AIFace | Artificial Intelligence Facial Analysis

 by   bz51 Java Version: Current License: Apache-2.0

kandi X-RAY | AIFace Summary

kandi X-RAY | AIFace Summary

AIFace is a Java library. AIFace has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

Artificial Intelligence Facial Analysis
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            kandi-support Support

              AIFace has a low active ecosystem.
              It has 16 star(s) with 8 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              AIFace has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of AIFace is current.

            kandi-Quality Quality

              AIFace has 0 bugs and 0 code smells.

            kandi-Security Security

              AIFace has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              AIFace code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              AIFace is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              AIFace releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              AIFace saves you 827 person hours of effort in developing the same functionality from scratch.
              It has 1897 lines of code, 52 functions and 27 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed AIFace and discovered the below as its top functions. This is intended to give you an instant insight into AIFace implemented functionality, and help decide if they suit your requirements.
            • Process photo
            • Download by get request
            • Send POST request
            • Paint an image
            • Run the test
            • Load all the files in yyyy
            • Load results
            • Get access token
            • Get ticket
            • Load user file
            • Main method
            • Main method to draw an image
            • Send post request
            • Send get request
            Get all kandi verified functions for this library.

            AIFace Key Features

            No Key Features are available at this moment for AIFace.

            AIFace Examples and Code Snippets

            No Code Snippets are available at this moment for AIFace.

            Community Discussions

            QUESTION

            Skeletal animation is skewed
            Asked 2021-Mar-11 at 22:36

            I followed the popular tutorials on skeletal animation by Thin Matrix and another code sample on GitHub

            The mesh renders find without any animations. But as soon as animations are applied it gets skewed.

            If I pass identity matrices as bonetransforms, it works. Works as in it still renders properly just without any animation.

            Also I noticed that the collada file I use uses Z as up and I use Y as up. But I export all data without changing a thing to make sure all transforms and vertex data work as intended. I later on plan on adjusting this as I export so that the data uses Y as up as well.

            Here's my code for Skeletal Animation:

            Header:

            ...

            ANSWER

            Answered 2021-Mar-11 at 22:36

            I figured it out. BoneTransforms needed to be moved within the for loop. The same instance was getting over-written each loop cycle.

            Source https://stackoverflow.com/questions/66575919

            QUESTION

            _vfptr becomes null when I try to call a function
            Asked 2020-Sep-09 at 12:58

            I am trying to Polymorphism in c++ but when I try to call a function , the _vfptr is equal to 0xcccccccccccccccc .

            Here is the Object class who contain virtals functions :

            ...

            ANSWER

            Answered 2020-Sep-09 at 12:58

            The problem is in TestApp::Init

            Source https://stackoverflow.com/questions/63811705

            QUESTION

            Assimp can't load other textures except diffuse texture of FBX
            Asked 2019-Dec-23 at 12:20

            I try to load the FBX model in the last contains of this learnopengl tutorial, but I only can load diffuse texture of the FBX. I had tried the solution of adjusting the order of layout in vertex shader, but it didn't work. The result of material->GetTextureCount(type) is 0 when type isn't aiTextureType_DIFFUSE. Here is my code:

            mesh.h

            ...

            ANSWER

            Answered 2019-Dec-23 at 12:20

            At first: which version of the Asset-Importer-Lib do you use? We made a lot of improvements in the FBX-Importer, so switching to the latest 5.0-release is strongly recommended.

            Normally when the number of textures shows zero it is a sign that there is only one texture used in our model. To verify that yo can just use Blender, The interal Asset-Importer-Viewer or the Editor of the Godot-Engine to check that your model is right.

            If there is more than just a diffuse-texture stored in your model please create a new issue report here: Assimp-Bugtracker . And please add a model which we can use to reproduce the issue. Thanks in advance!

            Source https://stackoverflow.com/questions/58835041

            QUESTION

            opengl - triangle adjacency to triangle strip
            Asked 2018-Sep-26 at 20:37

            Let's say that I have my geometry and created an index buffer containing the triangle adjacency information. Then, changed the draw mode from GL_TRIANGLES to GL_TRIANGLE_ADJACENCY. The question is, can I convert the geometry from triangle adjacency to triangles strip using the geometry shader?

            something like this:

            ...

            ANSWER

            Answered 2018-Sep-26 at 20:37

            A triangle adjacency, contains adjacency data for triangles, so that adjacent triangles can be accessed. The Geometry Shader stage has access to 6 vertices and attributes, which forms 4 triangles. 3 vertices form the triangle which is currently rendered. The other 3 vertices are forming the neighbor (adjacent) triangles, in combination with the 3 side edges of the currently rendered triangle. (see GL_ARB_geometry_shader4 and Primitive).

