/// <summary>
        /// Raises the destroy event.
        /// </summary>
        void OnDestroy()
        {
            if (webCamTextureToMatHelper != null)
            {
                webCamTextureToMatHelper.Dispose();
            }

            if (cascade != null)
            {
                cascade.Dispose();
            }

            if (rectangleTracker != null)
            {
                rectangleTracker.Dispose();
            }

            if (faceLandmarkDetector != null)
            {
                faceLandmarkDetector.Dispose();
            }

            foreach (var key in lowPassFilterDict.Keys)
            {
                lowPassFilterDict[key].Dispose();
            }
            lowPassFilterDict.Clear();
            foreach (var key in opticalFlowFilterDict.Keys)
            {
                opticalFlowFilterDict[key].Dispose();
            }
            opticalFlowFilterDict.Clear();

            if (faceChanger != null)
            {
                faceChanger.Dispose();
            }

            if (faceMaskMat != null)
            {
                faceMaskMat.Dispose();
            }

#if UNITY_WEBGL
            if (getFilePath_Coroutine != null)
            {
                StopCoroutine(getFilePath_Coroutine);
                ((IDisposable)getFilePath_Coroutine).Dispose();
            }
#endif
        }
        /// <summary>
        /// Raises the destroy event.
        /// </summary>
        void OnDestroy()
        {
            webCamTextureToMatHelper.Dispose();

            if (cascade != null)
            {
                cascade.Dispose();
            }

            if (rectangleTracker != null)
            {
                rectangleTracker.Dispose();
            }

            if (faceLandmarkDetector != null)
            {
                faceLandmarkDetector.Dispose();
            }

            if (faceChanger != null)
            {
                faceChanger.Dispose();
            }

            if (faceMaskMat != null)
            {
                faceMaskMat.Dispose();
            }

            #if UNITY_WEBGL && !UNITY_EDITOR
            foreach (var coroutine in coroutines)
            {
                StopCoroutine(coroutine);
                ((IDisposable)coroutine).Dispose();
            }
            #endif
        }
Exemplo n.º 3
0
        void Run()
        {
            Mat rgbaMat = new Mat(imgTexture.height, imgTexture.width, CvType.CV_8UC4);

            OpenCVForUnity.Utils.texture2DToMat(imgTexture, rgbaMat);
            //Mat dstMat = Imgcodecs.imread(Application.dataPath + "/Resources/changer.jpg");
            //Imgproc.cvtColor(dstMat, dstMat, Imgproc.COLOR_BGR2RGB);

            FrontalFaceChecker frontalFaceChecker = new FrontalFaceChecker(imgTexture.width, imgTexture.height); //检测正面脸,范围整个t2d

            //1、人脸检测。两种检测人脸rect方法,toggle切换
            List <OpenCVForUnity.Rect> detectResult = new List <OpenCVForUnity.Rect>();

            if (useDlibFaceDetecter)
            {
                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbaMat);
                List <UnityEngine.Rect> result = faceLandmarkDetector.Detect();

                foreach (UnityEngine.Rect unityRect in result)
                {
                    detectResult.Add(new OpenCVForUnity.Rect((int)unityRect.x, (int)unityRect.y, (int)unityRect.width, (int)unityRect.height));
                }
            }
            else
            {
                cascade = new CascadeClassifier(haarcascade_frontalface_alt_xml_filepath);

                Mat gray = new Mat();
                Imgproc.cvtColor(rgbaMat, gray, Imgproc.COLOR_RGBA2GRAY);

                MatOfRect faces = new MatOfRect();
                Imgproc.equalizeHist(gray, gray);
                cascade.detectMultiScale(gray, faces, 1.1f, 2, 0 | Objdetect.CASCADE_SCALE_IMAGE, new OpenCVForUnity.Size(gray.cols() * 0.05, gray.cols() * 0.05), new Size());

                detectResult = faces.toList();

                // adjust to Dilb's result.
                foreach (OpenCVForUnity.Rect r in detectResult)
                {
                    r.y += (int)(r.height * 0.1f);
                }
                gray.Dispose();
            }

