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1.进入百度AI开放平台打开控制台:
2.在左上角打开产品服务列表,找到EasyDL零门槛AI开放平台:
3.打开EasyGL图像:
4.在公有云部署-应用列表中创建一个应用:
5.创建完成后获取到AppID、API Key、Secret Key:
创建模型:
1.进入EasyGL图像分割:
2.创建模型:
3.创建数据集:
4.数据导入:
上传图片,图片的数量尽量多些
导入完成后查看并标注:
框选目标所在范围:
添加标签并为框选的目标设置标签:
设置完成后保存当前标注:
5.训练模型:(开始训练后需要等待一定时间)
6.发布模型:
发布完成后,拿到接口地址,来到Unity中,根据接口响应字段说明定义相应数据结构:
- using System;
-
- [Serializable]
- public class ImageSegmentationResponse
- {
- /// <summary>
- /// 唯一的log id 用于问题定位
- /// </summary>
- public int log_id;
- /// <summary>
- /// 标签数组结果
- /// </summary>
- public ImageSegmentationResult[] results;
- }
- [Serializable]
- public class ImageSegmentationResult
- {
- /// <summary>
- /// 标签名称
- /// </summary>
- public string name;
- /// <summary>
- /// 置信度
- /// </summary>
- public string score;
- /// <summary>
- /// 位置
- /// </summary>
- public Location location;
- /// <summary>
- /// 基于游程编码的字符串,编码内容为和原图宽高相同的布尔数组
- /// 若数组值为0,代表原图此位置像素点不属于检测目标,若为1,代表原图此位置像素点属于检测目标
- /// </summary>
- public bool[] mask;
- }
- [Serializable]
- public class Location
- {
- /// <summary>
- /// 目标定位位置的长方形左上顶点的水平坐标
- /// </summary>
- public int left;
- /// <summary>
- /// 目标定位位置的长方形左上顶点的垂直坐标
- /// </summary>
- public int top;
- /// <summary>
- /// 目标定位位置的长方形的宽度
- /// </summary>
- public int width;
- /// <summary>
- /// 目标定位位置的长方形的高度
- /// </summary>
- public int height;
- }
在任意一个模块下载C#SDK,例如在图像识别中下载,它是包含EasyDL的API内容的:
有了SDK后,放入Unity中的Plugins文件夹中,封装调用函数,只需要将检测图片的字节数据作为参数,其中appID、apiKey、secretKey是在上面创建应用时获取到的,url是发布模型时获取到的:
- using System;
- using UnityEngine;
-
- /// <summary>
- /// 图像分割
- /// </summary>
- public class ImageSegmentation
- {
- private const string appID = "";
- private const string apiKey = "";
- private const string secretKey = "";
- private const string url = "";
-
- public static ImageSegmentationResult[] SendRequest(byte[] bytes)
- {
- var client = new Baidu.Aip.EasyDL.EasyDL(appID, apiKey, secretKey);
- try
- {
- var response = client.requestImage(url, bytes);
- Debug.Log(response.ToString());
- ImageSegmentationResponse r = JsonUtility.FromJson<ImageSegmentationResponse>(response.ToString());
- return r.results;
-
- }
- catch (Exception error)
- {
- Debug.LogError(error);
- }
- return null;
- }
- }
测试图片:
测试代码:
- using System.IO;
- using UnityEngine;
-
- public class Example : MonoBehaviour
- {
- private void Start()
- {
- ImageSegmentation.SendRequest(File.ReadAllBytes(Application.dataPath + "/1.jpg"));
- }
- }
返回结果:
拿到了定位数据后,接下来将其区域绘制出来, 响应说明中解释(left,top)构成左上顶点,但是从返回值来看top为16,减去一个高度312的话,左下顶点的坐标已经是负数,因此推断其位置信息是在以左上角为原点的坐标系中的,我们在Unity中将该点作为左下顶点去处理。
首先创建一个Image来放置我们的测试图片,Canvas、Image大小也设为测试图片的大小640 * 359:
以下是测试脚本,将其挂载于Image测试:
- using System.IO;
- using UnityEngine;
-
- public class Example : MonoBehaviour
- {
- private void Start()
- {
- var results = ImageSegmentation.SendRequest(File.ReadAllBytes(Application.dataPath + "/测试.jpg"));
-
- for (int i = 0; i < results.Length; i++)
- {
- var location = results[i].location;
-
- LineRenderer line = new GameObject("LineRenderer").AddComponent<LineRenderer>();
- line.positionCount = 4;
- line.loop = true;
-
- Vector2 leftTop = new Vector2(location.left, location.top);
- Vector2 rightTop = new Vector2(location.left + location.width, location.top);
- Vector2 leftBottom = new Vector2(location.left, location.top + location.height);
- Vector2 rightBottom = new Vector2(location.left + location.width, location.top + location.height);
-
- RectTransformUtility.ScreenPointToWorldPointInRectangle(transform as RectTransform, leftTop, Camera.main, out Vector3 point1);
- RectTransformUtility.ScreenPointToWorldPointInRectangle(transform as RectTransform, rightTop, Camera.main, out Vector3 point2);
- RectTransformUtility.ScreenPointToWorldPointInRectangle(transform as RectTransform, rightBottom, Camera.main, out Vector3 point3);
- RectTransformUtility.ScreenPointToWorldPointInRectangle(transform as RectTransform, leftBottom, Camera.main, out Vector3 point4);
-
- line.SetPosition(0, point1);
- line.SetPosition(1, point2);
- line.SetPosition(2, point3);
- line.SetPosition(3, point4);
- }
- }
- }
emmm... 区域大概准确吧,可能测试的模型数据集足够丰富的话检测会更精确。
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