mediapipe-rs/mediapipe/modules/face_geometry/protos/face_geometry.proto

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2022-06-11 21:25:48 +02:00
// Copyright 2020 The MediaPipe Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
syntax = "proto2";
package mediapipe.face_geometry;
import "mediapipe/framework/formats/matrix_data.proto";
import "mediapipe/modules/face_geometry/protos/mesh_3d.proto";
option java_package = "com.google.mediapipe.modules.facegeometry";
option java_outer_classname = "FaceGeometryProto";
// Defines the face geometry pipeline estimation result format.
message FaceGeometry {
// Defines a mesh surface for a face. The face mesh vertex IDs are the same as
// the face landmark IDs.
//
// XYZ coordinates exist in the right-handed Metric 3D space configured by an
// environment. UV coodinates are taken from the canonical face mesh model.
//
// XY coordinates are guaranteed to match the screen positions of
// the input face landmarks after (1) being multiplied by the face pose
// transformation matrix and then (2) being projected with a perspective
// camera matrix of the same environment.
//
// NOTE: the triangular topology of the face mesh is only useful when derived
// from the 468 face landmarks, not from the 6 face detection landmarks
// (keypoints). The former don't cover the entire face and this mesh is
// defined here only to comply with the API. It should be considered as
// a placeholder and/or for debugging purposes.
//
// Use the face geometry derived from the face detection landmarks
// (keypoints) for the face pose transformation matrix, not the mesh.
optional Mesh3d mesh = 1;
// Defines a face pose transformation matrix, which provides mapping from
// the static canonical face model to the runtime face. Tries to distinguish
// a head pose change from a facial expression change and to only reflect the
// former.
//
// Is a 4x4 matrix and contains only the following components:
// * Uniform scale
// * Rotation
// * Translation
//
// The last row is guaranteed to be `[0 0 0 1]`.
optional MatrixData pose_transform_matrix = 2;
}