Blur() public static method

Smoothes image using normalized box filter
public static Blur ( InputArray src, OutputArray dst, Size ksize, System.Point anchor = null, BorderTypes borderType = BorderTypes.Default ) : void
src InputArray The source image
dst OutputArray The destination image; will have the same size and the same type as src
ksize Size The smoothing kernel size
anchor System.Point The anchor point. The default value Point(-1,-1) means that the anchor is at the kernel center
borderType BorderTypes The border mode used to extrapolate pixels outside of the image
return void
コード例 #1
0
        private Point getEyePosition(Mat eye)
        {
            Point result;

            Cv2.Blur(eye, eye, new Size(5, 5));
            Cv2.Laplacian(eye, eye, MatType.CV_64F);
            Cv2.MinMaxLoc(eye, out _, out _, out result, out _);
            return(result);
        }
コード例 #2
0
        /// <summary>
        /// Detector
        /// </summary>
        /// <param name="inputTexture">Input Unity texture</param>
        /// <param name="texParams">Texture parameters (flipped, rotated etc.)</param>
        /// <param name="detect">Flag signalling whether we need detection on this frame</param>
        public virtual Point[] ProcessTexture(T texture, Unity.TextureConversionParams texParams)
        {
            // convert Unity texture to OpenCv::Mat
            ImportTexture(texture, texParams);

            DataStabilizer.ThresholdFactor = 1;

            // convert to grayscale and normalize
            Mat gray = new Mat();

            Cv2.CvtColor(processingImage, gray, ColorConversionCodes.BGR2GRAY);
            Cv2.Blur(gray, gray, new Size(10, 10));

            // fix shadows
            // Cv2.EqualizeHist(gray, gray);

            // detect matching regions (faces bounding)
            Rect[] rawFaces = cascadeFaces.DetectMultiScale(gray, 1.2, 6);
            if (Faces.Count != rawFaces.Length)
            {
                Faces.Clear();
            }

            // now per each detected face draw a marker and detect eyes inside the face rect
            int facesCount = 0;

            Point[] maxFace     = lastFace;
            double  maxFaceSize = 0;

            for (int i = 0; i < rawFaces.Length; ++i)
            {
                Rect faceRect = rawFaces[i];
                using (Mat grayFace = new Mat(gray, faceRect))
                {
                    // another trick: confirm the face with eye detector, will cut some false positives
                    if (cutFalsePositivesWithEyesSearch && null != cascadeEyes)
                    {
                        Rect[] eyes = cascadeEyes.DetectMultiScale(grayFace);
                        if (eyes.Length == 0 || eyes.Length > 2)
                        {
                            continue;
                        }
                    }

                    // get face object
                    Demo.DetectedFace face = null;
                    if (Faces.Count < i + 1)
                    {
                        face = new Demo.DetectedFace(DataStabilizer, faceRect);
                        Faces.Add(face);
                    }
                    else
                    {
                        face = Faces[i];
                        face.SetRegion(faceRect);
                    }

                    // shape
                    facesCount++;
                    if (null != shapeFaces)
                    {
                        Point[] marks = shapeFaces.DetectLandmarks(gray, faceRect);

                        // we have 68-point predictor
                        if (marks.Length == 68)
                        {
                            double size = Point.DistancePow2(marks[0], marks[16]);
                            if (size > maxFaceSize)
                            {
                                maxFaceSize = size;
                                maxFace     = marks;
                            }
                        }
                    }
                }
            }

            if (maxFaceSize != 0)
            {
                lastFace = maxFace;
            }

            return(maxFace);
        }