Пример #1
0
        private List <Vector2> DetectFaceLandmarkPoints(Mat mat, UnityEngine.Rect rect)
        {
            OpenCVForUnityUtils.SetImage(faceLandmarkDetector, mat);
            List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect);

            return(points);
        }
Пример #2
0
        private UnityEngine.Rect DetectFace(Mat mat)
        {
            if (useDlibFaceDetecter)
            {
                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, mat);
                List <UnityEngine.Rect> result = faceLandmarkDetector.Detect();
                if (result.Count >= 1)
                {
                    return(result [0]);
                }
            }
            else
            {
                using (Mat grayMat = new Mat())
                    using (Mat equalizeHistMat = new Mat())
                        using (MatOfRect faces = new MatOfRect()) {
                            // convert image to greyscale.
                            Imgproc.cvtColor(mat, grayMat, Imgproc.COLOR_RGB2GRAY);
                            Imgproc.equalizeHist(grayMat, equalizeHistMat);

                            cascade.detectMultiScale(equalizeHistMat, faces, 1.1f, 2, 0 | Objdetect.CASCADE_SCALE_IMAGE, new OpenCVForUnity.Size(equalizeHistMat.cols() * 0.15, equalizeHistMat.cols() * 0.15), new Size());

                            List <OpenCVForUnity.Rect> faceList = faces.toList();
                            if (faceList.Count >= 1)
                            {
                                UnityEngine.Rect r = new UnityEngine.Rect(faceList [0].x, faceList [0].y, faceList [0].width, faceList [0].height);
                                // adjust to Dilb's result.
                                r.y += (int)(r.height * 0.1f);
                                return(r);
                            }
                        }
            }
            return(new UnityEngine.Rect());
        }
        // Update is called once per frame
        void Update()
        {
            // loop play.
            if (capture.get(Videoio.CAP_PROP_POS_FRAMES) >= capture.get(Videoio.CAP_PROP_FRAME_COUNT))
            {
                capture.set(Videoio.CAP_PROP_POS_FRAMES, 0);
            }

            if (capture.grab())
            {
                capture.retrieve(rgbMat, 0);

                Imgproc.cvtColor(rgbMat, rgbMat, Imgproc.COLOR_BGR2RGB);
                //Debug.Log ("Mat toString " + rgbMat.ToString ());


                // detect faces.
                List <OpenCVForUnity.Rect> detectResult = new List <OpenCVForUnity.Rect> ();
                if (useDlibFaceDetecter)
                {
                    OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbMat);
                    List <UnityEngine.Rect> result = faceLandmarkDetector.Detect();

                    foreach (var unityRect in result)
                    {
                        detectResult.Add(new OpenCVForUnity.Rect((int)unityRect.x, (int)unityRect.y, (int)unityRect.width, (int)unityRect.height));
                    }
                }
                else
                {
                    // convert image to greyscale.
                    Imgproc.cvtColor(rgbMat, grayMat, Imgproc.COLOR_RGB2GRAY);

                    using (Mat equalizeHistMat = new Mat())
                        using (MatOfRect faces = new MatOfRect()) {
                            Imgproc.equalizeHist(grayMat, equalizeHistMat);

                            cascade.detectMultiScale(equalizeHistMat, faces, 1.1f, 2, 0 | Objdetect.CASCADE_SCALE_IMAGE, new OpenCVForUnity.Size(equalizeHistMat.cols() * 0.15, equalizeHistMat.cols() * 0.15), new Size());

                            detectResult = faces.toList();

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


                // face traking.
                rectangleTracker.UpdateTrackedObjects(detectResult);
                List <TrackedRect> trackedRects = new List <TrackedRect> ();
                rectangleTracker.GetObjects(trackedRects, true);

                // detect face landmark points.
                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbMat);
                List <List <Vector2> > landmarkPoints = new List <List <Vector2> > ();
                for (int i = 0; i < trackedRects.Count; i++)
                {
                    TrackedRect      tr   = trackedRects [i];
                    UnityEngine.Rect rect = new UnityEngine.Rect(tr.x, tr.y, tr.width, tr.height);

                    List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect);
                    landmarkPoints.Add(points);
                }

                // face masking.
                if (faceMaskTexture != null && landmarkPoints.Count >= 1)
                {
                    OpenCVForUnity.Utils.texture2DToMat(faceMaskTexture, faceMaskMat);

                    float imageWidth      = meshOverlay.width;
                    float imageHeight     = meshOverlay.height;
                    float maskImageWidth  = faceMaskTexture.width;
                    float maskImageHeight = faceMaskTexture.height;

