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Initial cut of labeler visualizers

/aisv647_visualizations
Steven Borkman 4 年前
当前提交
77c5452c
共有 30 个文件被更改,包括 3468 次插入12 次删除
  1. 62
      com.unity.perception/Runtime/GroundTruth/Labelers/BoundingBoxLabeler.cs
  2. 89
      com.unity.perception/Runtime/GroundTruth/Labelers/CameraLabeler.cs
  3. 60
      com.unity.perception/Runtime/GroundTruth/Labelers/SemanticSegmentationLabeler.cs
  4. 19
      com.unity.perception/Runtime/GroundTruth/RenderTextureReader.cs
  5. 8
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources.meta
  6. 171
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/BoundingBoxPrefab.prefab
  7. 7
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/BoundingBoxPrefab.prefab.meta
  8. 46
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/BoundsHolder.prefab
  9. 7
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/BoundsHolder.prefab.meta
  10. 262
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/Canvas.prefab
  11. 7
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/Canvas.prefab.meta
  12. 598
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/GenericSlider.prefab
  13. 7
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/GenericSlider.prefab.meta
  14. 335
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/GenericToggle.prefab
  15. 7
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/GenericToggle.prefab.meta
  16. 1001
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/Inter-Light.otf
  17. 22
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/Inter-Light.otf.meta
  18. 92
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/OutlineMaterial.mat
  19. 8
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/OutlineMaterial.mat.meta
  20. 76
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/SegmentTexture.prefab
  21. 7
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/SegmentTexture.prefab.meta
  22. 160
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/SegmentationMaterial.mat
  23. 8
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/SegmentationMaterial.mat.meta
  24. 195
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/VisualizationPanel.prefab
  25. 7
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/VisualizationPanel.prefab.meta
  26. 8
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/outline_box.png
  27. 104
      com.unity.perception/Runtime/GroundTruth/Labelers/Resources/outline_box.png.meta
  28. 3
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  29. 104
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62
com.unity.perception/Runtime/GroundTruth/Labelers/BoundingBoxLabeler.cs


using Unity.Collections;
using Unity.Profiling;
using UnityEngine.Serialization;
using Unity.Simulation;
using UnityEngine.UI;
namespace UnityEngine.Perception.GroundTruth
{

AnnotationDefinition m_BoundingBoxAnnotationDefinition;
BoundingBoxValue[] m_BoundingBoxValues;
private Dictionary<string, RectTransform> visualizationPanelCache = null;
private GameObject visualizationHolder = null;
/// <summary>
/// Creates a new BoundingBox2DLabeler. Be sure to assign <see cref="idLabelConfig"/> before adding to a <see cref="PerceptionCamera"/>.
/// </summary>

"Bounding box for each labeled object visible to the sensor", id: new Guid(annotationId));
perceptionCamera.RenderedObjectInfosCalculated += OnRenderedObjectInfosCalculated;
supportsVisualization = true;
EnableVisualization(supportsVisualization);
}
/// <inheritdoc/>

};
}
if (!CaptureOptions.useAsyncReadbackIfSupported && frameCount != Time.frameCount)
Debug.LogWarning("Not on current frame: " + frameCount + "(" + Time.frameCount + ")");
if (IsVisualizationEnabled())
Visualize();
}
/// <inheritdoc/>
protected override void SetupVisualizationPanel(GameObject panel)
{
var toggle = GameObject.Instantiate(Resources.Load<GameObject>("GenericToggle"));
toggle.transform.SetParent(panel.transform);
toggle.GetComponentInChildren<Text>().text = "Bounding Boxes";
toggle.GetComponent<Toggle>().onValueChanged.AddListener(enabled => {
EnableVisualization(enabled);
});
visualizationHolder = GameObject.Instantiate(Resources.Load<GameObject>("BoundsHolder"));
visualizationHolder.transform.SetParent(panel.transform.parent, false);
visualizationPanelCache = new Dictionary<string, RectTransform>();
}
void Visualize()
{
foreach (var box in m_BoundingBoxValues)
{
var rectTrans = GetVisualizationPanel(box.label_name);
rectTrans.anchoredPosition = new Vector2(box.x, -box.y);
rectTrans.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, box.width);
rectTrans.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, box.height);
}
}
RectTransform GetVisualizationPanel(string label)
{
if (!visualizationPanelCache.ContainsKey(label))
{
var box = GameObject.Instantiate(Resources.Load<GameObject>("BoundingBoxPrefab"));
box.name = label + "_boundingbox";
box.GetComponentInChildren<Text>().text = label;
box.transform.SetParent(visualizationHolder.transform, false);
visualizationPanelCache[label] = box.transform as RectTransform;
}
return visualizationPanelCache[label];
}
/// <inheritdoc/>
override protected void OnVisualizerEnabled(bool enabled)
{
if (visualizationHolder != null)
visualizationHolder.SetActive(enabled);
}
}
}

