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headless version #9
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Hi, Here it goes:
Hope that helps, tell me if you have more questions. Marek |
Thank you! Will try to work with this info. |
Hi @MarekKowalski I'm trying to recreate these lines w/o the opengl dependency. I can't seem to find a good explanation of what's going on here? Please help me understand what the functions are doing. I put in comments the explanations I found but I really can't visualize what glTexCoord2fv & glVertex3fv are doing.
Thanks again in advance! |
Hi, The first line specifies the location of a vertex in the texture and the second line specifies the 3D position of the corresponding vertex. Those two lines are part of a larger section of code:
This section of code specifies the coordinates of triangle vertices in texture and 3D space. The Does that explain it? Marek |
Thank you so much Marek! I studied it further. So, that section of the code does the delaunay triangulation for both I have an experience face morphing & face swapping in plain 2D approach. It also involves delaunay triangulation then warps the two 2d image in piecewise affine manner. I can't seem to find a function in this code that does the warping counterpart. Where do you do the actual warping of these 2D & 3D mesh to arrive at the face-swapped output ( Thanks again. You've done so much help. Cham |
Hi, There is no delaunay triangulation being performed in the code. The structure of the mesh is provided by the candide model itsef. Instead of the warping, which you know from the 2D approach, the face mesh is rendered (with the texture from the source image) using OpenGL. The rendering step replaces the warping. Marek |
I already achieved the result that I want but I just used warping instead of rendering. |
@chamantonio can you please share the headless version, i am trying to set it up in colab, can share the colab if that works |
Hey, could you please share the headless version? I will very appreciate if you can. |
Has anyone succeeded in setting it up in google colab? |
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Hi! I'm trying to create a headless version of this by replacing PyOpenGL with ModerlGL. I'm planning to use shaders to transfer the texture to the facial 3d model. However it's difficult since I'm new to 3d space & I'm only familiar with DLIB. I hope you can answer these questions abt the parameters you used so I can understand more.
I understand that shapes2D is the list of facial keypoints for all faces detected.
Thank you so much!
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