                    TrackedRect tr;
                    TrackedMesh tm;
                    for (int i = 0; i < trackedRects.Count; i++)
                    {
                        tr = trackedRects [i];

                        if (tr.state == TrackedState.NEW)
                        {
                            meshOverlay.CreateObject(tr.id, faceMaskTexture);
                        }
                        if (tr.state < TrackedState.DELETED)
                        {
                            tm = meshOverlay.GetObjectById(tr.id);

                            Vector3[] vertices = tm.meshFilter.mesh.vertices;
                            if (vertices.Length == landmarkPoints [i].Count)
                            {
                                for (int j = 0; j < vertices.Length; j++)
                                {
                                    vertices [j].x = landmarkPoints [i] [j].x / imageWidth - 0.5f;
                                    vertices [j].y = 0.5f - landmarkPoints [i] [j].y / imageHeight;
                                }
                            }
                            Vector2[] uv = tm.meshFilter.mesh.uv;
                            if (uv.Length == faceLandmarkPointsInMask.Count)
                            {
                                for (int jj = 0; jj < uv.Length; jj++)
                                {
                                    uv [jj].x = faceLandmarkPointsInMask [jj].x / maskImageWidth;
                                    uv [jj].y = (maskImageHeight - faceLandmarkPointsInMask [jj].y) / maskImageHeight;
                                }
                            }
                            meshOverlay.UpdateObject(tr.id, vertices, null, uv);

                            if (tr.numFramesNotDetected > 3)
                            {
                                tm.material.SetFloat(shader_FadeID, 1f);
                            }
                            else if (tr.numFramesNotDetected > 0 && tr.numFramesNotDetected <= 3)
                            {
                                tm.material.SetFloat(shader_FadeID, 0.3f + (0.7f / 4f) * tr.numFramesNotDetected);
                            }
                            else
                            {
                                tm.material.SetFloat(shader_FadeID, 0.3f);
                            }

                            // filter non frontal faces.
                            if (filterNonFrontalFaces && frontalFaceChecker.GetFrontalFaceRate(landmarkPoints [i]) < frontalFaceRateLowerLimit)
                            {
                                tm.material.SetFloat(shader_FadeID, 1f);
                            }
                        }
                        else if (tr.state == TrackedState.DELETED)
                        {
                            meshOverlay.DeleteObject(tr.id);
                        }
                    }
                }
                else if (landmarkPoints.Count >= 1)
                {
                    float imageWidth      = meshOverlay.width;
                    float imageHeight     = meshOverlay.height;
                    float maskImageWidth  = texture.width;
                    float maskImageHeight = texture.height;

                    TrackedRect tr;
                    TrackedMesh tm;
                    for (int i = 0; i < trackedRects.Count; i++)
                    {
                        tr = trackedRects [i];

                        if (tr.state == TrackedState.NEW)
                        {
                            meshOverlay.CreateObject(tr.id, texture);
                        }
                        if (tr.state < TrackedState.DELETED)
                        {
                            tm = meshOverlay.GetObjectById(tr.id);

                            Vector3[] vertices = tm.meshFilter.mesh.vertices;
                            if (vertices.Length == landmarkPoints [i].Count)
                            {
                                for (int j = 0; j < vertices.Length; j++)
                                {
                                    vertices [j].x = landmarkPoints[i][j].x / imageWidth - 0.5f;
                                    vertices [j].y = 0.5f - landmarkPoints[i][j].y / imageHeight;
                                }
                            }
                            Vector2[] uv = tm.meshFilter.mesh.uv;
                            if (uv.Length == landmarkPoints [0].Count)
                            {
                                for (int jj = 0; jj < uv.Length; jj++)
                                {
                                    uv [jj].x = landmarkPoints[0][jj].x / maskImageWidth;
                                    uv [jj].y = (maskImageHeight - landmarkPoints[0][jj].y) / maskImageHeight;
                                }
                            }
                            meshOverlay.UpdateObject(tr.id, vertices, null, uv);

                            if (tr.numFramesNotDetected > 3)
                            {
                                tm.material.SetFloat(shader_FadeID, 1f);
                            }
                            else if (tr.numFramesNotDetected > 0 && tr.numFramesNotDetected <= 3)
                            {
                                tm.material.SetFloat(shader_FadeID, 0.3f + (0.7f / 4f) * tr.numFramesNotDetected);
                            }
                            else
                            {
                                tm.material.SetFloat(shader_FadeID, 0.3f);
                            }

