private void DetectFaces(Mat rgbaMat, out List <Rect> detectResult, bool useDlibFaceDetecter)
        {
            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
            {
                // convert image to greyscale.
                Imgproc.cvtColor(rgbaMat, grayMat, Imgproc.COLOR_RGBA2GRAY);

                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 Size(equalizeHistMat.cols() * 0.15, equalizeHistMat.cols() * 0.15), new Size());

                        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);
                        }
                    }
            }
        }
        // Update is called once per frame
        void Update()
        {
            if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame())
            {
                Mat rgbaMat = webCamTextureToMatHelper.GetMat();

                // 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
                {
                    // convert image to greyscale.
                    Imgproc.cvtColor(rgbaMat, grayMat, Imgproc.COLOR_RGBA2GRAY);

                    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.
                if (enableTracking)
                {
                    rectangleTracker.UpdateTrackedObjects(detectResult);
                    detectResult = new List <OpenCVForUnity.Rect> ();
                    rectangleTracker.GetObjects(detectResult, true);
                }

                // 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);

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

                // face swapping.
                if (landmarkPoints.Count >= 2)
                {
                    int ann = 0, bob = 1;
                    for (int i = 0; i < landmarkPoints.Count - 1; i += 2)
                    {
                        ann = i;
                        bob = i + 1;

                        faceSwapper.SwapFaces(rgbaMat, landmarkPoints [ann], landmarkPoints [bob], 1);
                    }
                }

                // 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(rgbaMat, rect, new Scalar(255, 0, 0, 255), 2);
                        //Imgproc.putText (rgbaMat, " " + frontalFaceParam.getAngleOfFrontalFace (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, " " + frontalFaceParam.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);
                    }
                }

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

                OpenCVForUnity.Utils.matToTexture2D(rgbaMat, texture, colors);
            }
        }
Пример #3
0
        // Update is called once per frame
        void Update()
        {
            if (sourceToMatHelper.IsPlaying() && sourceToMatHelper.DidUpdateThisFrame())
            {
                Mat rgbMat = sourceToMatHelper.GetMat();

                // detect faces.
                List <Rect> detectResult = new List <Rect>();
                if (useDlibFaceDetecter)
                {
                    OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbMat);
                    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
                {
                    // 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 Size(equalizeHistMat.cols() * 0.15, equalizeHistMat.cols() * 0.15), new Size());

                            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);
                            }
                        }
                }

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

                // detect face landmark points.
                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbMat);
                List <List <Vector2> > landmarkPoints = new List <List <Vector2> >();
                foreach (var openCVRect in trackedRects)
                {
                    if (openCVRect.state > TrackedState.NEW_DISPLAYED && openCVRect.state < TrackedState.NEW_HIDED)
                    {
                        UnityEngine.Rect rect   = new UnityEngine.Rect(openCVRect.x, openCVRect.y, openCVRect.width, openCVRect.height);
                        List <Vector2>   points = faceLandmarkDetector.DetectLandmark(rect);

                        // apply noise filter.
                        if (enableNoiseFilter)
                        {
                            opticalFlowFilterDict[openCVRect.id].Process(rgbMat, points, points);
                            lowPassFilterDict[openCVRect.id].Process(rgbMat, points, points);
                        }

                        landmarkPoints.Add(points);
                    }
                }

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

                // face swapping.
                if (landmarkPoints.Count >= 2)
                {
                    int ann = 0, bob = 1;
                    for (int i = 0; i < landmarkPoints.Count - 1; i += 2)
                    {
                        ann = i;
                        bob = i + 1;

                        faceSwapper.SwapFaces(rgbMat, landmarkPoints[ann], landmarkPoints[bob], 1);
                    }
                }