            //0-拷贝到->1,靠list中排序,改变顺序
            detectResult.Sort(delegate(OpenCVForUnity.Rect x, OpenCVForUnity.Rect y)
            {
                return(x.x.CompareTo(y.x));   //顺序与delegate中一致,升序排列
                //return y.x.CompareTo(x.x); //顺序与delegate中不同,降序排列
            });
            //Debug.Log("[0]" + detectResult[0].x + ", [1]" + detectResult[1].x);

            //2、关键点定位。通过上一步的rect,检测人脸标记点landmark
            OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbaMat);
            List <List <Vector2> > landmarkPoints = new List <List <Vector2> >();


            //TODO...只检测一张脸,另一张改成UV图,手动输入68个points

            /*
             * foreach (OpenCVForUnity.Rect openCVRect in detectResult)
             * {
             *  UnityEngine.Rect rect = new UnityEngine.Rect(openCVRect.x, openCVRect.y, openCVRect.width, openCVRect.height);
             *  //Debug.Log("face : " + rect);
             *
             *  OpenCVForUnityUtils.DrawFaceRect(rgbaMat, rect, new Scalar(255, 0, 0, 255), 2); //画框rect
             *  Imgproc.circle(rgbaMat, new Point(rect.x, rect.y), 0, new Scalar(0, 255, 0, 255), 5, Imgproc.LINE_8, 0);
             *  Imgproc.putText(rgbaMat, rect.x + "x" + rect.y, new Point(rect.x + 5, rect.y -5), 1, 1, new Scalar(0, 255, 0, 255));
             *
             *  List<Vector2> points = faceLandmarkDetector.DetectLandmark(rect);
             *  //OpenCVForUnityUtils.DrawFaceLandmark(rgbaMat, points, new Scalar(0, 255, 0, 255), 2); //画框landmark
             *  landmarkPoints.Add(points);
             * }
             */

            //检测一张照片的脸的landmark点
            OpenCVForUnity.Rect openCVRect = detectResult[0];
            UnityEngine.Rect    rect       = new UnityEngine.Rect(openCVRect.x, openCVRect.y, openCVRect.width, openCVRect.height);
            //OpenCVForUnityUtils.DrawFaceRect(rgbaMat, rect, new Scalar(255, 0, 0, 255), 2); //画框rect
            //Imgproc.circle(rgbaMat, new Point(rect.x, rect.y), 0, new Scalar(0, 255, 0, 255), 5, Imgproc.LINE_8, 0);
            //Imgproc.putText(rgbaMat, rect.x + "x" + rect.y, new Point(rect.x + 5, rect.y - 5), 1, 1, new Scalar(0, 255, 0, 255));
            List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect); //通过检测器从rect中提取point

            //OpenCVForUnityUtils.DrawFaceLandmark(rgbaMat, points, new Scalar(0, 255, 0, 255), 2); //画框landmark
            landmarkPoints.Add(points);

            string log = "";

            for (int i = 0; i < points.Count; i++)
            {
                //Debug.Log("[" + i + "] " + points[i]);
                log += "new Vector2(" + ((int)points[i].x + 500) + "," + (int)points[i].y + "),\n";
                //Imgproc.circle(rgbaMat, new Point(10, 10), 0, new Scalar(255, 0, 0, 255), 4, Imgproc.LINE_8, 0); //检查原点
                //Imgproc.putText(rgbaMat, i.ToString(), new Point(landmarkPoints[0][i].x, landmarkPoints[0][i].y), 1, 1, new Scalar(0, 255, 0, 255));
                //Imgproc.circle(rgbaMat, new Point(landmarkPoints[0][i].x, landmarkPoints[0][i].y), 0, new Scalar(0, 255, 0, 255), 2, Imgproc.LINE_8, 0); //绘制68点
                //Imgproc.putText(rgbaMat, rect.x + "x" + rect.y, new Point(rect.x + 5, rect.y - 5), 1, 1, new Scalar(0, 255, 0, 255));
                //Imgproc.putText(rgbaMat, rect.x + "x" + rect.y, new Point(rect.x + 5, rect.y - 5), 1, 1, new Scalar(0, 255, 0, 255));