                            // filter non frontal faces.
                            if (filterNonFrontalFaces && frontalFaceChecker.GetFrontalFaceRate(landmarkPoints [i]) < frontalFaceRateLowerLimit)
                            {
                                tm.material.SetFloat(shader_FadeID, 1f);
                            }
                        }
                        else if (tr.state == TrackedState.DELETED)
                        {
                            meshOverlay.DeleteObject(tr.id);
                        }
                    }
                }

                // draw face rects.
                if (displayFaceRects)
                {
                    for (int i = 0; i < detectResult.Count; i++)
                    {
                        UnityEngine.Rect rect = new UnityEngine.Rect(detectResult [i].x, detectResult [i].y, detectResult [i].width, detectResult [i].height);
                        OpenCVForUnityUtils.DrawFaceRect(rgbMat, rect, new Scalar(255, 0, 0, 255), 2);
                    }

                    for (int i = 0; i < trackedRects.Count; i++)
                    {
                        UnityEngine.Rect rect = new UnityEngine.Rect(trackedRects [i].x, trackedRects [i].y, trackedRects [i].width, trackedRects [i].height);
                        OpenCVForUnityUtils.DrawFaceRect(rgbMat, rect, new Scalar(255, 255, 0, 255), 2);
                        //Imgproc.putText (rgbaMat, " " + frontalFaceChecker.GetFrontalFaceAngles (landmarkPoints [i]), new Point (rect.xMin, rect.yMin - 10), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);
                        //Imgproc.putText (rgbaMat, " " + frontalFaceChecker.GetFrontalFaceRate (landmarkPoints [i]), new Point (rect.xMin, rect.yMin - 10), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);
                    }
                }

                // draw face points.
                if (displayDebugFacePoints)
                {
                    for (int i = 0; i < landmarkPoints.Count; i++)
                    {
                        OpenCVForUnityUtils.DrawFaceLandmark(rgbMat, landmarkPoints [i], new Scalar(0, 255, 0, 255), 2);
                    }
                }


                // display face mask image.
                if (faceMaskTexture != null && faceMaskMat != null)
                {
                    if (displayFaceRects)
                    {
                        OpenCVForUnityUtils.DrawFaceRect(faceMaskMat, faceRectInMask, new Scalar(255, 0, 0, 255), 2);
                    }
                    if (displayDebugFacePoints)
                    {
                        OpenCVForUnityUtils.DrawFaceLandmark(faceMaskMat, faceLandmarkPointsInMask, new Scalar(0, 255, 0, 255), 2);
                    }

                    float scale = (rgbMat.width() / 4f) / faceMaskMat.width();
                    float tx    = rgbMat.width() - faceMaskMat.width() * scale;
                    float ty    = 0.0f;
                    Mat   trans = new Mat(2, 3, CvType.CV_32F);//1.0, 0.0, tx, 0.0, 1.0, ty);
                    trans.put(0, 0, scale);
                    trans.put(0, 1, 0.0f);
                    trans.put(0, 2, tx);
                    trans.put(1, 0, 0.0f);
                    trans.put(1, 1, scale);
                    trans.put(1, 2, ty);

                    Imgproc.warpAffine(faceMaskMat, rgbMat, trans, rgbMat.size(), Imgproc.INTER_LINEAR, Core.BORDER_TRANSPARENT, new Scalar(0));
                }

                Imgproc.putText(rgbMat, "W:" + rgbMat.width() + " H:" + rgbMat.height() + " SO:" + Screen.orientation, new Point(5, rgbMat.rows() - 10), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar(255, 255, 255), 1, Imgproc.LINE_AA, false);

                OpenCVForUnity.Utils.matToTexture2D(rgbMat, texture);
            }
        }
Пример #4
0
        // Update is called once per frame
        void Update()
        {
            // loop play.
            if (capture.get(Videoio.CAP_PROP_POS_FRAMES) >= capture.get(Videoio.CAP_PROP_FRAME_COUNT))
            {
                capture.set(Videoio.CAP_PROP_POS_FRAMES, 0);
            }

            if (capture.grab())
            {
                capture.retrieve(rgbMat, 0);

                Imgproc.cvtColor(rgbMat, rgbMat, Imgproc.COLOR_BGR2RGB);
                //Debug.Log ("Mat toString " + rgbMat.ToString ());