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

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

                OpenCVForUnity.UnityUtils.Utils.fastMatToTexture2D(rgbMat, texture);
            }
        }
Пример #4
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();
        }
Пример #5
0
        private void Run()
        {
            displayFaceRectsToggle.isOn       = displayFaceRects;
            useDlibFaceDetecterToggle.isOn    = useDlibFaceDetecter;
            filterNonFrontalFacesToggle.isOn  = filterNonFrontalFaces;
            useSeamlessCloneToggle.isOn       = useSeamlessClone;
            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 facea.
            if (filterNonFrontalFaces)
            {
                for (int i = 0; i < landmarkPoints.Count; i++)
                {
                    if (frontalFaceChecker.GetFrontalFaceRate(landmarkPoints[i]) < frontalFaceRateLowerLimit)
                    {
                        detectResult.RemoveAt(i);
                        landmarkPoints.RemoveAt(i);
                        i--;
                    }
                }
            }


            // swap 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)
            {
                DlibFaceSwapper faceSwapper = new DlibFaceSwapper();
                faceSwapper.useSeamlessCloneForPasteFaces = useSeamlessClone;
                faceSwapper.isShowingDebugFacePoints      = displayDebugFacePoints;

                int ann = 0, bob = 0;
                for (int i = 0; i < face_nums.Length - 1; i += 2)
                {
                    ann = face_nums[i];
                    bob = face_nums[i + 1];

                    faceSwapper.SwapFaces(rgbaMat, landmarkPoints[ann], landmarkPoints[bob], 1);
                }
                faceSwapper.Dispose();
            }

            // draw face rects.
            if (displayFaceRects)
            {
                int ann = 0, bob = 0;
                for (int i = 0; i < face_nums.Length - 1; i += 2)
                {
                    ann = face_nums[i];
                    bob = face_nums[i + 1];

                    UnityEngine.Rect rect_ann = new UnityEngine.Rect(detectResult[ann].x, detectResult[ann].y, detectResult[ann].width, detectResult[ann].height);
                    UnityEngine.Rect rect_bob = new UnityEngine.Rect(detectResult[bob].x, detectResult[bob].y, detectResult[bob].width, detectResult[bob].height);
                    Scalar           color    = new Scalar(UnityEngine.Random.Range(0, 256), UnityEngine.Random.Range(0, 256), UnityEngine.Random.Range(0, 256), 255);
                    OpenCVForUnityUtils.DrawFaceRect(rgbaMat, rect_ann, color, 2);
                    OpenCVForUnityUtils.DrawFaceRect(rgbaMat, rect_bob, color, 2);
                    //Imgproc.putText (rgbaMat, "" + i % 2, new Point (rect_ann.xMin, rect_ann.yMin - 10), Imgproc.FONT_HERSHEY_SIMPLEX, 1.0, color, 2, Imgproc.LINE_AA, false);
                    //Imgproc.putText (rgbaMat, "" + (i % 2 + 1), new Point (rect_bob.xMin, rect_bob.yMin - 10), Imgproc.FONT_HERSHEY_SIMPLEX, 1.0, color, 2, Imgproc.LINE_AA, false);
                }
            }

            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();
        }
        // Update is called once per frame
        void Update()
        {
            if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame())
            {
                Mat rgbaMat = webCamTextureToMatHelper.GetMat();

                // detect faces.
                List <Rect> detectResult;
                DetectFaces(rgbaMat, out detectResult, useDlibFaceDetecter);

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

                // detect face landmark points.
                OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbaMat);
                List <List <Vector2> > landmarkPoints = new List <List <Vector2> >();
                foreach (var openCVRect in trackedRects)
                {
                    if (openCVRect.state > TrackedState.NEW_DISPLAYED && openCVRect.state < TrackedState.NEW_HIDED)
                    {
                        UnityEngine.Rect rect   = new UnityEngine.Rect(openCVRect.x, openCVRect.y, openCVRect.width, openCVRect.height);
                        List <Vector2>   points = faceLandmarkDetector.DetectLandmark(rect);

                        // apply noise filter.
                        if (enableNoiseFilter)
                        {
                            opticalFlowFilterDict[openCVRect.id].Process(rgbaMat, points, points);
                            lowPassFilterDict[openCVRect.id].Process(rgbaMat, points, points);
                        }