                /* * * * * * * * * * * * *
                * jaw;       // [0-16]  *
                * rightBrow; // [17-21] *
                * leftBrow;  // [22-26] *
                * nose;      // [27-35] *
                * rightEye;  // [36-41] *
                * leftEye;   // [42-47] *
                * mouth;     // [48-59] *
                * mouth2;    // [60-67] *
                * * * * * * * * * * * * */
                /*
                 * if (i >= 0 && i <= 16)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(points[i].x, points[i].y), 0, new Scalar(255, 0, 0, 255), 2, Imgproc.LINE_8, 0); //红
                 * }
                 * else if (i >= 17 && i <= 21)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(points[i].x, points[i].y), 0, new Scalar(255, 127, 0, 255), 2, Imgproc.LINE_8, 0); //橙
                 * }
                 * else if (i >= 22 && i <= 26)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(points[i].x, points[i].y), 0, new Scalar(255, 255, 0, 255), 2, Imgproc.LINE_8, 0); //黄
                 * }
                 * else if (i >= 27 && i <= 35)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(points[i].x, points[i].y), 0, new Scalar(0, 255, 0, 255), 2, Imgproc.LINE_8, 0); //绿
                 * }
                 * else if (i >= 36 && i <= 21)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(points[i].x, points[i].y), 0, new Scalar(0, 255, 170, 255), 2, Imgproc.LINE_8, 0); //青
                 * }
                 * else if (i >= 42 && i <= 47)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(points[i].x, points[i].y), 0, new Scalar(0, 0, 255, 255), 2, Imgproc.LINE_8, 0); //蓝
                 * }
                 * else if (i >= 48 && i <= 59)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(points[i].x, points[i].y), 0, new Scalar(128, 255, 0, 255), 2, Imgproc.LINE_8, 0); //紫
                 * }
                 * else if (i >= 60 && i <= 67)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(points[i].x, points[i].y), 0, new Scalar(255, 180, 255, 255), 2, Imgproc.LINE_8, 0); //粉红
                 * }
                 */
            }
            //Debug.Log(log);


            //手写一张UV的landmark点
            List <Vector2> uvs = new List <Vector2>()
            {
                //0-7
                new Vector2(583, 210), //0
                new Vector2(584, 250), //1
                new Vector2(585, 305), //2
                new Vector2(600, 360), //3
                new Vector2(630, 410), //4
                new Vector2(670, 425), //5
                new Vector2(710, 440), //6
                new Vector2(740, 445), //7
                //8
                new Vector2(770, 450), //8+轴
                //9-16
                new Vector2(800, 445), //9
                new Vector2(830, 440), //10
                new Vector2(870, 425), //11
                new Vector2(910, 410), //12
                new Vector2(940, 360), //13
                new Vector2(955, 305), //14
                new Vector2(956, 250), //15
                new Vector2(957, 210), //16
                //17-21 leftBrow
                new Vector2(655, 165), //17
                new Vector2(680, 155), //18
                new Vector2(710, 160), //19
                new Vector2(730, 170), //20
                new Vector2(750, 190), //21
                //22-26 rightBrow
                new Vector2(790, 190), //22
                new Vector2(810, 170), //23
                new Vector2(830, 160), //24
                new Vector2(860, 155), //25
                new Vector2(885, 165), //26
                //27-30 nose竖
                new Vector2(770, 220), //27
                new Vector2(770, 250), //28
                new Vector2(770, 275), //29
                new Vector2(770, 300), //30
                //31-35 nose横
                new Vector2(740, 312), //31
                new Vector2(755, 316), //32
                new Vector2(770, 320), //33
                new Vector2(785, 316), //34
                new Vector2(800, 312), //35
                //36-41 leftEye
                new Vector2(670, 215), //36
                new Vector2(690, 200), //37
                new Vector2(715, 205), //38
                new Vector2(730, 225), //39
                new Vector2(710, 230), //40
                new Vector2(690, 227), //41
                //42-47 rightEye
                new Vector2(810, 225), //42
                new Vector2(825, 205), //43
                new Vector2(850, 200), //44
                new Vector2(870, 215), //45
                new Vector2(855, 227), //46
                new Vector2(830, 230), //47
                //48-59 mouth
                new Vector2(720, 360), //48-l
                new Vector2(735, 355), //49
                new Vector2(750, 350), //50
                new Vector2(770, 352), //51+u
                new Vector2(790, 350), //52
                new Vector2(805, 355), //53
                new Vector2(820, 360), //54-r
                new Vector2(805, 375), //55
                new Vector2(790, 382), //56
                new Vector2(770, 380), //57+d
                new Vector2(750, 382), //58
                new Vector2(735, 375), //59
                //60-67 mouth2
                new Vector2(730, 365), //60-l
                new Vector2(750, 357), //61
                new Vector2(770, 354), //62+u
                new Vector2(790, 357), //63
                new Vector2(810, 365), //64-r
                new Vector2(790, 370), //65
                new Vector2(770, 375), //66+d
                new Vector2(750, 370), //67
            };