89
com.unity.perception/Runtime/GroundTruth/Labelers/CameraLabeler.cs


using System;
using Unity.Simulation;
namespace UnityEngine.Perception.GroundTruth
{

internal bool isInitialized { get; private set; }
/// <summary>
/// Labelers should set this in their setup to define if they support realtime
/// visualization of their data.
/// </summary>
protected bool supportsVisualization = false;
/// <summary>
/// Flag holding if the realtime visualizer for the labeler in enabled. This
/// value is ignored if <see cref="supportsVisualization"/> is false.
/// </summary>
private bool visualizationEnabled = false;
/// <summary>
/// Static counter shared by all lableler classes. If any visualizers are
/// active then perception camera cannot operate in asynchronous mode.
/// </summary>
private static int activeVisualizers = 0;
/// <summary>
/// The <see cref="PerceptionCamera"/> that contains this labeler.
/// </summary>
protected PerceptionCamera perceptionCamera { get; private set; }

/// </summary>
protected virtual void Setup() { }
/// <summary>
/// Called immediately after <see cref="setup"/>. Implement this to initialize labeler's visualization
/// capability if one exists <see cref="supportVisualization"/>.
/// </summary>
protected virtual void SetupVisualizationPanel(GameObject panel) { }
/// <summary>
/// Called when the labeler's visualization capability is turned on or off.
/// </summary>
protected virtual void OnVisualizerEnabled(bool enabled) {}
/// <summary>
/// Called during the Update each frame the the labeler is enabled and <see cref="SensorHandle.ShouldCaptureThisFrame"/> is true.
/// </summary>
protected virtual void OnUpdate() {}

protected virtual void Cleanup() {}
internal void InternalSetup() => Setup();
internal void InternalSetupVisualizationPanel(GameObject panel) => SetupVisualizationPanel(panel);
internal void InternalVisualizerEnabled(bool enabled) => OnVisualizerEnabled(enabled);
/// <summary>
/// Turns on/off the labeler's realtime visualization capability. If a labeler
/// does not support realtime visualization (<see cref="supportsVisualization"/>)
/// this will not function.
/// </summary>
protected void EnableVisualization(bool enabled)
{
if (!supportsVisualization) return;
if (enabled != visualizationEnabled)
{
visualizationEnabled = enabled;
if (enabled)
activeVisualizers++;
else
activeVisualizers--;
if (activeVisualizers > 0)
CaptureOptions.useAsyncReadbackIfSupported = false;
else
CaptureOptions.useAsyncReadbackIfSupported = true;
OnVisualizerEnabled(enabled);
}
}
/// <summary>
/// Is the visualization capability of the labeler currently active.
/// </summary>
protected bool IsVisualizationEnabled()
{
return supportsVisualization && visualizationEnabled;
}
internal void Init(PerceptionCamera newPerceptionCamera)
{
try

Setup();
isInitialized = true;
if (supportsVisualization)
{
InitPanel();
}
}
catch (Exception)
{

}
internal void InitPanel()
{
var canvas = GameObject.Find("Canvas");
if (canvas == null)
{
canvas = GameObject.Instantiate(Resources.Load<GameObject>("Canvas"));
canvas.name = "Canvas";
}
var panel = canvas.transform.Find("VisualizationPanel");
if (panel == null)
{
panel = GameObject.Instantiate(Resources.Load<GameObject>("VisualizationPanel")).transform;
(panel as RectTransform).SetParent(canvas.transform);
}
SetupVisualizationPanel(panel.gameObject);
}
}
}