                // detect faces.
                List <OpenCVForUnity.Rect> detectResult = new List <OpenCVForUnity.Rect> ();
                if (useDlibFaceDetecter)
                {
                    OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbMat);
                    List <UnityEngine.Rect> result = faceLandmarkDetector.Detect();

                    foreach (var unityRect in result)
                    {
                        detectResult.Add(new OpenCVForUnity.Rect((int)unityRect.x, (int)unityRect.y, (int)unityRect.width, (int)unityRect.height));
                    }
                }
                else
                {
                    // convert image to greyscale.
                    Imgproc.cvtColor(rgbMat, grayMat, Imgproc.COLOR_RGB2GRAY);

                    using (Mat equalizeHistMat = new Mat())
                        using (MatOfRect faces = new MatOfRect()) {
                            Imgproc.equalizeHist(grayMat, equalizeHistMat);

                            cascade.detectMultiScale(equalizeHistMat, faces, 1.1f, 2, 0 | Objdetect.CASCADE_SCALE_IMAGE, new OpenCVForUnity.Size(equalizeHistMat.cols() * 0.15, equalizeHistMat.cols() * 0.15), new Size());

                            detectResult = faces.toList();

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

                // face tracking.
                rectangleTracker.UpdateTrackedObjects(detectResult);
                List <TrackedRect> trackedRects = new List <TrackedRect> ();
                rectangleTracker.GetObjects(trackedRects, true);

                // create noise filter.
                foreach (var openCVRect in trackedRects)
                {
                    if (openCVRect.state == TrackedState.NEW)
                    {
                        if (!lowPassFilterDict.ContainsKey(openCVRect.id))
                        {
                            lowPassFilterDict.Add(openCVRect.id, new LowPassPointsFilter((int)faceLandmarkDetector.GetShapePredictorNumParts()));
                        }
                        if (!opticalFlowFilterDict.ContainsKey(openCVRect.id))
                        {
                            opticalFlowFilterDict.Add(openCVRect.id, new OFPointsFilter((int)faceLandmarkDetector.GetShapePredictorNumParts()));
                        }
                    }
                    else if (openCVRect.state == TrackedState.DELETED)
                    {
                        if (lowPassFilterDict.ContainsKey(openCVRect.id))
                        {
                            lowPassFilterDict [openCVRect.id].Dispose();
                            lowPassFilterDict.Remove(openCVRect.id);
                        }
                        if (opticalFlowFilterDict.ContainsKey(openCVRect.id))
                        {
                            opticalFlowFilterDict [openCVRect.id].Dispose();
                            opticalFlowFilterDict.Remove(openCVRect.id);
                        }
                    }
                }

                // create LUT texture.
                foreach (var openCVRect in trackedRects)
                {
                    if (openCVRect.state == TrackedState.NEW)
                    {
                        faceMaskColorCorrector.CreateLUTTex(openCVRect.id);
                    }
                    else if (openCVRect.state == TrackedState.DELETED)
                    {
                        faceMaskColorCorrector.DeleteLUTTex(openCVRect.id);
                    }
                }


                // detect face landmark points.
                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbMat);
                List <List <Vector2> > landmarkPoints = new List <List <Vector2> > ();
                for (int i = 0; i < trackedRects.Count; i++)
                {
                    TrackedRect      tr   = trackedRects [i];
                    UnityEngine.Rect rect = new UnityEngine.Rect(tr.x, tr.y, tr.width, tr.height);

                    List <Vector2> points = faceLandmarkDetector.DetectLandmark(rect);

                    // apply noise filter.
                    if (enableNoiseFilter)
                    {
                        if (tr.state > TrackedState.NEW && tr.state < TrackedState.DELETED)
                        {
                            opticalFlowFilterDict [tr.id].Process(rgbMat, points, points);
                            lowPassFilterDict [tr.id].Process(rgbMat, points, points);
                        }
                    }

                    landmarkPoints.Add(points);
                }

                // face masking.
                if (faceMaskTexture != null && landmarkPoints.Count >= 1)   // Apply face masking between detected faces and a face mask image.