            landmarkPoints.Add(uvs);


            for (int i = 0; i < landmarkPoints[1].Count; i++)
            {
                //Imgproc.putText(rgbaMat, i.ToString(), new Point(landmarkPoints[1][i].x, landmarkPoints[1][i].y), 1, 1, new Scalar(255, 0, 0, 255));

                /* * * * * * * * * * * * *
                * jaw;       // [0-16]  *
                * rightBrow; // [17-21] *
                * leftBrow;  // [22-26] *
                * nose;      // [27-35] *
                * rightEye;  // [36-41] *
                * leftEye;   // [42-47] *
                * mouth;     // [48-59] *
                * mouth2;    // [60-67] *
                * * * * * * * * * * * * */

                /*
                 * if (i >= 0 && i <= 16)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(landmarkPoints[1][i].x, landmarkPoints[1][i].y), 0, new Scalar(255, 0, 0, 255), 5, Imgproc.LINE_8, 0); //红
                 * }
                 * else if (i >= 17 && i <= 21)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(landmarkPoints[1][i].x, landmarkPoints[1][i].y), 0, new Scalar(255, 0, 0, 255), 5, Imgproc.LINE_8, 0); //橙
                 * }
                 * else if (i >= 22 && i <= 26)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(landmarkPoints[1][i].x, landmarkPoints[1][i].y), 0, new Scalar(255, 0, 0, 255), 5, Imgproc.LINE_8, 0); //黄
                 * }
                 * else if (i >= 27 && i <= 35)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(landmarkPoints[1][i].x, landmarkPoints[1][i].y), 0, new Scalar(255, 0, 0, 255), 5, Imgproc.LINE_8, 0); //绿
                 * }
                 * else if (i >= 36 && i <= 21)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(landmarkPoints[1][i].x, landmarkPoints[1][i].y), 0, new Scalar(255, 0, 0, 255), 5, Imgproc.LINE_8, 0); //青
                 * }
                 * else if (i >= 42 && i <= 47)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(landmarkPoints[1][i].x, landmarkPoints[1][i].y), 0, new Scalar(255, 0, 0, 255), 5, Imgproc.LINE_8, 0); //蓝
                 * }
                 * else if (i >= 48 && i <= 59)
                 * {
                 *  Imgproc.circle(rgbaMat, new Point(landmarkPoints[1][i].x, landmarkPoints[1][i].y), 0, new Scalar(255, 0, 0, 255), 5, Imgproc.LINE_8, 0); //紫
                 * }
                 * else if (i >= 60 && i <= 67)
                 * {
                 *  //Imgproc.circle(rgbaMat, new Point(landmarkPoints[1][i].x, landmarkPoints[1][i].y), 0, new Scalar(255, 0, 0, 255), 5, Imgproc.LINE_8, 0); //粉红
                 * }
                 */
            }



            //过滤非正面的脸
            if (filterNonFrontalFaces)
            {
                for (int i = 0; i < landmarkPoints.Count; i++)
                {
                    if (frontalFaceChecker.GetFrontalFaceRate(landmarkPoints[i]) < frontalFaceRateLowerLimit) //阈值0~1
                    {
                        detectResult.RemoveAt(i);
                        landmarkPoints.RemoveAt(i);
                        i--;
                    }
                }
            }

