mediapipe/mediapipe/calculators/image/segmentation_smoothing_calculator.cc
MediaPipe Team c688862570 Project import generated by Copybara.
GitOrigin-RevId: 6e5aa035cd1f6a9333962df5d3ab97a05bd5744e
2022-06-28 12:11:05 +00:00

439 lines
14 KiB
C++

// Copyright 2021 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.
#include <algorithm>
#include <memory>
#include "mediapipe/calculators/image/segmentation_smoothing_calculator.pb.h"
#include "mediapipe/framework/calculator_framework.h"
#include "mediapipe/framework/calculator_options.pb.h"
#include "mediapipe/framework/formats/image.h"
#include "mediapipe/framework/formats/image_format.pb.h"
#include "mediapipe/framework/formats/image_frame.h"
#include "mediapipe/framework/port/logging.h"
#include "mediapipe/framework/port/status.h"
#include "mediapipe/framework/port/vector.h"
#if !MEDIAPIPE_DISABLE_GPU
#include "mediapipe/gpu/gl_calculator_helper.h"
#include "mediapipe/gpu/gl_simple_shaders.h"
#include "mediapipe/gpu/shader_util.h"
#endif // !MEDIAPIPE_DISABLE_GPU
#if !MEDIAPIPE_DISABLE_OPENCV
#include "mediapipe/framework/formats/image_frame_opencv.h"
#include "mediapipe/framework/formats/image_opencv.h"
#include "mediapipe/framework/port/opencv_core_inc.h"
#endif // !MEDIAPIPE_DISABLE_OPENCV
namespace mediapipe {
namespace {
constexpr char kCurrentMaskTag[] = "MASK";
constexpr char kPreviousMaskTag[] = "MASK_PREVIOUS";
constexpr char kOutputMaskTag[] = "MASK_SMOOTHED";
enum { ATTRIB_VERTEX, ATTRIB_TEXTURE_POSITION, NUM_ATTRIBUTES };
} // namespace
// A calculator for mixing two segmentation masks together,
// based on an uncertantity probability estimate.
//
// Inputs:
// MASK - Image containing the new/current mask.
// [ImageFormat::VEC32F1, or
// GpuBufferFormat::kBGRA32/kRGB24/kGrayHalf16/kGrayFloat32]
// MASK_PREVIOUS - Image containing previous mask.
// [Same format as MASK_CURRENT]
// * If input channels is >1, only the first channel (R) is used as the mask.
//
// Output:
// MASK_SMOOTHED - Blended mask.
// [Same format as MASK_CURRENT]
// * The resulting filtered mask will be stored in R channel,
// and duplicated in A if 4 channels.
//
// Options:
// combine_with_previous_ratio - Amount of previous to blend with current.
//
// Example:
// node {
// calculator: "SegmentationSmoothingCalculator"
// input_stream: "MASK:mask"
// input_stream: "MASK_PREVIOUS:mask_previous"
// output_stream: "MASK_SMOOTHED:mask_smoothed"
// options: {
// [mediapipe.SegmentationSmoothingCalculatorOptions.ext] {
// combine_with_previous_ratio: 0.9
// }
// }
// }
//
class SegmentationSmoothingCalculator : public CalculatorBase {
public:
SegmentationSmoothingCalculator() = default;
static absl::Status GetContract(CalculatorContract* cc);
// From Calculator.