                {
                    float maskImageWidth  = faceMaskTexture.width;
                    float maskImageHeight = faceMaskTexture.height;

                    TrackedRect tr;

                    for (int i = 0; i < trackedRects.Count; i++)
                    {
                        tr = trackedRects [i];

                        if (tr.state == TrackedState.NEW)
                        {
                            meshOverlay.CreateObject(tr.id, faceMaskTexture);
                        }
                        if (tr.state < TrackedState.DELETED)
                        {
                            MaskFace(meshOverlay, tr, landmarkPoints [i], faceLandmarkPointsInMask, maskImageWidth, maskImageHeight);

                            if (enableColorCorrection)
                            {
                                CorrectFaceMaskColor(tr.id, faceMaskMat, rgbMat, faceLandmarkPointsInMask, landmarkPoints [i]);
                            }
                        }
                        else if (tr.state == TrackedState.DELETED)
                        {
                            meshOverlay.DeleteObject(tr.id);
                        }
                    }
                }
                else if (landmarkPoints.Count >= 1)     // Apply face masking between detected faces.

                {
                    float maskImageWidth  = texture.width;
                    float maskImageHeight = texture.height;

                    TrackedRect tr;

                    for (int i = 0; i < trackedRects.Count; i++)
                    {
                        tr = trackedRects [i];

                        if (tr.state == TrackedState.NEW)
                        {
                            meshOverlay.CreateObject(tr.id, texture);
                        }
                        if (tr.state < TrackedState.DELETED)
                        {
                            MaskFace(meshOverlay, tr, landmarkPoints [i], landmarkPoints [0], maskImageWidth, maskImageHeight);

                            if (enableColorCorrection)
                            {
                                CorrectFaceMaskColor(tr.id, rgbMat, rgbMat, landmarkPoints [0], landmarkPoints [i]);
                            }
                        }
                        else if (tr.state == TrackedState.DELETED)
                        {
                            meshOverlay.DeleteObject(tr.id);
                        }
                    }
                }

                // draw face rects.
                if (displayFaceRects)
                {
                    for (int i = 0; i < detectResult.Count; i++)
                    {
                        UnityEngine.Rect rect = new UnityEngine.Rect(detectResult [i].x, detectResult [i].y, detectResult [i].width, detectResult [i].height);
                        OpenCVForUnityUtils.DrawFaceRect(rgbMat, rect, new Scalar(255, 0, 0, 255), 2);
                    }

                    for (int i = 0; i < trackedRects.Count; i++)
                    {
                        UnityEngine.Rect rect = new UnityEngine.Rect(trackedRects [i].x, trackedRects [i].y, trackedRects [i].width, trackedRects [i].height);
                        OpenCVForUnityUtils.DrawFaceRect(rgbMat, rect, new Scalar(255, 255, 0, 255), 2);
                        //Imgproc.putText (rgbaMat, " " + frontalFaceChecker.GetFrontalFaceAngles (landmarkPoints [i]), new Point (rect.xMin, rect.yMin - 10), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);
                        //Imgproc.putText (rgbaMat, " " + frontalFaceChecker.GetFrontalFaceRate (landmarkPoints [i]), new Point (rect.xMin, rect.yMin - 10), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);
                    }
                }

                // draw face points.
                if (displayDebugFacePoints)
                {
                    for (int i = 0; i < landmarkPoints.Count; i++)
                    {
                        OpenCVForUnityUtils.DrawFaceLandmark(rgbMat, landmarkPoints [i], new Scalar(0, 255, 0, 255), 2);
                    }
                }


                // display face mask image.
                if (faceMaskTexture != null && faceMaskMat != null)
                {
                    if (displayFaceRects)
                    {
                        OpenCVForUnityUtils.DrawFaceRect(faceMaskMat, faceRectInMask, new Scalar(255, 0, 0, 255), 2);
                    }
                    if (displayDebugFacePoints)
                    {
                        OpenCVForUnityUtils.DrawFaceLandmark(faceMaskMat, faceLandmarkPointsInMask, new Scalar(0, 255, 0, 255), 2);
                    }

                    float scale = (rgbMat.width() / 4f) / faceMaskMat.width();
                    float tx    = rgbMat.width() - faceMaskMat.width() * scale;
                    float ty    = 0.0f;
                    Mat   trans = new Mat(2, 3, CvType.CV_32F);//1.0, 0.0, tx, 0.0, 1.0, ty);
                    trans.put(0, 0, scale);
                    trans.put(0, 1, 0.0f);
                    trans.put(0, 2, tx);
                    trans.put(1, 0, 0.0f);
                    trans.put(1, 1, scale);
                    trans.put(1, 2, ty);

                    Imgproc.warpAffine(faceMaskMat, rgbMat, trans, rgbMat.size(), Imgproc.INTER_LINEAR, Core.BORDER_TRANSPARENT, new Scalar(0));

                    if (displayFaceRects || displayDebugFacePointsToggle)
                    {
                        OpenCVForUnity.Utils.texture2DToMat(faceMaskTexture, faceMaskMat);
                    }
                }