                        landmarkPoints.Add(points);
                    }
                }

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

                // face changing.
                if (faceMaskTexture != null && landmarkPoints.Count >= 1)
                { // Apply face changing between detected faces and a mask image.
                    if (detectedFaceRect.width == 0.0f || detectedFaceRect.height == 0.0f)
                    {
                        DetectFaces(faceMaskMat, out detectResult, useDlibFaceDetecter);
                        if (detectResult.Count >= 1)
                        {
                            detectedFaceRect = new UnityEngine.Rect(detectResult[0].x, detectResult[0].y, detectResult[0].width, detectResult[0].height);
                        }
                    }

                    if (detectedFaceRect.width > 0 || detectedFaceRect.height > 0)
                    {
                        OpenCVForUnityUtils.SetImage(faceLandmarkDetector, faceMaskMat);
                        List <Vector2> souseLandmarkPoint = faceLandmarkDetector.DetectLandmark(detectedFaceRect);

                        faceChanger.SetTargetImage(rgbaMat);
                        for (int i = 0; i < landmarkPoints.Count; i++)
                        {
                            faceChanger.AddFaceChangeData(faceMaskMat, souseLandmarkPoint, landmarkPoints[i], 1);
                        }
                        faceChanger.ChangeFace();

                        if (displayFaceRects)
                        {
                            OpenCVForUnityUtils.DrawFaceRect(faceMaskMat, detectedFaceRect, new Scalar(255, 0, 0, 255), 2);
                        }
                    }
                }
                else if (landmarkPoints.Count >= 2)
                { // Apply face changing between detected faces.
                    faceChanger.SetTargetImage(rgbaMat);
                    for (int i = 1; i < landmarkPoints.Count; i++)
                    {
                        faceChanger.AddFaceChangeData(rgbaMat, landmarkPoints[0], landmarkPoints[i], 1);
                    }
                    faceChanger.ChangeFace();
                }

                // draw face rects.
                if (displayFaceRects)
                {
                    for (int i = 0; i < trackedRects.Count; i++)
                    {
                        Rect             openCVRect = trackedRects[i];
                        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);
                        //Imgproc.putText (rgbaMat, " " + frontalFaceChecker.GetFrontalFaceAngles (landmarkPoints [i]), new Point (rect.xMin, rect.yMin - 10), Imgproc.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), Imgproc.FONT_HERSHEY_SIMPLEX, 0.5, new Scalar (255, 255, 255, 255), 2, Imgproc.LINE_AA, false);
                    }
                }

                // display face mask image.
                if (faceMaskMat != null)
                {
                    float scale = (rgbaMat.width() / 4f) / faceMaskMat.width();
                    float tx    = rgbaMat.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, rgbaMat, trans, rgbaMat.size(), Imgproc.INTER_LINEAR, Core.BORDER_TRANSPARENT, new Scalar(0));

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

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

                OpenCVForUnity.UnityUtils.Utils.fastMatToTexture2D(rgbaMat, texture);
            }
        }
Пример #7
0
        void Run()
        {
            rgbaMat = Imgcodecs.imread(Application.dataPath + "/Resources/changer.jpg", 1);
            Imgproc.cvtColor(rgbaMat, rgbaMat, Imgproc.COLOR_BGR2RGBA);

            //1. 人脸dlib检测
            List <OpenCVForUnity.Rect> detectResult = new List <OpenCVForUnity.Rect>();

            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));
            }
            OpenCVForUnityUtils.SetImage(faceLandmarkDetector, rgbaMat);
            List <List <Vector2> > landmarkPoints = new List <List <Vector2> >();

            OpenCVForUnity.Rect openCVRect = detectResult[0];
            UnityEngine.Rect    rect       = new UnityEngine.Rect(openCVRect.x, openCVRect.y, openCVRect.width, openCVRect.height);
            List <Vector2>      points     = faceLandmarkDetector.DetectLandmark(rect); //通过检测器从rect中提取point

            landmarkPoints.Add(points);

