centerpose | Push the Extreme of the pose estimation | Notification library
kandi X-RAY | centerpose Summary
kandi X-RAY | centerpose Summary
Push the Extreme of the pose estimation
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Top functions reviewed by kandi - BETA
- Displays an image
- Apply keypoint to image
- Apply a mask to an image
- Return a list of N colors
- Decode a heatmap
- Nms of a heat map
- Gather features
- Compute the top k values for the given scores
- Create convolution layer
- Get all the extensions
- Updates the detection
- Create convolution layer
- Compute the covariance of the covariance matrix
- Example demo example
- Generate a single sample sample from the input directory
- Decode the ctd dataset
- Process the model
- Builds the convolution layer
- Maps a texture to a texture
- Calculates the cost of the cost of the detection
- Runs the pipeline
- Process an image
- Debugging decoding
- Forward computation
- Calculate the depth
- Plot a box
centerpose Key Features
centerpose Examples and Code Snippets
Community Discussions
Trending Discussions on centerpose
QUESTION
I'm developing an AR app with arcore for multiple users. Therefore, I'm using a cloud anchor (like in the cloud anchor example) and want to add some augmented images. Before I host the cloud anchor the virtual objects will be shown on top of the augmented images and everything is fine. After the cloud anchor is set (and hosted) the virtual objects of the augmented image are shown at a totally different position. Their position and rotation transforms when moving the augmented image but in an unexpected way. It probably has something to do with the ARCoreWorldOriginHelper-class which translates the unity-positions into the cloud anchor-related positions but I don't know how to fix this.
I have already tried different setups. When adding an AugmentedImageVisualizer (like in the AugmentedImage example) I use the ARCoreWorldOriginHelper to translate the anchor of the image.
...ANSWER
Answered 2019-Jul-14 at 19:45In the end I found out what to do. The problem is, that you can't move the anchor to a different position. The anchor will always be on the image. Even as a child of some other gameobject it is impossible to move the anchor. So to achieve an offset for the augmented images when the smartphone/ARCoreRoot is not the world anchor anymore but the cloud anchor is, you don#t need to create an anchor. You just instantiate the visualizer and make it a child of another gameobject which gets the offset. Then you update the real position of the visualizer in every frame. With the offset it will be shown correctly on the image. In the visualizer itself you can use the normal code:
QUESTION
I am trying to get the corners of the eyes like this (one here as example):
...ANSWER
Answered 2019-Nov-08 at 14:45Solution: It's not the Center pose, it's the AugmentedFaceNode from the face, which the values in the buffer given by getMeshVirtices() are relative to:
QUESTION
How do I assign different prefabs to different images?
right now, I have all my prefabs loading in on top of each other but how do I get it so each prefab loads in only once on top of one image so each image has a different prefab?
I've modified the sample code (the frame corners) to load in my own prefab and used a dictionary to pair the prefabs with images from the database but when the program runs it instatiates all the prefabs in the same place rather than putting one prefrab on each image it puts all the prefabs on every image - this is the code I've been using:
...ANSWER
Answered 2018-Jul-09 at 14:05You could change your AugmentedImageVisualizer prefab, so that at the start all your different objects are inactive (.SetActive(false);
) For changing a prefab you can add it to your hierarchy, set all the objects inactive and then apply the changes. After apply you can delete the prefab from your game hierarchy.
Img 1: Add existing prefab to game hierarchy Img 2: set all the attached objecty to inactive (1) and apply the changes to the prefab (2)
So when you detect a image from your imagedatabase the AugmentedImageVisualizer prefab is attached and only the object with the given index is set to active. Then your code should work.
Because at the start all your objects are inactive you could change this part of your code:
QUESTION
I am trying to make something like this: https://www.youtube.com/watch?v=sX1aOBlwGWc
I can render an image in AR. But it always placed with the wrong orientation. What I actually want to achieve is that an image is overlayed over the current poster, picture, banner.
This is my code:
My config:
...ANSWER
Answered 2019-Jan-28 at 18:06You should be able to change the orientation of the rendered image/view/object by using setLocalRotation.
For example, in my project, I have used the below code, which makes the rendered image face directly outward from the detected image.
QUESTION
When I find an image, I want to place a text and a video above it. The text view is placed on the scene but the video is not, it is just added to my main layout in the middle. I'm using the component VideoView, I'm not sure that's the problem
...ANSWER
Answered 2018-Oct-11 at 16:42I used the ChromaKey sample as a starting point.
First I changed the custom material used for the video by adding a flag to disable the chromakey filtering.
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