fdet | use face detection module based on MTCNN and RetinaFace | GPU library
kandi X-RAY | fdet Summary
kandi X-RAY | fdet Summary
The fdet is a ready-to-use implementation of deep learning face detectors with landkmarks.
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Top functions reviewed by kandi - BETA
- Performs a batch of data processing
- Perform the forward computation
- Decode land model
- Decode a given location
- Run a single batch of test boxes
- Builds the first stage of the image
- Calibrate bounding boxes
- Convert bounding boxes to square boxes
- Detect a retina face
- Runs the image detection
- Check if a batch is valid
- Runs batch detection
- Draw detections
- Draw a detection
- Draw a bounding box
- Draw the points on the image
- Detect a MTCNN
fdet Key Features
fdet Examples and Code Snippets
Community Discussions
Trending Discussions on fdet
QUESTION
I am trying to apply both displacement mapping and specular mapping for the earth and only displacement mapping for the moon.
I could transfer height map to normal map but if I use the same height map to apply displacement mapping, it does not work as I expected..
Here is the example image
as you can see the bumpness around the earth and the moon but there are no actual height diffrences.
If I apply specular map to the earth, the earth becomes like this
I want only the ocean of the earth to shine but my code turns the earth into the whole black, I can only see some white dots on the earth...
These textures are from this site
Here is my both vertex shader code and the fragment shader code
...ANSWER
Answered 2019-Dec-17 at 06:39If it was me I'd first strip the shader down the simplest thing and see if I get what I want. You want a specular shine so do you get a specular shine with only specular calculations in your shaders
Trimming your shaders to just draw a flat phong shading didn't produce the correct results
This line
QUESTION
I'm getting variable is undefined error when i try 'appending' value to variable 'recdb' from another variable in set_fact.
Below is my play book:
...ANSWER
Answered 2019-Nov-20 at 07:34There is no syntax error, only an undefined var.
Your code:
QUESTION
From the last two weeks, I'm struggling with building real-time face filter application which can also record videos but sadly I'm not successful yet. Currently, I'm using ` for rendering real-time face position. I wanna record that rectangle view too while recording. Please let me know if someone has done this kind of work.
Well, I'm able to detect faces in real-time using android.media.FaceDetector
class but the problem is with recording. For rending the face positions I'm using SurfaceView
where in surfaceChanged
method I prepared my camera resource and save frame in the video file but due to these multiple tasks at the same time application lacks and only video recording is working.
This is my code:
...ANSWER
Answered 2019-Sep-09 at 13:19QUESTION
I'm trying to use an off-screen framebuffer to replicate a scene that renders wonderfully to the default framebuffer. There seem to be differences in the rendering that I can't sort out.
For context, I am visualizing the Earth with an atmospheric shader. I am using a QT QOpenGLWidget, but mostly raw GL calls because I'm not a fan of QT's abstractions. I need to render this scene to an off-screen framebuffer because I would like to implement some post-processing effects in my visualization, for which I need to be able to sample the scene as a texture. I've gotten to the point where I am successfully creating a framebuffer and rendering its color texture to a quad on the screen.
My understanding is that alpha blending behaves differently when rendering to an off-screen framebuffer compared to the default. I haven't been able to find any resources online that indicate a way to produce identical results without a major refactor. The methodologies I've seen involve either manually rendering objects in order from back to front, or baking in the alpha values to the colors that are sent to the framebuffer. I've tried an often suggested alternative, which is using glBlendFuncSeparate to control things more manually:
...ANSWER
Answered 2019-Jun-08 at 18:20The depth render buffer is not attached to the framebuffer. The 2nd parameter of glFramebufferRenderbuffer
has to be the attachment point.
GL_DEPTH_STENCIL_OES
is not a valid value for a attachment point. So
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install fdet
You can use fdet like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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