            //2. 计算凸包
            pointList = new List <Point>();
            for (int i = 0; i < points.Count; i++)
            {
                //绘制点
                //Imgproc.circle(rgbaMat, new Point(points[i].x, points[i].y), 2, new Scalar(255, 255, 255), -1);
                Point pt = new Point(landmarkPoints[0][i].x, landmarkPoints[0][i].y);
                Imgproc.circle(rgbaMat, pt, 0, new Scalar(0, 255, 0, 255), 2, Imgproc.LINE_8, 0); //绘制68点
                pointList.Add(pt);
            }
            //Debug.Log(pointList.Count); //68

            //3. 三角剖份
            TriangleDivide();

            //4. (遍历三角形)仿射变换
            Affine();

            //5. 显示
            MatOfPoint pointsMat = new MatOfPoint();

            pointsMat.fromList(pointList);
            MatOfInt hullInt = new MatOfInt();

            Imgproc.convexHull(pointsMat, hullInt);
            List <Point> pointMatList  = pointsMat.toList();
            List <int>   hullIntList   = hullInt.toList();
            List <Point> hullPointList = new List <Point>();

            for (int j = 0; j < hullInt.toList().Count; j++)
            {
                hullPointList.Add(pointMatList[hullIntList[j]]);
            }
            MatOfPoint hullPointMat = new MatOfPoint();

            hullPointMat.fromList(hullPointList); //23*1
            List <MatOfPoint> hullPoints = new List <MatOfPoint>();

            hullPoints.Add(hullPointMat); //1
            Imgproc.drawContours(rgbaMat, hullPoints, -1, new Scalar(255, 255, 0, 255), 2);

            //------------------------------------------------//
            //Try---------------------------------------------//

            dstPointList = new List <Point>();
            for (int i = 0; i < pointList.Count; i++)
            {
                Point pt = pointList[i] + new Point(100, 0);
                dstPointList.Add(pt);
            }
            //MatOfPoint2f srcTri = new MatOfPoint2f(); //不能超过3
            //MatOfPoint2f dstTri = new MatOfPoint2f(); //不能超过3
            //srcTri.fromList(pointList);
            //srcTri.fromList(dstPointList);
            for (int j = 0; j < 3; j++)
            {
                //srcTri.push_back(hullPointMat);
                //dstTri.push_back(hull2[corpd.index[j]]);
            }


            Mat        mask = Mat.zeros(rgbaMat.size(), CvType.CV_8UC1);
            Point      p0   = new Point(0, 0);
            Point      p1   = new Point(0, 256);
            Point      p2   = new Point(256, 0);
            Point      p3   = new Point(256, 0);
            Point      p4   = new Point(512, 0);
            Point      p5   = new Point(512, 256);
            Point      p6   = new Point(256, 64);
            MatOfPoint pts1 = new MatOfPoint(new Point[3] {
                p0, p1, p2
            });
            MatOfPoint pts2 = new MatOfPoint(new Point[3] {
                p3, p4, p5
            });
            MatOfPoint2f srcTri = new MatOfPoint2f(new Point[3] {
                p0, p1, p2
            });
            MatOfPoint2f dstTri = new MatOfPoint2f(new Point[3] {
                p0, p1, p6
            });
            List <MatOfPoint> contour = new List <MatOfPoint>()
            {
                pts1
            };

            for (int i = 0; i < contour.Count; i++)
            {
                //轮廓提取
                Imgproc.drawContours(mask, contour, i, new Scalar(255), -1); //全部放到mask上
            }
            rgbaMat.copyTo(mask, mask);
            Mat warpMat   = Imgproc.getAffineTransform(srcTri, dstTri);
            Mat warpImage = Mat.zeros(mask.size(), mask.type());

            Imgproc.warpAffine(mask, warpImage, warpMat, warpImage.size());

            //------------------------------------------------//

            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;

            //warpImage
            Texture2D dst_t2d = new Texture2D(warpImage.width(), warpImage.height(), TextureFormat.RGBA32, false);