            //1张脸时只提取关键点,2张脸才换脸
            if (landmarkPoints.Count == 2)
            {
                //开始换脸
                DlibFaceChanger faceChanger = new DlibFaceChanger();
                faceChanger.isShowingDebugFacePoints = displayDebugFacePoints;
                faceChanger.SetTargetImage(rgbaMat);                                                //目标Mat
                faceChanger.AddFaceChangeData(rgbaMat, landmarkPoints[0], landmarkPoints[1], 0.9f); //源Mat,从0拷贝到1
                faceChanger.ChangeFace();
                faceChanger.Dispose();
            }

            frontalFaceChecker.Dispose();

            //背景图
            Texture2D t2d = new Texture2D(rgbaMat.width(), rgbaMat.height(), TextureFormat.RGBA32, false);

            OpenCVForUnity.Utils.matToTexture2D(rgbaMat, t2d);
            Sprite sp = Sprite.Create(t2d, new UnityEngine.Rect(0, 0, t2d.width, t2d.height), Vector2.zero);

            srcImage.sprite         = sp;
            srcImage.preserveAspect = true;


            Mat       dstMat  = new Mat(rgbaMat, new OpenCVForUnity.Rect(rgbaMat.width() / 2, 0, rgbaMat.width() / 2, rgbaMat.height()));
            Texture2D dst_t2d = new Texture2D(dstMat.width(), dstMat.height(), TextureFormat.RGBA32, false);

            OpenCVForUnity.Utils.matToTexture2D(dstMat, dst_t2d);
            mesh.materials[1].mainTexture = dst_t2d;

            rgbaMat.Dispose();
        }
        private void Run()
        {
            displayFaceRectsToggle.isOn       = displayFaceRects;
            useDlibFaceDetecterToggle.isOn    = useDlibFaceDetecter;
            filterNonFrontalFacesToggle.isOn  = filterNonFrontalFaces;
            displayDebugFacePointsToggle.isOn = displayDebugFacePoints;

            if (imgTexture == null)
            {
                imgTexture = Resources.Load("family") as Texture2D;
            }

            gameObject.transform.localScale = new Vector3(imgTexture.width, imgTexture.height, 1);
            Debug.Log("Screen.width " + Screen.width + " Screen.height " + Screen.height + " Screen.orientation " + Screen.orientation);

            float width  = 0;
            float height = 0;

            width  = gameObject.transform.localScale.x;
            height = gameObject.transform.localScale.y;


            float widthScale  = (float)Screen.width / width;
            float heightScale = (float)Screen.height / height;

            if (widthScale < heightScale)
            {
                Camera.main.orthographicSize = (width * (float)Screen.height / (float)Screen.width) / 2;
            }
            else
            {
                Camera.main.orthographicSize = height / 2;
            }

            Mat rgbaMat = new Mat(imgTexture.height, imgTexture.width, CvType.CV_8UC4);

            OpenCVForUnity.UnityUtils.Utils.texture2DToMat(imgTexture, rgbaMat);
            Debug.Log("rgbaMat ToString " + rgbaMat.ToString());

            if (faceLandmarkDetector == null)
            {
                faceLandmarkDetector = new FaceLandmarkDetector(sp_human_face_68_dat_filepath);
            }

            FrontalFaceChecker frontalFaceChecker = new FrontalFaceChecker(width, height);

            // detect faces.
            List <Rect> detectResult = new List <Rect>();

            if (useDlibFaceDetecter)
            {
                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbaMat);
                List <UnityEngine.Rect> result = faceLandmarkDetector.Detect();

                foreach (var unityRect in result)
                {
                    detectResult.Add(new Rect((int)unityRect.x, (int)unityRect.y, (int)unityRect.width, (int)unityRect.height));
                }
            }
            else
            {
                if (cascade == null)
                {
                    cascade = new CascadeClassifier(haarcascade_frontalface_alt_xml_filepath);
                }
                //if (cascade.empty ()) {
                //    Debug.LogError ("cascade file is not loaded.Please copy from “FaceTrackerExample/StreamingAssets/” to “Assets/StreamingAssets/” folder. ");
                //}

