// 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/modules/face_geometry/protos/mesh_3d.proto"; option java_package = "com.google.mediapipe.modules.facegeometry"; option java_outer_classname = "GeometryPipelineMetadataProto"; enum InputSource { DEFAULT = 0; // FACE_LANDMARK_PIPELINE FACE_LANDMARK_PIPELINE = 1; FACE_DETECTION_PIPELINE = 2; } message WeightedLandmarkRef { // Defines the landmark ID. References an existing face landmark ID. optional uint32 landmark_id = 1; // Defines the landmark weight. The larger the weight the more influence this // landmark has in the basis. // // Is positive. optional float weight = 2; } // Next field ID: 4 message GeometryPipelineMetadata { // Defines the source of the input landmarks to let the underlying geometry // pipeline to adjust in order to produce the best results. // // Face landmark pipeline is expected to produce 3D landmarks with relative Z // coordinate, which is scaled as the X coordinate assuming the weak // perspective projection camera model. // // Face landmark pipeline is expected to produce 2D landmarks with Z // coordinate being equal to 0. optional InputSource input_source = 3; // Defines a mesh surface for a canonical face. The canonical face mesh vertex // IDs are the same as the face landmark IDs. // // XYZ coordinates are defined in centimeter units. optional Mesh3d canonical_mesh = 1; // Defines a weighted landmark basis for running the Procrustes solver // algorithm inside the geometry pipeline. // // A good basis sets face landmark weights in way to distinguish a head pose // change from a facial expression change and to only respond to the former. repeated WeightedLandmarkRef procrustes_landmark_basis = 2; }