)
                {
                    rectangleTracker.UpdateTrackedObjects(detectedObjectsInRegions);
                    rectangleTracker.GetObjects(resultObjects, true);
                }

                if (!displayCameraImage)
                {
                    // fill all black.
                    Imgproc.rectangle(grayMat, new Point(0, 0), new Point(grayMat.width(), grayMat.height()), new Scalar(0, 0, 0, 0), -1);
                }

                // draw previous rect.
                DrawDownScaleFaceRects(grayMat, rectsWhereRegions, DOWNSCALE_RATIO, COLOR_GRAY, 1);

                // draw face rect.
                DrawDownScaleFaceRects(grayMat, resultObjects.ToArray(), DOWNSCALE_RATIO, COLOR_WHITE, 6);
            }

            DebugUtils.TrackTick();

            Enqueue(() =>
            {
                if (!webCamTextureToMatHelper.IsPlaying())
                {
                    return;
                }

                Utils.fastMatToTexture2D(grayMat, texture);
                grayMat.Dispose();

                Matrix4x4 worldToCameraMatrix = cameraToWorldMatrix.inverse;

                quad_renderer.sharedMaterial.SetMatrix("_WorldToCameraMatrix", worldToCameraMatrix);

                // Position the canvas object slightly in front
                // of the real world web camera.
                Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2) * 2.2f;

                // Rotate the canvas object so that it faces the user.
                Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));

                gameObject.transform.position = position;
                gameObject.transform.rotation = rotation;
            });

            isDetectingInFrameArrivedThread = false;
        }
Beispiel #13
0
        //OnFrameMatAcquired == update pero para el HL builded
        /*20n versionskeleton */
#if NETFX_CORE && !DISABLE_HOLOLENSCAMSTREAM_API
        public void OnFrameMatAcquired(Mat bgraMat, Matrix4x4 projectionMatrix, Matrix4x4 cameraToWorldMatrix)
        {
            Imgproc.cvtColor(bgraMat, grayMat, Imgproc.COLOR_BGRA2GRAY);

            //Debug.Log("Entré al onframeaquired desde el tracker");

            //26n Debug.Log("si hay puntos " + p1.x.ToString("0.00") + ";" + p1.y.ToString("0.00")); //yep
            //textDebug.text = "p2:"+p2.x +","+ p2.y;  //never leave a textMesh inside a Hololen's Update

            //28n pm
            //if (p1 != null && p2 != null) {

            //    Imgproc.circle(bgraMat, p1, 5, new Scalar(255, 0, 0, 255), 2);

            //    Imgproc.circle(bgraMat, p2, 5, new Scalar(0, 255, 0, 255), 2);

            //}

            //Imgproc.rectangle(bgraMat, p1, p2, new Scalar(255, 255, 255, 255), 2, 1, 0);


            if (storedTouchPoint != null) //osea si el tipo es allguien
            {
                //28n selectedPointList.Add(storedTouchPoint);

                p1 = new Point(storedTouchPoint.x - 50, storedTouchPoint.y - 50);
                p2 = new Point(storedTouchPoint.x + 50, storedTouchPoint.y + 50);
                //#ToDo crete the ROI with two taps like MonoTrackingExample.cs

                selectedPointList.Add(p1);

                selectedPointList.Add(p2);

                //Imgproc.circle(bgraMat, p2, 6, new Scalar(0, 0, 0, 255), 2);

                using (MatOfPoint selectedPointMat = new MatOfPoint(selectedPointList.ToArray()))
                {
                    OpenCVForUnity.Rect region = Imgproc.boundingRect(selectedPointMat); //si se necesita al fin y al cabo
                    Debug.Log("region de ancho " + region.width);

                    SelectTracker(tracker_type);   //16n monotracker = TrackerKCF.create(); //8n
                    trackerInitialized = monotracker.init(grayMat, new Rect2d(region.x, region.y, region.width, region.height));
                }

                storedTouchPoint = null;
            }

            //21N
            //22nif (selectedPointList.Count != 0)
            //{
            //    //p1 = new Point(bgraMat.width() / 2, bgraMat.height() / 2);
            //    //p2 = new Point(bgraMat.width() * 2 / 3, bgraMat.height() * 2 / 3); //21n vamos a reiniciar los puntos para ver si es cosa de coordenada o de que solo pinta por un ratico, yepsi los pinta

            //    Debug.Log("si hay puntos "+ p1.x.ToString("0.00") +";"+ p1.y.ToString("0.00")); //yep
            //    //textDebug.text = "p2:"+p2.x +","+ p2.y;  //nunca maaaas mesh.text en un upate del HL

            //    Imgproc.circle(bgraMat, p1, 6, new Scalar(255, 0, 0, 255), 2);

            //    Imgproc.circle(bgraMat, p2, 6, new Scalar(0, 255, 0, 255), 2);

            //    Imgproc.rectangle(bgraMat, p1, p2, new Scalar(255, 255, 255, 255), 2, 1, 0);