                // convert image to greyscale.
                Mat gray = new Mat();
                Imgproc.cvtColor(rgbaMat, gray, Imgproc.COLOR_RGBA2GRAY);

                MatOfRect faces = new MatOfRect();
                Imgproc.equalizeHist(gray, gray);
                cascade.detectMultiScale(gray, faces, 1.1f, 2, 0 | Objdetect.CASCADE_SCALE_IMAGE, new Size(gray.cols() * 0.05, gray.cols() * 0.05), new Size());
                //Debug.Log ("faces " + faces.dump ());

                detectResult = faces.toList();

                // correct the deviation of the detection result of the face rectangle of OpenCV and Dlib.
                foreach (Rect r in detectResult)
                {
                    r.y += (int)(r.height * 0.1f);
                }

                gray.Dispose();
            }

            // detect face landmark points.
            OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbaMat);
            List <List <Vector2> > landmarkPoints = new List <List <Vector2> >();

            foreach (var openCVRect in detectResult)
            {
                UnityEngine.Rect rect = new UnityEngine.Rect(openCVRect.x, openCVRect.y, openCVRect.width, openCVRect.height);

                Debug.Log("face : " + rect);
                //OpenCVForUnityUtils.DrawFaceRect(imgMat, rect, new Scalar(255, 0, 0, 255), 2);

                List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect);
                //OpenCVForUnityUtils.DrawFaceLandmark(imgMat, points, new Scalar(0, 255, 0, 255), 2);
                landmarkPoints.Add(points);
            }


            // filter non frontal faces.
            if (filterNonFrontalFaces)
            {
                for (int i = 0; i < landmarkPoints.Count; i++)
                {
                    if (frontalFaceChecker.GetFrontalFaceRate(landmarkPoints[i]) < frontalFaceRateLowerLimit)
                    {
                        detectResult.RemoveAt(i);
                        landmarkPoints.RemoveAt(i);
                        i--;
                    }
                }
            }


            // change faces.
            int[] face_nums = new int[landmarkPoints.Count];
            for (int i = 0; i < face_nums.Length; i++)
            {
                face_nums[i] = i;
            }
            face_nums = face_nums.OrderBy(i => System.Guid.NewGuid()).ToArray();
            if (landmarkPoints.Count >= 2)
            {
                DlibFaceChanger faceChanger = new DlibFaceChanger();
                faceChanger.isShowingDebugFacePoints = displayDebugFacePoints;

                faceChanger.SetTargetImage(rgbaMat);

                for (int i = 1; i < face_nums.Length; i++)
                {
                    faceChanger.AddFaceChangeData(rgbaMat, landmarkPoints[face_nums[0]], landmarkPoints[face_nums[i]], 1);
                }

                faceChanger.ChangeFace();
                faceChanger.Dispose();
            }

            // draw face rects.
            if (displayFaceRects && face_nums.Count() > 0)
            {
                int ann = face_nums[0];
                UnityEngine.Rect rect_ann = new UnityEngine.Rect(detectResult[ann].x, detectResult[ann].y, detectResult[ann].width, detectResult[ann].height);
                OpenCVForUnityUtils.DrawFaceRect(rgbaMat, rect_ann, new Scalar(255, 255, 0, 255), 2);

                int bob = 0;
                for (int i = 1; i < face_nums.Length; i++)
                {
                    bob = face_nums[i];
                    UnityEngine.Rect rect_bob = new UnityEngine.Rect(detectResult[bob].x, detectResult[bob].y, detectResult[bob].width, detectResult[bob].height);
                    OpenCVForUnityUtils.DrawFaceRect(rgbaMat, rect_bob, new Scalar(255, 0, 0, 255), 2);
                }
            }

            frontalFaceChecker.Dispose();

            Texture2D texture = new Texture2D(rgbaMat.cols(), rgbaMat.rows(), TextureFormat.RGBA32, false);

            OpenCVForUnity.UnityUtils.Utils.matToTexture2D(rgbaMat, texture);
            gameObject.GetComponent <Renderer>().material.mainTexture = texture;

            rgbaMat.Dispose();
        }