absl::Status Open(CalculatorContext* cc) override;
absl::Status Process(CalculatorContext* cc) override;
absl::Status Close(CalculatorContext* cc) override;
private:
absl::Status RenderGpu(CalculatorContext* cc);
absl::Status RenderCpu(CalculatorContext* cc);
absl::Status GlSetup(CalculatorContext* cc);
void GlRender(CalculatorContext* cc);
float combine_with_previous_ratio_;
bool gpu_initialized_ = false;
#if !MEDIAPIPE_DISABLE_GPU
mediapipe::GlCalculatorHelper gpu_helper_;
GLuint program_ = 0;
#endif // !MEDIAPIPE_DISABLE_GPU
};
REGISTER_CALCULATOR(SegmentationSmoothingCalculator);
absl::Status SegmentationSmoothingCalculator::GetContract(
CalculatorContract* cc) {
CHECK_GE(cc->Inputs().NumEntries(), 1);
cc->Inputs().Tag(kCurrentMaskTag).Set<Image>();
cc->Inputs().Tag(kPreviousMaskTag).Set<Image>();
cc->Outputs().Tag(kOutputMaskTag).Set<Image>();
#if !MEDIAPIPE_DISABLE_GPU
MP_RETURN_IF_ERROR(mediapipe::GlCalculatorHelper::UpdateContract(cc));
#endif // !MEDIAPIPE_DISABLE_GPU
return absl::OkStatus();
}
absl::Status SegmentationSmoothingCalculator::Open(CalculatorContext* cc) {
cc->SetOffset(TimestampDiff(0));
auto options =
cc->Options<mediapipe::SegmentationSmoothingCalculatorOptions>();
combine_with_previous_ratio_ = options.combine_with_previous_ratio();
#if !MEDIAPIPE_DISABLE_GPU
MP_RETURN_IF_ERROR(gpu_helper_.Open(cc));
#endif // !MEDIAPIPE_DISABLE_GPU
return absl::OkStatus();
}
absl::Status SegmentationSmoothingCalculator::Process(CalculatorContext* cc) {
if (cc->Inputs().Tag(kCurrentMaskTag).IsEmpty()) {
return absl::OkStatus();
}
if (cc->Inputs().Tag(kPreviousMaskTag).IsEmpty()) {
// Pass through current image if previous is not available.
cc->Outputs()
.Tag(kOutputMaskTag)
.AddPacket(cc->Inputs().Tag(kCurrentMaskTag).Value());
return absl::OkStatus();
}
// Run on GPU if incoming data is on GPU.
const bool use_gpu = cc->Inputs().Tag(kCurrentMaskTag).Get<Image>().UsesGpu();
if (use_gpu) {
#if !MEDIAPIPE_DISABLE_GPU
MP_RETURN_IF_ERROR(gpu_helper_.RunInGlContext([this, cc]() -> absl::Status {
if (!gpu_initialized_) {
MP_RETURN_IF_ERROR(GlSetup(cc));
gpu_initialized_ = true;
}
MP_RETURN_IF_ERROR(RenderGpu(cc));
return absl::OkStatus();
}));
#else
return absl::InternalError("GPU processing is disabled.");
#endif // !MEDIAPIPE_DISABLE_GPU
} else {
#if !MEDIAPIPE_DISABLE_OPENCV
MP_RETURN_IF_ERROR(RenderCpu(cc));
#else
return absl::InternalError("OpenCV processing is disabled.");
#endif // !MEDIAPIPE_DISABLE_OPENCV
}
return absl::OkStatus();
}
absl::Status SegmentationSmoothingCalculator::Close(CalculatorContext* cc) {
#if !MEDIAPIPE_DISABLE_GPU
gpu_helper_.RunInGlContext([this] {
if (program_) glDeleteProgram(program_);
program_ = 0;
});
#endif // !MEDIAPIPE_DISABLE_GPU
return absl::OkStatus();
}
absl::Status SegmentationSmoothingCalculator::RenderCpu(CalculatorContext* cc) {
#if !MEDIAPIPE_DISABLE_OPENCV
// Setup source images.
const auto& current_frame = cc->Inputs().Tag(kCurrentMaskTag).Get<Image>();
auto current_mat = mediapipe::formats::MatView(&current_frame);
RET_CHECK_EQ(current_mat->type(), CV_32FC1)
<< "Only 1-channel float input image is supported.";
const auto& previous_frame = cc->Inputs().Tag(kPreviousMaskTag).Get<Image>();
auto previous_mat = mediapipe::formats::MatView(&previous_frame);
RET_CHECK_EQ(previous_mat->type(), current_mat->type())
<< "Warning: mixing input format types: " << previous_mat->type()
<< " != " << previous_mat->type();
RET_CHECK_EQ(current_mat->rows, previous_mat->rows);
RET_CHECK_EQ(current_mat->cols, previous_mat->cols);
// Setup destination image.