//                Imgproc.putText (rgbMat, "W:" + rgbMat.width () + " H:" + rgbMat.height () + " SO:" + Screen.orientation, new Point (5, rgbMat.rows () - 10), Core.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255), 1, Imgproc.LINE_AA, false);

                OpenCVForUnity.Utils.fastMatToTexture2D(rgbMat, texture);
            }
        }
Пример #5
0
        private void Run()
        {
            meshOverlay = this.GetComponent <TrackedMeshOverlay> ();

            displayFaceRectsToggle.isOn       = displayFaceRects;
            useDlibFaceDetecterToggle.isOn    = useDlibFaceDetecter;
            enableColorCorrectionToggle.isOn  = enableColorCorrection;
            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);

            meshOverlay.UpdateOverlayTransform(gameObject.transform);
            meshOverlay.Reset();


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

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

            faceMaskColorCorrector = faceMaskColorCorrector ?? new FaceMaskColorCorrector();
            FrontalFaceChecker frontalFaceChecker = new FrontalFaceChecker(width, height);

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

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

                foreach (var unityRect in result)
                {
                    detectResult.Add(new OpenCVForUnity.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 OpenCVForUnity.Size(gray.cols() * 0.05, gray.cols() * 0.05), new Size());
                //Debug.Log ("faces " + faces.dump ());

                detectResult = faces.toList();

                // adjust to Dilb's result.
                foreach (OpenCVForUnity.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);
            }

            // mask 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();

            float imageWidth      = meshOverlay.width;
            float imageHeight     = meshOverlay.height;
            float maskImageWidth  = imgTexture.width;
            float maskImageHeight = imgTexture.height;

            TrackedMesh tm;

            for (int i = 0; i < face_nums.Length; i++)
            {
                meshOverlay.CreateObject(i, imgTexture);
                tm = meshOverlay.GetObjectById(i);

                Vector3[] vertices = tm.meshFilter.mesh.vertices;
                if (vertices.Length == landmarkPoints [face_nums [i]].Count)
                {
                    for (int j = 0; j < vertices.Length; j++)
                    {
                        vertices [j].x = landmarkPoints [face_nums [i]] [j].x / imageWidth - 0.5f;
                        vertices [j].y = 0.5f - landmarkPoints [face_nums [i]] [j].y / imageHeight;
                    }
                }
                Vector2[] uv = tm.meshFilter.mesh.uv;
                if (uv.Length == landmarkPoints [face_nums [0]].Count)
                {
                    for (int jj = 0; jj < uv.Length; jj++)
                    {
                        uv [jj].x = landmarkPoints [face_nums [0]] [jj].x / maskImageWidth;
                        uv [jj].y = (maskImageHeight - landmarkPoints [face_nums [0]] [jj].y) / maskImageHeight;
                    }
                }
                meshOverlay.UpdateObject(i, vertices, null, uv);

                if (enableColorCorrection)
                {
                    faceMaskColorCorrector.CreateLUTTex(i);
                    Texture2D LUTTex = faceMaskColorCorrector.UpdateLUTTex(i, rgbaMat, rgbaMat, landmarkPoints [face_nums [0]], landmarkPoints [face_nums [i]]);
                    tm.sharedMaterial.SetTexture("_LUTTex", LUTTex);
                    tm.sharedMaterial.SetFloat("_ColorCorrection", 1f);
                }
                else
                {
                    tm.sharedMaterial.SetFloat("_ColorCorrection", 0f);
                }

                // filter non frontal faces.
                if (filterNonFrontalFaces && frontalFaceChecker.GetFrontalFaceRate(landmarkPoints [i]) < frontalFaceRateLowerLimit)
                {
                    tm.sharedMaterial.SetFloat("_Fade", 1f);
                }
                else
                {
                    tm.sharedMaterial.SetFloat("_Fade", 0.3f);
                }
            }

            // draw face rects.
            if (displayFaceRects)
            {
                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);
                }
            }

            // draw face points.
            if (displayDebugFacePoints)
            {
                for (int i = 0; i < landmarkPoints.Count; i++)
                {
                    OpenCVForUnityUtils.DrawFaceLandmark(rgbaMat, landmarkPoints [i], new Scalar(0, 255, 0, 255), 2);
                }
            }


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

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

            frontalFaceChecker.Dispose();
            rgbaMat.Dispose();
        }