            //    //pues debe ser que a este paso ya no hay punticos mijo!
            //}


            if (trackerInitialized)
            {
                Debug.Log("SI inicializo el tracking");
                bool updated = monotracker.update(grayMat, bbox);//8n //pero nunca le pasa la bbox ni las coordenadas, unicamente al momento de tracker.init
                if (bbox.width != 0 && bbox.height != 0)
                {
                    //Debug.Log("tracking por aca:" + bbox.x + ";" + bbox.y);
                    Imgproc.rectangle(bgraMat, bbox.tl(), bbox.br(), new Scalar(255, 255, 255, 255), 2, 1, 0);

                    previousBox = new Rect2d(bbox.x, bbox.y, bbox.width, bbox.height);

                    // ------ 3D LOCATION ----------- #Todo

                    //28n is like a task, take long time to response, then keep going with others
                    //ray = cameraInstance.ScreenPointToRay(new Vector3((float)(bbox.x + bbox.width/2), (float)(bbox.y + bbox.height/2), 0));
                    //Debug.Log("dime que no te trabas ahi porfa" + ray.ToString("F2"));


                    //if (Physics.Raycast(ray, out hit))
                    //{

                    //    box3DPosition = hit.transform.position;
                    //    print("I'm looking at " + box3DPosition);
                    //    Debug.Log("the box is in" + box3DPosition);
                    //}
                    //else
                    //    print("I'm looking at nothing!");
                }
                else
                {
                    if (previousBox != null)
                    {
                        Debug.Log("Se perdio en:" + previousBox.x + ";" + previousBox.y);
                        Imgproc.rectangle(bgraMat, previousBox.tl(), previousBox.br(), new Scalar(0, 0, 255, 255), 2, 1, 0); //8n
                    }
                }
            }



            //new HL
            UnityEngine.WSA.Application.InvokeOnAppThread(() => {
                if (!webCamTextureToMatHelper.IsPlaying())
                {
                    return;
                }

                Utils.fastMatToTexture2D(bgraMat, texture);
                bgraMat.Dispose();

                Matrix4x4 worldToCameraMatrix = cameraToWorldMatrix.inverse;

                quad_renderer.sharedMaterial.SetMatrix("_WorldToCameraMatrix", worldToCameraMatrix);

                // Position the canvas object slightly in front
                // of the real world web camera.
                Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2);
                position        *= 1.2f;

                // Rotate the canvas object so that it faces the user.
                Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));

                gameObject.transform.position = position;
                gameObject.transform.rotation = rotation;
            }, false);
        }
        // Update is called once per frame, in webcam
        void Update()
        {
            if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame())
            {
                //19n
                //Vector3 posWorld = GazeManager.Instance.HitPosition;
                //textMesh.text = posWorld + "";
                //Vector2 posWorld2Screen = WorldCoordsToScreen(webCamTextureToMatHelper.GetCameraToWorldMatrix(), webCamTextureToMatHelper.GetProjectionMatrix(), posWorld /*not used because of gaze*/);
                //textScreenGazePos.text = posWorld2Screen + "";



                Mat rgbaMat = webCamTextureToMatHelper.GetMat();

                Imgproc.cvtColor(rgbaMat, grayMat, Imgproc.COLOR_RGBA2GRAY);

                //textMesh.text = selectedPointList.Count+"";



                //Here starts the OpenCV script

                Vector2 posWorld2Screen = WorldCoordsToScreen(webCamTextureToMatHelper.GetCameraToWorldMatrix(), webCamTextureToMatHelper.GetProjectionMatrix(), sphere.transform.position);//19N

                storedTouchPoint = new Point(posWorld2Screen.x, posWorld2Screen.y);
                textMesh.text    = storedTouchPoint.x + ";" + storedTouchPoint.y;



                //pintemelo en la screen

                /*
                 * if (selectedPointList.Count < 2)
                 * {
                 *  foreach (var point in selectedPointList)
                 *  {
                 *      Imgproc.circle(rgbaMat, point, 6, new Scalar(0, 0, 255), 2);
                 *  }
                 * }*/

                Utils.fastMatToTexture2D(rgbaMat, texture);
            }



            if (webCamTextureToMatHelper.IsPlaying())
            {
                Matrix4x4 cameraToWorldMatrix = webCamTextureToMatHelper.GetCameraToWorldMatrix();
                Matrix4x4 worldToCameraMatrix = cameraToWorldMatrix.inverse;

                quad_renderer.sharedMaterial.SetMatrix("_WorldToCameraMatrix", worldToCameraMatrix);

                // Position the canvas object slightly in front
                // of the real world web camera.
                Vector3 position = cameraToWorldMatrix.GetColumn(3) - cameraToWorldMatrix.GetColumn(2);
                position *= 1.2f;

                // Rotate the canvas object so that it faces the user.
                Quaternion rotation = Quaternion.LookRotation(-cameraToWorldMatrix.GetColumn(2), cameraToWorldMatrix.GetColumn(1));

                gameObject.transform.position = position;
                gameObject.transform.rotation = rotation;
            }
        }