            OpenCVForUnity.Utils.matToTexture2D(warpImage, dst_t2d);
            Sprite dst_sp = Sprite.Create(dst_t2d, new UnityEngine.Rect(0, 0, dst_t2d.width, dst_t2d.height), Vector2.zero);

            dstImage.sprite         = dst_sp;
            dstImage.preserveAspect = true;
        }
        // Update is called once per frame
        void Update()
        {
            if (webCamTextureToMatHelper.IsPlaying() && webCamTextureToMatHelper.DidUpdateThisFrame())
            {
                Mat rgbaMat = webCamTextureToMatHelper.GetMat();

                // 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
                {
                    // convert image to greyscale.
                    Imgproc.cvtColor(rgbaMat, grayMat, Imgproc.COLOR_RGBA2GRAY);

                    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.
                if (enableTracking)
                {
                    rectangleTracker.UpdateTrackedObjects(detectResult);
                    detectResult = new List <OpenCVForUnity.Rect> ();
                    rectangleTracker.GetObjects(detectResult, true);
                }

                // 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);

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

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

                    if (detectedFaceRect.width == 0.0f || detectedFaceRect.height == 0.0f)
                    {
                        if (useDlibFaceDetecter)
                        {
                            OpenCVForUnityUtils.SetImage(faceLandmarkDetector, faceMaskMat);
                            List <UnityEngine.Rect> result = faceLandmarkDetector.Detect();
                            if (result.Count >= 1)
                            {
                                detectedFaceRect = result [0];
                            }
                        }
                        else
                        {
                            using (Mat grayMat = new Mat())
                                using (Mat equalizeHistMat = new Mat())
                                    using (MatOfRect faces = new MatOfRect()) {
                                        //convert image to greyscale
                                        Imgproc.cvtColor(faceMaskMat, grayMat, Imgproc.COLOR_RGBA2GRAY);
                                        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 ();
                                        List <OpenCVForUnity.Rect> faceList = faces.toList();
                                        if (faceList.Count >= 1)
                                        {
                                            detectedFaceRect = new UnityEngine.Rect(faceList [0].x, faceList [0].y, faceList [0].width, faceList [0].height);
                                            // Adjust to Dilb's result.
                                            detectedFaceRect.y += detectedFaceRect.height * 0.1f;
                                        }
                                    }
                        }
                    }

                    if (detectedFaceRect.width > 0 || detectedFaceRect.height > 0)
                    {
                        OpenCVForUnityUtils.SetImage(faceLandmarkDetector, faceMaskMat);
                        List <Vector2> souseLandmarkPoint = faceLandmarkDetector.DetectLandmark(detectedFaceRect);

                        faceChanger.SetTargetImage(rgbaMat);
                        for (int i = 0; i < landmarkPoints.Count; i++)
                        {
                            faceChanger.AddFaceChangeData(faceMaskMat, souseLandmarkPoint, landmarkPoints [i], 1);
                        }
                        faceChanger.ChangeFace();

                        if (displayFaceRects)
                        {
                            OpenCVForUnityUtils.DrawFaceRect(faceMaskMat, detectedFaceRect, new Scalar(255, 0, 0, 255), 2);
                        }
                    }
                }
                else if (landmarkPoints.Count >= 2)
                {
                    faceChanger.SetTargetImage(rgbaMat);
                    for (int i = 1; i < landmarkPoints.Count; i++)
                    {
                        faceChanger.AddFaceChangeData(rgbaMat, landmarkPoints [0], landmarkPoints [i], 1);
                    }
                    faceChanger.ChangeFace();
                }

                // 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(rgbaMat, rect, new Scalar(255, 0, 0, 255), 2);
                        //Imgproc.putText (rgbaMat, " " + frontalFaceParam.getAngleOfFrontalFace (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, " " + frontalFaceParam.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);
                    }
                }

                // display face mask image.
                if (faceMaskMat != null)
                {
                    float scale = (rgbaMat.width() / 4f) / faceMaskMat.width();
                    float tx    = rgbaMat.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, rgbaMat, trans, rgbaMat.size(), Imgproc.INTER_LINEAR, Core.BORDER_TRANSPARENT, new Scalar(0));
                }

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

                OpenCVForUnity.Utils.matToTexture2D(rgbaMat, texture, colors);
            }
        }