Crop Image / Training now works / Got memory error while training
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@@ -6,7 +6,19 @@ using System.Threading.Tasks;
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public class ImageProcessor : MonoBehaviour
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{
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public MeshRenderer processedImageRenderer;
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[Header("RenderTexture")]
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[Tooltip("RenderTexture that will be passed to the LearningBrain.")]
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public RenderTexture renderTextureCropped;
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[Header("Debug Helper")]
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//[Tooltip("Reference to the MeshRenderer that will show the processed Image from Cozmo")]
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//public MeshRenderer processedImageRenderer;
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[Tooltip("Reference to the MeshRenderer that will show the processed and cropped Image from Cozmo")]
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public MeshRenderer processedImageRendererCropped;
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/// <summary>
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/// Center of Gravity in the cropped canny image
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/// </summary>
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public Point CenterOfGravity { get; private set; }
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// OpenCVSharp parameters
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@@ -17,34 +29,56 @@ public class ImageProcessor : MonoBehaviour
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private byte[] cannyImageData;
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private const int imWidth = 320; //TODO: Set width and height based on agent observation size
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private const int imHeight = 240;
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private Camera textureCamera;
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private int imWidth = 320; // Width of the camera image from the virtual cozmo
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private int imHeight = 240; // Height of the camera image from the virtual cozmo
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private int croppedImHeight = 120; // Height of the cropped camera image from the virtual cozmo
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private Camera textureCamera; // Virtual Cozmo camera
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private void Start()
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{
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// Get reference to the cozmo camera
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textureCamera = GetComponent<Camera>();
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// Set image widths and heights based on the given RenderTextures
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imWidth = textureCamera.targetTexture.width;
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imHeight = textureCamera.targetTexture.height;
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croppedImHeight = renderTextureCropped.height;
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//assign the processed targetTexture to the renderer to display the image
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processedImageRenderer.material.mainTexture = textureCamera.targetTexture;
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//processedImageRenderer.material.mainTexture = textureCamera.targetTexture;
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processedImageRendererCropped.material.mainTexture = renderTextureCropped;
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// initialize video / image with given size
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videoSourceImage = new Mat(imHeight, imWidth, MatType.CV_8UC3);
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videoSourceImageData = new Vec3b[imHeight * imWidth];
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cannyImage = new Mat(imHeight, imWidth, MatType.CV_8UC1);
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cannyImageData = new byte[imHeight * imWidth];
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cannyImageData = new byte[croppedImHeight * imWidth];
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}
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/// <summary>
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/// Gets called when a new image arrives from the camera this script lies on
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/// </summary>
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/// <param name="source"></param>
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/// <param name="destination"></param>
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private void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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Texture2D tex = RenderTextureToTexture2D(source);
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videoSourceImage = TextureToMat(tex);
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cannyImage = ProcessImage(videoSourceImage);
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cannyImage = CropImage(cannyImage);
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CenterOfGravityTest(cannyImage);
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processedTexture = MatToTexture(cannyImage);
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Graphics.Blit(processedTexture, destination);
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//Graphics.Blit(processedTexture, destination);
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Graphics.Blit(processedTexture, renderTextureCropped);
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}
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// Crop image to just see the middle of the original image
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private Mat CropImage(Mat image)
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{
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//cut a fourth out of the top and bottom of the image
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OpenCvSharp.Rect rectCroped = new OpenCvSharp.Rect(0, image.Height / 4, image.Width, image.Height / 2);
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Mat croppedImage = new Mat(image, rectCroped);
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return croppedImage;
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}
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private Texture2D RenderTextureToTexture2D(RenderTexture rTex)
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@@ -101,10 +135,10 @@ public class ImageProcessor : MonoBehaviour
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// cannyImageData is byte array, because canny image is grayscale
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mat.GetArray(0, 0, cannyImageData);
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// create Color32 array that can be assigned to Texture2D directly
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Color32[] c = new Color32[imHeight * imWidth];
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Color32[] c = new Color32[croppedImHeight * imWidth];
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// parallel for loop
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Parallel.For(0, imHeight, i =>
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Parallel.For(0, croppedImHeight, i =>
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{
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for (var j = 0; j < imWidth; j++)
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{
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@@ -120,7 +154,7 @@ public class ImageProcessor : MonoBehaviour
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}
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});
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Texture2D texture = new Texture2D(imWidth, imHeight, TextureFormat.RGBA32, true, true);
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Texture2D texture = new Texture2D(imWidth, croppedImHeight, TextureFormat.RGBA32, true, true);
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texture.SetPixels32(c);
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// to update the texture, OpenGL manner
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texture.Apply();
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