            If a Geometry Shader should pass the rendered triangle to the next shader stage, then it has to process the three points only, which form the triangle, and not its adjacency.

            Further issues:

            • The world space position of the model is overwritten by VertexOut.fragpos = gl_Position;
            • The normal vector has to be transformed to world space:
              VertexOut.normal = mat3(ModelMatrix) * vertex[i].normal;

            The geometry shader should look somehow like this:

            Source https://stackoverflow.com/questions/46018049

            QUESTION

            Why did some of my surfaces disappear after I added mesh objects?
            Asked 2017-Sep-10 at 03:07

            I am trying to combine 2 programs

            1. One is an empty room with a table and 2 chairs

            1. The other draws a mesh of a Taurus

            I have combined both and this was the result I got

            Some of the surfaces of the table and chairs have disappeared. Can someone tell me why? I have already made an additional VBO and VAO to hold the vertice data of the meshes. However it seems to be affecting the surfaces of the cubes.

            Here is my program

            ...

            ANSWER

            Answered 2017-Aug-11 at 08:51

            You are overriding the index buffer of g_VAO[1]. Since you don't unbind the VAO after it its initialization has finished, glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_IBO[1]); will modify it.

            To solve your problem: Unbind VAOs before binding any buffers that are not related to them.

            Source https://stackoverflow.com/questions/45627631

            QUESTION

            OpenGL - First mesh disappeared after second mesh was added
            Asked 2017-Sep-10 at 03:07

            I am trying to load 2 different meshes (a taurus and a monkey head) in my program. Both using the same load_mesh function.

            I used load_mesh for the taurus in the init function. The vertice data for this mesh was stored in g_pMeshVertices. It looked like this.

            Then I loaded a second one and it looked like this (below). The second mesh (monkey head) successfully appeared but half of the previous mesh disappeared. What I did was I used the load_mesh function again but for the "monkey head" inside init. The vertices for the new mesh was also stored in g_pMeshVertices. However, I created a new VBO and VAO to store the new vertices of g_pMeshVertices but it seems to be affecting my previous mesh. Can someone tell me why?

            Here is my code

            ...

            ANSWER

            Answered 2017-Aug-11 at 11:08

            In the function static void render_scene() there are two draw calls with the same number of indices, i.e. g_numberOfFaces * 3. The monkey and the taurus most likely have a different amount of indices.

            That may not be the only mistake. My guess would be that this is somehow related to indices or that the monkey overrides some of the previous model's data.

            I would advise you to make a minimal example so it is easier for others to read your code. In addition you did not show your vertex shader.

            Source https://stackoverflow.com/questions/45629952

            QUESTION

            Ray Tracing using Nvidia Optix with Open Asset Import Library (assimp) - rendering multiple meshes
            Asked 2017-Jun-22 at 19:02

            I'm trying to combine the versatility of Open Asset Import Library (reading in a variety of 3D model filetypes) with NVidia Optix ray tracing to render the models.

            So far, it is working whenever the model I'm rendering is made up of a single mesh. When I try to render a file with more than one mesh, I get only partial results. I can't narrow down where the issue is, looking for some insight. Relevant code here:

            Loading a file using assimp importer and creating the optix buffers:

            ...

            ANSWER

            Answered 2017-Jun-22 at 19:02

            I found a solution, although not sure how optimal.

            Each mesh still gets its own geometry, however instead of creating single vertex, index and normal buffers which are shared among all geometries, I create separate buffers for each geometry.

            Then, instead of

            Source https://stackoverflow.com/questions/44546797

            QUESTION

            Directx Assimp Wrong Texture Coordinates
            Asked 2017-Jun-01 at 11:16

            I'm trying to load a mesh into my directx app. I can successfully load any mesh but texture coordinates are wrong on a side of mesh. (Only a side. The other side's texture is mapped correctly) ScreenShot

            Here's my code.

            Model.h

            ...

            ANSWER

            Answered 2017-Jun-01 at 11:16

            I solved it. If anyone else facing this issue be sure you have set a SamplerState.

            Source https://stackoverflow.com/questions/44134401

            QUESTION

            Problems with model texture coords opengl
            Asked 2017-Jan-14 at 01:16

            I have a program I use for test-loading models into OpenGL in C. The code for this is pretty straightforward as far as model loading with Assimp goes (to my understanding):

            ...

            ANSWER

            Answered 2017-Jan-14 at 01:16

            A bit of a mistake on my end, while all of the code was correct in loading the model and it's data, I forgot that the flags preset I used for loading the model in aiImportScene didn't include a flag to flip the UVs. In other words, instead of this:

            Source https://stackoverflow.com/questions/41626296

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install AIFace

            You can download it from GitHub.
            You can use AIFace like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the AIFace component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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