auto output_frame = std::make_shared<ImageFrame>(
current_frame.image_format(), current_mat->cols, current_mat->rows);
cv::Mat output_mat = mediapipe::formats::MatView(output_frame.get());
output_mat.setTo(cv::Scalar(0));
// Blending function.
const auto blending_fn = [&](const float prev_mask_value,
const float new_mask_value) {
/*
* Assume p := new_mask_value
* H(p) := 1 + (p * log(p) + (1-p) * log(1-p)) / log(2)
* uncertainty alpha(p) =
* Clamp(1 - (1 - H(p)) * (1 - H(p)), 0, 1) [squaring the uncertainty]
*
* The following polynomial approximates uncertainty alpha as a function
* of (p + 0.5):
*/
const float c1 = 5.68842;
const float c2 = -0.748699;
const float c3 = -57.8051;
const float c4 = 291.309;
const float c5 = -624.717;
const float t = new_mask_value - 0.5f;
const float x = t * t;
const float uncertainty =
1.0f -
std::min(1.0f, x * (c1 + x * (c2 + x * (c3 + x * (c4 + x * c5)))));
return new_mask_value + (prev_mask_value - new_mask_value) *
(uncertainty * combine_with_previous_ratio_);
};
// Write directly to the first channel of output.
for (int i = 0; i < output_mat.rows; ++i) {
float* out_ptr = output_mat.ptr<float>(i);
const float* curr_ptr = current_mat->ptr<float>(i);
const float* prev_ptr = previous_mat->ptr<float>(i);
for (int j = 0; j < output_mat.cols; ++j) {
const float new_mask_value = curr_ptr[j];
const float prev_mask_value = prev_ptr[j];
out_ptr[j] = blending_fn(prev_mask_value, new_mask_value);
}
}
cc->Outputs()
.Tag(kOutputMaskTag)
.AddPacket(MakePacket<Image>(output_frame).At(cc->InputTimestamp()));
#endif // !MEDIAPIPE_DISABLE_OPENCV
return absl::OkStatus();
}
absl::Status SegmentationSmoothingCalculator::RenderGpu(CalculatorContext* cc) {
#if !MEDIAPIPE_DISABLE_GPU
// Setup source textures.
const auto& current_frame = cc->Inputs().Tag(kCurrentMaskTag).Get<Image>();
RET_CHECK(
(current_frame.format() == mediapipe::GpuBufferFormat::kBGRA32 ||
current_frame.format() == mediapipe::GpuBufferFormat::kGrayHalf16 ||
current_frame.format() == mediapipe::GpuBufferFormat::kGrayFloat32 ||
current_frame.format() == mediapipe::GpuBufferFormat::kRGB24))
<< "Only RGBA, RGB, or 1-channel Float input image supported.";
auto current_texture = gpu_helper_.CreateSourceTexture(current_frame);
const auto& previous_frame = cc->Inputs().Tag(kPreviousMaskTag).Get<Image>();
if (previous_frame.format() != current_frame.format()) {
LOG(ERROR) << "Warning: mixing input format types. ";
}
auto previous_texture = gpu_helper_.CreateSourceTexture(previous_frame);
// Setup destination texture.
const int width = current_frame.width(), height = current_frame.height();
auto output_texture = gpu_helper_.CreateDestinationTexture(
width, height, current_frame.format());
// Process shader.
{
gpu_helper_.BindFramebuffer(output_texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, current_texture.name());
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, previous_texture.name());
GlRender(cc);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
}
glFlush();
// Send out image as GPU packet.
