Hello!
Is it possible to achieve stable operation below the enumerated detectors (in the future, it is planned to use a gesture detector and body position = skeletonization)?
p.s. In parallel, I would like to clarify a number of IMPORTANT questions - is it possible to solve the problem that:
the gaze / emotion detector detects a “parasitic” face inside the main face, or does it find a “parasitic” face somewhere in the background?
Are the frames denoting the eyes “floating”?
p.s. p.s. Unlike eye trackers that use IR illumination, does the color of the iris matter (for example, against the background of a brown iris, the pupil is difficult to distinguish)?
Addition to the question from the topic header…
In the TAO Toolkit Computer Vision Inference Pipeline API, this function was used to determine the direction of looking at the camera:
bool isLookingAtCamera (const njv :: Gaze & gaze)
{
static constexpr uint32_t MAGNITUDE = 100;
// return instantaneous evaluation of gaze within circular region in xy
// around the camera
return std :: sqrt (pow (gaze.x, 2) + pow (gaze.y, 2)) <MAGNITUDE;
}
bool isLookingAtCamera (float * gaze, int size)
{
static constexpr uint32_t MAGNITUDE = 100;
if (size! = 5)
{
return false;
}
// return instantaneous evaluation of gaze within circular region in xy
// around the camera
return std :: sqrt (pow (gaze [0], 2) + pow (gaze [1], 2)) <MAGNITUDE;
}
But, unfortunately, the determination of the gaze direction practically does not work, even on the “ideal” demo video from the gaze detector this function works unstably ( Gaze Demo for Jetson/L4T | NVIDIA NGC )
I would like to learn more about the gaze parameters: x, y, z, theta, phi?
In what units is the gaze detector output measured?
In the attachment there are two output video gaze detectors (magnitudes 100 and 200).
I changed the original code of the gaze detector minimally:
porting from TAO CV Pipeline a function for determining the direction of gaze into the camera (setting the color of the frames around the eyes depending on the direction of gaze into the camera);
adding debug output to the console in several chunks of code.
I’ve been working all this time with a clone of the repository on Dec 8, 2021.
I manually pulled the original gaze detector file (deepstream_gaze_app.cpp) from the “master” branch, after building the application, it seemed like the “spreading” of the eyes decreased a little, but the “parasitic” faces seemed to appear a little more (BUT, in the gaze detector code I did not made global changes o_O).
X, Y, Z coordinates relative to which point are they calculated?
p.s. The attached video files contain the original file and the result (of the original gaze detector code):
Hello
I also apologize for the late reply.
I changed my smartphone, and, for some reason, I did not receive notifications from the forum until I turned on the old smartphone…
All Hail Megatr… Google…
You suggest editing the thresholds in the parameter group: