google-ai-edge / mediapipe

Cross-platform, customizable ML solutions for live and streaming media.
https://ai.google.dev/edge/mediapipe
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If Face BlendShape is a production ready solution ? #4210

Open endink opened 1 year ago

endink commented 1 year ago

I referenced the source code of FaceBlendShapesGraph and put it into a "legacy" solution in the same way (because TaskRunner didn't work), I used the TensorsToClassificationCalculator and face_blendshapes.tflite file to caculate the ClassificationList and succeeded. After this, I brought it into Unreal Engine.

There are some things that I don't quite understand, and I hope to be able to give guidance:

  1. Whether I solve blendshape through a camera or a video file, I find that the right eye is always smaller than the left eye, and is sensitive to head rotation, and once the character is not directly facing the camera, it seems that the value cannot be solved.
image
image
image

In fact, the left and right eyes of the characters in these pictures are almost the same size.

  1. I integrated iris landmarks in Holistic because I wanted to capture both pose and face blendshapes, and when I requested HolisticTrackingToRenderData render a face landmark with iris, I got strange white lines overlay in face.
image

Here is a part of the graph code I used to render annotation overlay:

# Gets two landmarks which define left eye boundary.
node {
  calculator: "SplitNormalizedLandmarkListCalculator"
  input_stream: "face_landmarks"
  output_stream: "left_eye_boundary_landmarks"
  node_options: {
    [type.googleapis.com/mediapipe.SplitVectorCalculatorOptions] {
      ranges: { begin: 33 end: 34 }
      ranges: { begin: 133 end: 134 }
      combine_outputs: true
    }
  }
}
# Gets two landmarks which define right eye boundary.
node {
  calculator: "SplitNormalizedLandmarkListCalculator"
  input_stream: "face_landmarks"
  output_stream: "right_eye_boundary_landmarks"
  node_options: {
    [type.googleapis.com/mediapipe.SplitVectorCalculatorOptions] {
      ranges: { begin: 362 end: 363 }
      ranges: { begin: 263 end: 264 }
      combine_outputs: true
    }
  }
}
# Detects iris landmarks, eye contour landmarks, and corresponding rect (ROI).
node {
  calculator: "IrisLandmarkLeftAndRightCpu"
  input_stream: "IMAGE:transformed_input_video"
  input_stream: "LEFT_EYE_BOUNDARY_LANDMARKS:left_eye_boundary_landmarks"
  input_stream: "RIGHT_EYE_BOUNDARY_LANDMARKS:right_eye_boundary_landmarks"
  output_stream: "LEFT_EYE_CONTOUR_LANDMARKS:left_eye_contour_landmarks"
  output_stream: "LEFT_EYE_IRIS_LANDMARKS:left_iris_landmarks"
  output_stream: "LEFT_EYE_ROI:left_eye_rect_from_landmarks"
  output_stream: "RIGHT_EYE_CONTOUR_LANDMARKS:right_eye_contour_landmarks"
  output_stream: "RIGHT_EYE_IRIS_LANDMARKS:right_iris_landmarks"
  output_stream: "RIGHT_EYE_ROI:right_eye_rect_from_landmarks"
}
node {
  calculator: "ConcatenateNormalizedLandmarkListCalculator"
  input_stream: "left_eye_contour_landmarks"
  input_stream: "right_eye_contour_landmarks"
  output_stream: "refined_eye_landmarks"
}
node {
  calculator: "UpdateFaceLandmarksCalculator"
  input_stream: "NEW_EYE_LANDMARKS:refined_eye_landmarks"
  input_stream: "FACE_LANDMARKS:face_landmarks"
  output_stream: "UPDATED_FACE_LANDMARKS:refined_face_landmarks"
}

node {
  calculator: "ConcatenateNormalizedLandmarkListCalculator"
  input_stream: "refined_face_landmarks"
  input_stream: "left_iris_landmarks"
  input_stream: "right_iris_landmarks"
  output_stream: "face_landmarks_with_iris"
}

#------------------------Holistic Rendering--------------------------

node {
  calculator: "HolisticTrackingToRenderData"
  input_stream: "IMAGE_SIZE:image_size"
  input_stream: "POSE_LANDMARKS:pose_landmarks"
  input_stream: "POSE_ROI:pose_roi"
  input_stream: "LEFT_HAND_LANDMARKS:left_hand_landmarks"
  input_stream: "RIGHT_HAND_LANDMARKS:right_hand_landmarks"
  input_stream: "FACE_LANDMARKS:face_landmarks_with_iris"
  output_stream: "RENDER_DATA_VECTOR:render_data_vector"
}

#Draws annotations and overlays them on top of the input images.
node {
  calculator: "AnnotationOverlayCalculator"
  input_stream: "IMAGE:transformed_input_video"
  input_stream: "VECTOR:render_data_vector"
  output_stream: "IMAGE:output_video"
}
baronha commented 1 year ago

I also had a similar problem when I used this model: https://github.com/google/mediapipe/blob/master/mediapipe/tasks/testdata/vision/face_landmarker_with_blendshapes.task

ArghyaDasIntel commented 1 year ago

Using "https://storage.googleapis.com/mediapipe-assets/face_landmarker_with_blendshapes.task" as the task, results in the following error when I use detect. Uncaught (in promise) Error: WaitUntilIdle failed: $CalculatorGraph::Run() failed in Run: Calculator::Process() for node "mediapipe_tasks_vision_face_landmarker_facelandmarkergraphmediapipe_tasks_vision_face_landmarker_multifacelandmarksdetectorgraph__mediapipe_tasks_vision_face_landmarker_singlefacelandmarksdetectorgraphmediapipe_tasks_vision_face_landmarker_faceblendshapesgraph__SplitNormalizedLandmarkListCalculator" failed: RET_CHECK failure (third_party/mediapipe/calculators/core/split_proto_list_calculator.cc:126) ListSize(input) >= max_rangeend (468 vs. 478) Max range end 478 exceeds list size 468; WaitUntilIdle failed at O.handleErrors (tasks-vision.js:7781:15) at O.finishProcessing (tasks-vision.js:7769:47) at O.process (tasks-vision.js:7883:228) at O.processVideoData (tasks-vision.js:7860:10) at O.detectForVideo (tasks-vision.js:7948:40)

kuaashish commented 1 year ago

Hello @endink, @baronha, Thank you both for detailed observation. The white lines overlay looks like incorrect landmark connections list and incorrect landmark id's. Further, We are reassigning issue to right owner to understand more about the issue. Thank you

baronha commented 1 year ago

Hello @endink, @baronha, Thank you both for detailed observation. The white lines overlay looks like incorrect landmark connections list and incorrect landmark id's. Further, We are reassigning issue to right owner to understand more about the issue. Thank you

Many thanks for your assistance @kuaashish

yichunk commented 1 year ago

Hello @endink, @baronha, Thanks for looking into the newly provided face blendshapes solution! The face blendshape graph is not ready to be used as production yet, and we will publish the document once it is ready. Could you provide the whole graph you use in the legacy graph with face blendshape graph so that the we can take a look? Thanks!

endink commented 1 year ago

@yichunk Hi, thanks for your reply, sorry for late.

Here is my graph:


node {
  calculator: "ImageTransformationCalculator"
  input_stream: "IMAGE:input_video"
  output_stream: "IMAGE:transformed_image"
  input_side_packet: "FLIP_HORIZONTALLY:input_horizontally_flipped"
  input_side_packet: "FLIP_VERTICALLY:input_vertically_flipped"
  input_side_packet: "ROTATION_DEGREES:input_rotation"
}
node {
  calculator: "ImagePropertiesCalculator"
  input_stream: "IMAGE:transformed_image"
  output_stream: "SIZE:__stream_0"
}
node {
  calculator: "HolisticLandmarkCpu"
  input_stream: "IMAGE:transformed_image"
  output_stream: "FACE_LANDMARKS:face_landmarks"
  output_stream: "LEFT_HAND_LANDMARKS:left_hand_landmarks"
  output_stream: "POSE_DETECTION:pose_detection"
  output_stream: "POSE_LANDMARKS:pose_landmarks"
  output_stream: "POSE_ROI:pose_roi"
  output_stream: "RIGHT_HAND_LANDMARKS:right_hand_landmarks"
  output_stream: "SEGMENTATION_MASK:segmentation_mask_rotated"
  output_stream: "WORLD_LANDMARKS:pose_world_landmarks"
  input_side_packet: "ENABLE_SEGMENTATION:enable_segmentation"
  input_side_packet: "MODEL_COMPLEXITY:model_complexity"
  input_side_packet: "REFINE_FACE_LANDMARKS:refine_face_landmarks"
  input_side_packet: "SMOOTH_LANDMARKS:smooth_landmarks"
  input_side_packet: "SMOOTH_SEGMENTATION:smooth_segmentation"
  input_side_packet: "USE_PREV_LANDMARKS:use_prev_landmarks"
}
node {
  calculator: "SplitNormalizedLandmarkListCalculator"
  input_stream: "face_landmarks"
  output_stream: "__stream_1"
  options {
    [mediapipe.SplitVectorCalculatorOptions.ext] {
      ranges {
        begin: 33
        end: 34
      }
      ranges {
        begin: 133
        end: 134
      }
      combine_outputs: true
    }
  }
}
node {
  calculator: "SplitNormalizedLandmarkListCalculator"
  input_stream: "face_landmarks"
  output_stream: "__stream_2"
  options {
    [mediapipe.SplitVectorCalculatorOptions.ext] {
      ranges {
        begin: 362
        end: 363
      }
      ranges {
        begin: 263
        end: 264
      }
      combine_outputs: true
    }
  }
}
node {
  calculator: "IrisLandmarkLeftAndRightCpu"
  input_stream: "IMAGE:transformed_image"
  input_stream: "LEFT_EYE_BOUNDARY_LANDMARKS:__stream_1"
  input_stream: "RIGHT_EYE_BOUNDARY_LANDMARKS:__stream_2"
  output_stream: "LEFT_EYE_CONTOUR_LANDMARKS:left_eye_contour_landmarks"
  output_stream: "LEFT_EYE_IRIS_LANDMARKS:left_iris_landmarks"
  output_stream: "LEFT_EYE_ROI:left_eye_rect"
  output_stream: "RIGHT_EYE_CONTOUR_LANDMARKS:right_eye_contour_landmarks"
  output_stream: "RIGHT_EYE_IRIS_LANDMARKS:right_iris_landmarks"
  output_stream: "RIGHT_EYE_ROI:right_eye_rect"
}
node {
  calculator: "ConcatenateNormalizedLandmarkListCalculator"
  input_stream: "left_eye_contour_landmarks"
  input_stream: "right_eye_contour_landmarks"
  output_stream: "eye_landmarks"
}
node {
  calculator: "UpdateFaceLandmarksCalculator"
  input_stream: "FACE_LANDMARKS:face_landmarks"
  input_stream: "NEW_EYE_LANDMARKS:eye_landmarks"
  output_stream: "UPDATED_FACE_LANDMARKS:updated_face_landmarks"
}
node {
  calculator: "ConcatenateNormalizedLandmarkListCalculator"
  input_stream: "updated_face_landmarks"
  input_stream: "left_iris_landmarks"
  input_stream: "right_iris_landmarks"
  output_stream: "__stream_3"
}
node {
  calculator: "SplitNormalizedLandmarkListCalculator"
  input_stream: "__stream_3"
  output_stream: "__stream_4"
  options {
    [mediapipe.SplitVectorCalculatorOptions.ext] {
      ranges {
        begin: 0
        end: 1
      }
      ranges {
        begin: 1
        end: 2
      }
      ranges {
        begin: 4
        end: 5
      }
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        begin: 5
        end: 6
      }
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        end: 7
      }
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      ranges {
        begin: 476
        end: 477
      }
      ranges {
        begin: 477
        end: 478
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      combine_outputs: true
    }
  }
}
node {
  calculator: "LandmarksToTensorCalculator"
  input_stream: "IMAGE_SIZE:__stream_0"
  input_stream: "NORM_LANDMARKS:__stream_4"
  output_stream: "TENSORS:face_tensor_in"
  options {
    [mediapipe.LandmarksToTensorCalculatorOptions.ext] {
      attributes: X
      attributes: Y
      flatten: false
    }
  }
}
node {
  calculator: "InferenceCalculatorCpu"
  input_stream: "TENSORS:face_tensor_in"
  output_stream: "TENSORS:face_tensor_out"
  options {
    [mediapipe.InferenceCalculatorOptions.ext] {
      model_path: "./mediapipe/modules/face_landmark/face_blendshapes.tflite"
    }
  }
}
node {
  calculator: "SplitTensorVectorCalculator"
  input_stream: "face_tensor_out"
  output_stream: "__stream_5"
  options {
    [mediapipe.SplitVectorCalculatorOptions.ext] {
      ranges {
        begin: 0
        end: 1
      }
      combine_outputs: true
    }
  }
}
node {
  calculator: "TensorsToClassificationCalculator"
  input_stream: "TENSORS:__stream_5"
  output_stream: "CLASSIFICATIONS:face_blendshapes"
  options {
    [mediapipe.TensorsToClassificationCalculatorOptions.ext] {
      min_score_threshold: -1
      top_k: 0
      label_map {
        entries {
          id: 0
          label: "_neutral"
        }
        entries {
          id: 1
          label: "browDownLeft"
        }
        entries {
          id: 2
          label: "browDownRight"
        }
        entries {
          id: 3
          label: "browInnerUp"
        }
        entries {
          id: 4
          label: "browOuterUpLeft"
        }
        entries {
          id: 5
          label: "browOuterUpRight"
        }
        entries {
          id: 6
          label: "cheekPuff"
        }
        entries {
          id: 7
          label: "cheekSquintLeft"
        }
        entries {
          id: 8
          label: "cheekSquintRight"
        }
        entries {
          id: 9
          label: "eyeBlinkLeft"
        }
        entries {
          id: 10
          label: "eyeBlinkRight"
        }
        entries {
          id: 11
          label: "eyeLookDownLeft"
        }
        entries {
          id: 12
          label: "eyeLookDownRight"
        }
        entries {
          id: 13
          label: "eyeLookInLeft"
        }
        entries {
          id: 14
          label: "eyeLookInRight"
        }
        entries {
          id: 15
          label: "eyeLookOutLeft"
        }
        entries {
          id: 16
          label: "eyeLookOutRight"
        }
        entries {
          id: 17
          label: "eyeLookUpLeft"
        }
        entries {
          id: 18
          label: "eyeLookUpRight"
        }
        entries {
          id: 19
          label: "eyeSquintLeft"
        }
        entries {
          id: 20
          label: "eyeSquintRight"
        }
        entries {
          id: 21
          label: "eyeWideLeft"
        }
        entries {
          id: 22
          label: "eyeWideRight"
        }
        entries {
          id: 23
          label: "jawForward"
        }
        entries {
          id: 24
          label: "jawLeft"
        }
        entries {
          id: 25
          label: "jawOpen"
        }
        entries {
          id: 26
          label: "jawRight"
        }
        entries {
          id: 27
          label: "mouthClose"
        }
        entries {
          id: 28
          label: "mouthDimpleLeft"
        }
        entries {
          id: 29
          label: "mouthDimpleRight"
        }
        entries {
          id: 30
          label: "mouthFrownLeft"
        }
        entries {
          id: 31
          label: "mouthFrownRight"
        }
        entries {
          id: 32
          label: "mouthFunnel"
        }
        entries {
          id: 33
          label: "mouthLeft"
        }
        entries {
          id: 34
          label: "mouthLowerDownLeft"
        }
        entries {
          id: 35
          label: "mouthLowerDownRight"
        }
        entries {
          id: 36
          label: "mouthPressLeft"
        }
        entries {
          id: 37
          label: "mouthPressRight"
        }
        entries {
          id: 38
          label: "mouthPucker"
        }
        entries {
          id: 39
          label: "mouthRight"
        }
        entries {
          id: 40
          label: "mouthRollLower"
        }
        entries {
          id: 41
          label: "mouthRollUpper"
        }
        entries {
          id: 42
          label: "mouthShrugLower"
        }
        entries {
          id: 43
          label: "mouthShrugUpper"
        }
        entries {
          id: 44
          label: "mouthSmileLeft"
        }
        entries {
          id: 45
          label: "mouthSmileRight"
        }
        entries {
          id: 46
          label: "mouthStretchLeft"
        }
        entries {
          id: 47
          label: "mouthStretchRight"
        }
        entries {
          id: 48
          label: "mouthUpperUpLeft"
        }
        entries {
          id: 49
          label: "mouthUpperUpRight"
        }
        entries {
          id: 50
          label: "noseSneerLeft"
        }
        entries {
          id: 51
          label: "noseSneerRight"
        }
      }
    }
  }
}
node {
  calculator: "HolisticTrackingToRenderData"
  input_stream: "FACE_LANDMARKS:face_landmarks"
  input_stream: "IMAGE_SIZE:__stream_0"
  input_stream: "LEFT_HAND_LANDMARKS:left_hand_landmarks"
  input_stream: "POSE_LANDMARKS:pose_landmarks"
  input_stream: "POSE_ROI:pose_roi"
  input_stream: "RIGHT_HAND_LANDMARKS:right_hand_landmarks"
  output_stream: "RENDER_DATA_VECTOR:__stream_6"
}
node {
  calculator: "AnnotationOverlayCalculator"
  input_stream: "IMAGE:transformed_image"
  input_stream: "VECTOR:__stream_6"
  output_stream: "IMAGE:output_video"
}
endink commented 1 year ago

It has to be said that most of the BlendShapes work well, and the problems mainly appear in the eyes. My program calibrated bs before running mediapipe.

  1. When the eyes are half-closed, the eyeball will move closer to the center ( eyeLookInRight, eyeLookInLeft have unreasonable values),
  2. The right eye is a little "small".

I don't want to compare mediapipe to other things, but the same code will work fine with Nvidia AR.

creativewax commented 1 year ago

@endink hi mate, I am writing a new updated plugin for feeding iOS FaceMesh landmarks in Unity from one I did a while ago, the update being the new data that can now come through, i.e the transformation matrix and blendshapes. Is it worth taking the same approach as what you have done and manually pushing it into a legacy graph or do you think its better to wait on these new solutions?

endink commented 1 year ago

@creativewax Hi,I think you'd better wait google, I have done legacy solution (in Unreal Engine), but its not good enough. I also done new solution in Android, and push to unreal engine app, it's a little bit of an improvement over the legacy solution, but it's still not good enough to drive a 3D avatar.

creativewax commented 1 year ago

@endink thank you, I have explained this to my client, but they want to push ahead with the update anyway, I started putting together a new legacy graph last night, but I have not looked at the supporting bits around that. That is the main thin I was unsure about looking at the graph you put above, what is the corresponding code around it. Does the Classification BS just get passed through?

endink commented 1 year ago

@creativewax You can use my graph above, but you need dowload face_blendshapes.tflite file. BS is in ClassificationList. Label is bs name , value is bs weight (0-1) ,I saw google release a new version for mediapipe(0.9.3), I have not try it. A google developer let me try on another issue. I think you can try it , use C++ task api is a better choise(task api is not worked 0.9.2).

endink commented 1 year ago

BTW, I still think it's a non-production-ready solution and its effect is almost unusable because the eye part is not handled well. For a production application,you can consider NVIDIA AR SDK, which has similar effects to Apple's ARKit.

creativewax commented 1 year ago

@endink cool, ill take a look, basically all I want to do is use the same Face Mesh solution and pull the BS data into it, so atm I am unsure where to reference the face_blendshapes.tflite atm, but I saw that in the graph, so ill dig a bit deeper. I am guessing the ClassificationList. Label is exposed into the legacy FaceMesh solution?

creativewax commented 1 year ago

@endink yup, I told my client about it not being production ready and they was still really keen on getting it in, no idea why

endink commented 1 year ago

Just use my graph, and observe/poll "face_blendshapes" stream. 😄

endink commented 1 year ago

If you want to know how mediapipe bs actually works, I recorded a video on my youtube channel: https://youtube.com/playlist?list=PL1Bnbwb6xrM-WhM0XgK6mSMpkTL73kmln

