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The Face Mesh model is impressively fast. It runs smoothly with...





The Face Mesh model is impressively fast. It runs smoothly with 60 fps video input. (BlazeFace + Face Mesh on Unity Barracuda) https://github.com/keijiro/FaceMeshBarracuda

The Face Mesh model is impressively fast. It runs smoothly with...



The Face Mesh model is impressively fast. It runs smoothly with 60 fps video input. (BlazeFace + Face Mesh on Unity Barracuda) https://github.com/keijiro/FaceMeshBarracuda

Implemented face region cropping. Now the pipeline works with...



Implemented face region cropping. Now the pipeline works with real time video input. (BlazeFace + Face Mesh on Unity Barracuda) https://github.com/keijiro/FaceMeshBarracuda

Implemented face region cropping. Now the pipeline works with...



Implemented face region cropping. Now the pipeline works with real time video input. (BlazeFace + Face Mesh on Unity Barracuda) https://github.com/keijiro/FaceMeshBarracuda

Finally, the MediaPipe Face Mesh model worked on Unity...



Finally, the MediaPipe Face Mesh model worked on Unity Barracuda.

Looking into the MediaPipe hair segmentation model. I think I...



Looking into the MediaPipe hair segmentation model. I think I have to replace this ScatterND node to add Barracuda support.

Added key point tracking to the Barracuda BlazeFace...



Added key point tracking to the Barracuda BlazeFace implementation. I haven’t implemented the weighted suppression yet, but it already looks good enough to me. https://github.com/keijiro/BlazeFaceBarracuda

Added key point tracking to the Barracuda BlazeFace...



Added key point tracking to the Barracuda BlazeFace implementation. I haven’t implemented the weighted suppression yet, but it already looks good enough to me. https://github.com/keijiro/BlazeFaceBarracuda

Augmented Shadow: Inside – Joon Moon

Augmented Shadow: Inside – Joon Moon
"Augmented Shadow", devised by Joon Moon, refers to a device and experience that implements a form of augmented reality using shadows. This device creates an alternate reality by superimposing virtual shadows on the actual shadows of objects according to the angle of the lighting device that the audience controls.

Converted the BlazeFace model. It seems to return correct...



Converted the BlazeFace model. It seems to return correct inference results now. (left: Barracuda on Unity, right: onnxruntime on Colab)

Implementing an ONNX converter to add Barracuda support to the...



Implementing an ONNX converter to add Barracuda support to the BlazeFace model. This is the first time I use the Python ONNX module.

Hello Unity 2021



Hello Unity 2021

Trying dynamic virtual backgrounds with the MediaPipe Meet...



Trying dynamic virtual backgrounds with the MediaPipe Meet segmentation model (running on Unity Barracuda). https://github.com/keijiro/MeetBarracuda

Trying dynamic virtual backgrounds with the MediaPipe Meet...



Trying dynamic virtual backgrounds with the MediaPipe Meet segmentation model (running on Unity Barracuda). https://github.com/keijiro/MeetBarracuda

Now I’m trying the MediaPipe Meet segmentation model with...



Now I’m trying the MediaPipe Meet segmentation model with Unity Barracuda. It’s quite fast and accurate. https://github.com/keijiro/MeetBarracuda

Now editing the next tutorial video.



Now editing the next tutorial video.

I just tried to create a shmup-style benchmark for the new Mesh...



I just tried to create a shmup-style benchmark for the new Mesh API, but I’m afraid it doesn’t make any sense. Who does need 190k bullets? https://github.com/keijiro/DanmakuTest

I just tried to create a shmup-style benchmark for the new Mesh...



I just tried to create a shmup-style benchmark for the new Mesh API, but I’m afraid it doesn’t make any sense. Who does need 190k bullets? https://github.com/keijiro/DanmakuTest

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