Implement a specialized input visualisation.

This commit is contained in:
2018-02-26 14:35:41 +01:00
parent 17d4e07025
commit 604d302627
6 changed files with 147 additions and 12 deletions

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@@ -0,0 +1,103 @@
#include <caffe/util/math_functions.hpp>
#include <GL/glu.h>
#include <opencv2/core/mat.hpp>
#include <opencv2/core.hpp>
#include "InputLayerVisualisation.hpp"
#include "Range.hpp"
using namespace fmri;
using namespace std;
/**
* Combine an arbitrary number of channels into an RGB image.
*
* If there are less than 3 channels, the first channel is repeated. This
* results in greyscale images for single-channel images. Any channels after
* the third are ignored.
*
* @param data Layer data to generate an image for.
* @return A normalized RGB image, stored in a vector.
*/
static vector<float> getRGBImage(const LayerData &data)
{
vector<cv::Mat> channels;
const int numPixels = data.shape()[2] * data.shape()[3];
for (auto i : Range(3)) {
if (i >= data.shape()[1]) {
channels.push_back(channels[0]);
}
cv::Mat channel(data.shape()[3], data.shape()[2], CV_32FC1);
copy(data.data() + i * numPixels, data.data() + (i + 1) * numPixels, channel.begin<float>());
channels.push_back(channel);
}
swap(channels[0], channels[2]);
cv::Mat outImage;
cv::merge(channels, outImage);
outImage = outImage.reshape(1);
vector<float> final(outImage.begin<float>(), outImage.end<float>());
rescale(final.begin(), final.end(), 0.f, 1.f);
return final;
}
InputLayerVisualisation::InputLayerVisualisation(const LayerData &data)
{
CHECK_EQ(data.shape().size(), 4) << "Should be image-like-layer." << endl;
auto imageData = getRGBImage(data);
const auto images = data.shape()[0], channels = data.shape()[1], width = data.shape()[2], height = data.shape()[3];
CHECK_EQ(images, 1) << "Should be single image" << endl;
targetWidth = width / 5.f;
targetHeight = width / 5.f;
nodePositions_ = {0, targetHeight / 2, targetWidth / -2};
for (auto i : Range(3, 3 * channels)) {
nodePositions_.push_back(nodePositions_[i % 3]);
}
texture.bind(GL_TEXTURE_2D);
// Set up (lack of) repetition
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
// Set up texture scaling
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); // Use mipmapping for scaling down
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Use nearest pixel when scaling up.
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, width, height, GL_RGB, GL_FLOAT, imageData.data());
}
void InputLayerVisualisation::render()
{
const float vertices[] = {
// Position, texture coordinates
0, 0, 0,
0, 0, -targetWidth,
0, targetHeight, -targetWidth,
0, targetHeight, 0,
};
const float texCoords[] = {
0, 1,
1, 1,
1, 0,
0, 0,
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
texture.bind(GL_TEXTURE_2D);
glDrawArrays(GL_QUADS, 0, 4);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}

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@@ -0,0 +1,22 @@
#pragma once
#include "LayerData.hpp"
#include "LayerVisualisation.hpp"
#include "Texture.hpp"
namespace fmri
{
class InputLayerVisualisation : public LayerVisualisation
{
public:
explicit InputLayerVisualisation(const LayerData &data);
void render() override;
private:
Texture texture;
float targetWidth;
float targetHeight;
};
}

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@@ -8,7 +8,6 @@
#include <thread>
#include "glutils.hpp"
#include "Range.hpp"
#include "Texture.hpp"
using namespace fmri;
using namespace std;

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@@ -112,7 +112,7 @@ static void updateVisualisers()
LayerVisualisation* prevVisualisation = nullptr;
for (LayerData &layer : *rendererData.currentData) {
LayerVisualisation* visualisation = getVisualisationForLayer(layer);
LayerVisualisation* visualisation = getVisualisationForLayer(layer, rendererData.layerInfo.at(layer.name()));
if (prevState && prevVisualisation && visualisation) {
auto interaction = getActivityAnimation(*prevState, layer, rendererData.layerInfo.at(layer.name()), prevVisualisation->nodePositions(), visualisation->nodePositions());
rendererData.animations.emplace_back(interaction);

View File

@@ -7,6 +7,7 @@
#include "FlatLayerVisualisation.hpp"
#include "Range.hpp"
#include "ActivityAnimation.hpp"
#include "InputLayerVisualisation.hpp"
using namespace fmri;
using namespace std;
@@ -65,17 +66,27 @@ static EntryList deduplicate(const EntryList& entries)
return result;
}
fmri::LayerVisualisation *fmri::getVisualisationForLayer(const fmri::LayerData &layer)
fmri::LayerVisualisation *fmri::getVisualisationForLayer(const fmri::LayerData &data, const fmri::LayerInfo &info)
{
switch (layer.shape().size()) {
case 2:
return new FlatLayerVisualisation(layer, FlatLayerVisualisation::Ordering::SQUARE);
case 4:
return new MultiImageVisualisation(layer);
switch (info.type()) {
case LayerInfo::Type::Input:
if (data.shape().size() == 4) {
return new InputLayerVisualisation(data);
} else {
return new FlatLayerVisualisation(data, FlatLayerVisualisation::Ordering::SQUARE);
}
default:
return new DummyLayerVisualisation();
switch (data.shape().size()) {
case 2:
return new FlatLayerVisualisation(data, FlatLayerVisualisation::Ordering::SQUARE);
case 4:
return new MultiImageVisualisation(data);
default:
return new DummyLayerVisualisation();
}
}
}

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@@ -9,10 +9,10 @@ namespace fmri {
/**
* Generate a static visualisation of a layer state.
*
* @param layer
* @param data
* @return A (possibly empty) visualisation. The caller is responsible for deallocating.
*/
LayerVisualisation* getVisualisationForLayer(const LayerData& layer);
fmri::LayerVisualisation *getVisualisationForLayer(const fmri::LayerData &data, const fmri::LayerInfo &info);
Animation * getActivityAnimation(const fmri::LayerData &prevState, const fmri::LayerData &curState,
const fmri::LayerInfo &layer, const vector<float> &prevPositions,