Closed se7enXF closed 1 year ago
Hi @se7enXF,
the face_landmarker_v2_with_blendshapes.task
is just a zip file. You will find 3 tflite files after unzip face_landmarker_v2_with_blendshapes.task
👍
Thanks for reply @asus4 , I found out that it could be unzip after open this issue, but still not figure out how to cauculate face geometry accurately. The face_blendshapes.tflite could be used with my upper code with changing a little bit.
@se7enXF Okay, can you please provide more context about what is wrong with the accuracy?
As I mentioned in Issue #306, I've confirmed that the blend shape with 3D landmarks worked, but the 3D depth is not projected correctly with the Unity camera.
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.
What I have done
Follow the FaceMesh sample, I add a new model
face_blendshapes.tflile
after faceMesh detection. It works but not good. The model can be found here. I think it is because faceMesh model is not good enough. Here is my code:Face blendshape and geometry support
Recently, Mediapipe released the new face landmark solution. It has new models such as "FaceDetector: 192 x 192, FaceMesh-V2: 256 x 256,Blendshape: 1 x 146 x 2". I tested on its web, face mesh is better than before. But, if you checked the source code about the new solution, you can find that it uses a
face_landmarker_v2_with_blendshapes.task
as backend model. I can not use it as x.tflite.I tried compiling the code face_landmarker but failed. It alse has a solution for face_geometry.
Any good ideas to solve the problem?