auto output_frame = output_texture.GetFrame<Image>();
cc->Outputs()
.Tag(kOutputMaskTag)
.Add(output_frame.release(), cc->InputTimestamp());
#endif // !MEDIAPIPE_DISABLE_GPU
return absl::OkStatus();
}
void SegmentationSmoothingCalculator::GlRender(CalculatorContext* cc) {
#if !MEDIAPIPE_DISABLE_GPU
static const GLfloat square_vertices[] = {
-1.0f, -1.0f, // bottom left
1.0f, -1.0f, // bottom right
-1.0f, 1.0f, // top left
1.0f, 1.0f, // top right
};
static const GLfloat texture_vertices[] = {
0.0f, 0.0f, // bottom left
1.0f, 0.0f, // bottom right
0.0f, 1.0f, // top left
1.0f, 1.0f, // top right
};
// program
glUseProgram(program_);
// vertex storage
GLuint vbo[2];
glGenBuffers(2, vbo);
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// vbo 0
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 4 * 2 * sizeof(GLfloat), square_vertices,
GL_STATIC_DRAW);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, nullptr);
// vbo 1
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, 4 * 2 * sizeof(GLfloat), texture_vertices,
GL_STATIC_DRAW);
glEnableVertexAttribArray(ATTRIB_TEXTURE_POSITION);
glVertexAttribPointer(ATTRIB_TEXTURE_POSITION, 2, GL_FLOAT, 0, 0, nullptr);
// draw
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// cleanup
glDisableVertexAttribArray(ATTRIB_VERTEX);
glDisableVertexAttribArray(ATTRIB_TEXTURE_POSITION);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(2, vbo);
#endif // !MEDIAPIPE_DISABLE_GPU
}
absl::Status SegmentationSmoothingCalculator::GlSetup(CalculatorContext* cc) {
#if !MEDIAPIPE_DISABLE_GPU
const GLint attr_location[NUM_ATTRIBUTES] = {
ATTRIB_VERTEX,
ATTRIB_TEXTURE_POSITION,
};
const GLchar* attr_name[NUM_ATTRIBUTES] = {
"position",
"texture_coordinate",
};
// Shader to blend in previous mask based on computed uncertainty probability.
const std::string frag_src =
absl::StrCat(std::string(mediapipe::kMediaPipeFragmentShaderPreamble),
R"(
DEFAULT_PRECISION(mediump, float)
#ifdef GL_ES
#define fragColor gl_FragColor
#else
out vec4 fragColor;
#endif // defined(GL_ES);
in vec2 sample_coordinate;
uniform sampler2D current_mask;
uniform sampler2D previous_mask;
uniform float combine_with_previous_ratio;
void main() {
vec4 current_pix = texture2D(current_mask, sample_coordinate);
vec4 previous_pix = texture2D(previous_mask, sample_coordinate);
float new_mask_value = current_pix.r;
float prev_mask_value = previous_pix.r;
// Assume p := new_mask_value
// H(p) := 1 + (p * log(p) + (1-p) * log(1-p)) / log(2)
// uncertainty alpha(p) =
// Clamp(1 - (1 - H(p)) * (1 - H(p)), 0, 1) [squaring the uncertainty]
//
// The following polynomial approximates uncertainty alpha as a function
// of (p + 0.5):
const float c1 = 5.68842;
const float c2 = -0.748699;
const float c3 = -57.8051;
const float c4 = 291.309;
const float c5 = -624.717;
float t = new_mask_value - 0.5;
float x = t * t;
float uncertainty =
1.0 - min(1.0, x * (c1 + x * (c2 + x * (c3 + x * (c4 + x * c5)))));
new_mask_value +=
(prev_mask_value - new_mask_value) * (uncertainty * combine_with_previous_ratio);
fragColor = vec4(new_mask_value, 0.0, 0.0, new_mask_value);
}
)");
// Create shader program and set parameters.
mediapipe::GlhCreateProgram(mediapipe::kBasicVertexShader, frag_src.c_str(),
NUM_ATTRIBUTES, (const GLchar**)&attr_name[0],
attr_location, &program_);
RET_CHECK(program_) << "Problem initializing the program.";
glUseProgram(program_);
glUniform1i(glGetUniformLocation(program_, "current_mask"), 1);
glUniform1i(glGetUniformLocation(program_, "previous_mask"), 2);
glUniform1f(glGetUniformLocation(program_, "combine_with_previous_ratio"),
combine_with_previous_ratio_);
#endif // !MEDIAPIPE_DISABLE_GPU
return absl::OkStatus();
}
} // namespace mediapipe