60
com.unity.perception/Runtime/GroundTruth/Labelers/SemanticSegmentationLabeler.cs


using Unity.Simulation;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Profiling;
using UnityEngine.UI;
#if HDRP_PRESENT
using UnityEngine.Rendering.HighDefinition;

public string path;
}
int camWidth = 0;
int camHeight = 0;
private GameObject segVisual = null;
private Image segImage = null;
var width = myCamera.pixelWidth;
var height = myCamera.pixelHeight;
camWidth = myCamera.pixelWidth;
camHeight = myCamera.pixelHeight;
if (labelConfig == null)
{

m_AsyncAnnotations = new Dictionary<int, AsyncAnnotation>();
var renderTextureDescriptor = new RenderTextureDescriptor(width, height, GraphicsFormat.R8G8B8A8_UNorm, 8);
var renderTextureDescriptor = new RenderTextureDescriptor(camWidth, camHeight, GraphicsFormat.R8G8B8A8_UNorm, 8);
if (targetTexture != null)
targetTexture.descriptor = renderTextureDescriptor;
else

m_SemanticSegmentationTextureReader = new RenderTextureReader<Color32>(targetTexture, myCamera,
(frameCount, data, tex) => OnSemanticSegmentationImageRead(frameCount, data));
supportsVisualization = true;
EnableVisualization(supportsVisualization);
}
void OnSemanticSegmentationImageRead(int frameCount, NativeArray<Color32> data)

annotation.ReportFile(datasetRelativePath);
var asyncRequest = Manager.Instance.CreateRequest<AsyncRequest<AsyncSemanticSegmentationWrite>>();
if (IsVisualizationEnabled())
VisualizeSegmentationTexture(data, targetTexture);
imageReadback?.Invoke(new ImageReadbackEventArgs
{
data = data,

m_TargetTextureOverride.Release();
m_TargetTextureOverride = null;
}
/// <inheritdoc/>
protected override void SetupVisualizationPanel(GameObject panel)
{
var toggle = GameObject.Instantiate(Resources.Load<GameObject>("GenericToggle"));
toggle.transform.SetParent(panel.transform);
toggle.GetComponentInChildren<Text>().text = "Segmentation Information";
toggle.GetComponent<Toggle>().onValueChanged.AddListener(enabled => {
EnableVisualization(enabled);
});
segVisual = GameObject.Instantiate(Resources.Load<GameObject>("SegmentTexture"));
segVisual.transform.SetParent(panel.transform.parent, false);
// It is important that segment visualizer be the lowest layer part of the UI when rendered (so other annotations
// will be drawn on top of it)
segVisual.transform.SetAsFirstSibling();
segImage = segVisual.GetComponent<Image>();
RectTransform rt = segVisual.transform as RectTransform;
rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, camWidth);
rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, camHeight);
}
void VisualizeSegmentationTexture(NativeArray<Color32> data, RenderTexture texture)
{
var cpuTexture = new Texture2D(texture.width, texture.height, GraphicsFormat.R8G8B8A8_UNorm, TextureCreationFlags.None);
cpuTexture.LoadRawTextureData(data);
cpuTexture.Apply();
segImage.material.SetTexture("_BaseMap", cpuTexture);
}
/// <inheritdoc/>
override protected void OnVisualizerEnabled(bool enabled)
{
if (segVisual != null)
segVisual.SetActive(enabled);
}
}
}

19
com.unity.perception/Runtime/GroundTruth/RenderTextureReader.cs


this.m_CameraRenderingToSource = cameraRenderingToSource;
m_NextFrameToCapture = Time.frameCount;
if (!GraphicsUtilities.SupportsAsyncReadback())
m_CpuTexture = new Texture2D(m_Source.width, m_Source.height, m_Source.graphicsFormat, TextureCreationFlags.None);
m_CpuTexture = new Texture2D(m_Source.width, m_Source.height, m_Source.graphicsFormat, TextureCreationFlags.None);
RenderPipelineManager.endFrameRendering += OnEndFrameRendering;
}

m_ImageReadCallback(Time.frameCount, data, m_Source);
return;
}
var commandBuffer = CommandBufferPool.Get("RenderTextureReader");
var frameCount = Time.frameCount;
commandBuffer.RequestAsyncReadback(m_Source, r => OnGpuReadback(r, frameCount));
context.ExecuteCommandBuffer(commandBuffer);
context.Submit();
CommandBufferPool.Release(commandBuffer);
else
{
var commandBuffer = CommandBufferPool.Get("RenderTextureReader");
var frameCount = Time.frameCount;
commandBuffer.RequestAsyncReadback(m_Source, r => OnGpuReadback(r, frameCount));
context.ExecuteCommandBuffer(commandBuffer);
context.Submit();
CommandBufferPool.Release(commandBuffer);
}
}
void OnGpuReadback(AsyncGPUReadbackRequest request, int frameCount)

8
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