At 33:20

creativewax commented 1 year ago

@endink nice, I have had a look, but thats solely on the UE side of things, I need to understand how they stream into the iOS side of things, ill take a proper look later, thanks dude

yichunk commented 1 year ago

Hi, the updated face landmarker and face blendshapes are now ready and publicly released. you can try the demo here: https://mediapipe-studio.webapps.google.com/demo/face_landmarker. You can set the Demo num faces to 1 to see a smoother result.

and the guide here: https://developers.google.com/mediapipe/solutions/vision/face_landmarker

hope this help!

endink commented 1 year ago

@yichunk Why C++ was abandoned?

yichunk commented 1 year ago

It is not abandoned. There is C++ API for mediapipe Tasks https://github.com/google/mediapipe/blob/master/mediapipe/tasks/cc/vision/face_landmarker/face_landmarker.h You can still use mediapipe graph to build your own pipeline.

endink commented 1 year ago

@yichunk
Thanks for the reply!

Won't there be C++ documentation and code examples in the future? Is it that C++ users can only get the usage method by reading the source code

blueskyscorpio commented 1 year ago

I need C++ documentation and code examples, too.

emphaticaditya commented 1 year ago

@creativewax Hi,I think you'd better wait google, I have done legacy solution (in Unreal Engine), but its not good enough. I also done new solution in Android, and push to unreal engine app, it's a little bit of an improvement over the legacy solution, but it's still not good enough to drive a 3D avatar.

@yichunk facing same performance issue on even high end android devices! Is there any workaround or it's just a dead end?

emphaticaditya commented 1 year ago

Is anyone able to crack this one?

creativewax commented 1 year ago

@emphaticaditya i have it working on iOS and Android now. I can post my graph and solution later when I am at my computer.

endink commented 1 year ago

It seems that Google will no longer respond to this issue, and the only can do is mix the new TaskAPI, the old solution used to do Holistic, and the TaskAPI specifically handles Face.

One image send to two pipes. It is not much difference in performance. That's how I use it at this moment.

emphaticaditya commented 1 year ago

@endink @creativewax thanks for responding!! I tried using blendshapes in android and it is extremely gittery and laggy. Even had worse performance than web version running on M1. Same code I ran on iPhone and got a much better response. I am suspecting if the only bottleneck is hardware?

endink commented 1 year ago

I use android too, I got 30FPS (java sdk)

emphaticaditya commented 1 year ago

@endink is it possible for you to share a screen recording by any chance?

endink commented 1 year ago

@emphaticaditya

it can be download :

https://github.com/endink/Mediapipe4u-plugin/releases/tag/M4U_Remoting_App

emphaticaditya commented 1 year ago

@creativewax Can you share the performance benchmarks? I am getting 30fps fixed with 33.8ms latency on android s10.

Can anyone comment on the same regarding the performance?

It would be helpful really! Thanks

creativewax commented 9 months ago

@emphaticaditya sorry for the delay, them benchmarks seem inline with what I got, and mine was piping into Unity as well, ran pretty well in the end after code optimisations etc

ferdiwerthi commented 7 months ago

There seems to be a new Mediapipe blendshape prediction model on the horizon that looks very promising. A Google Research Paper describing the new model was released in September 2023 and I have written an issue about it, linking the research paper and asking for a timeline of the new model's implementation.

If this is still relevant you, please upvote the issue so that the blendshape topic gains more exposure. https://github.com/google/mediapipe/issues/5329

Thanks and greetings, Ferdinand

JhinSH commented 5 months ago

I also have an error in getting Unreal Blendshape calculator.

Currently, the following error occurs in the Unreal Output Log in the part of the pbtxt(endink's holistic pbtxt)in LandmarksToTensorCalculator calculator [LogMediaPipe:Error:; mediapipe::ParseTextProto (config_str, &config)]. Changing the configuration inside the node of pbtxt causes a ParseTextProto error. I need your help!