rlm@34
|
1 #+title: Simulated Sense of Sight
|
rlm@23
|
2 #+author: Robert McIntyre
|
rlm@23
|
3 #+email: rlm@mit.edu
|
rlm@38
|
4 #+description: Simulated sight for AI research using JMonkeyEngine3 and clojure
|
rlm@34
|
5 #+keywords: computer vision, jMonkeyEngine3, clojure
|
rlm@23
|
6 #+SETUPFILE: ../../aurellem/org/setup.org
|
rlm@23
|
7 #+INCLUDE: ../../aurellem/org/level-0.org
|
rlm@23
|
8 #+babel: :mkdirp yes :noweb yes :exports both
|
rlm@23
|
9
|
rlm@194
|
10 * Vision
|
rlm@23
|
11
|
rlm@151
|
12
|
rlm@212
|
13 Vision is one of the most important senses for humans, so I need to
|
rlm@212
|
14 build a simulated sense of vision for my AI. I will do this with
|
rlm@212
|
15 simulated eyes. Each eye can be independely moved and should see its
|
rlm@212
|
16 own version of the world depending on where it is.
|
rlm@212
|
17
|
rlm@212
|
18 Making these simulated eyes a reality is fairly simple bacause
|
rlm@212
|
19 jMonkeyEngine already conatains extensive support for multiple views
|
rlm@212
|
20 of the same 3D simulated world. The reason jMonkeyEngine has this
|
rlm@212
|
21 support is because the support is necessary to create games with
|
rlm@212
|
22 split-screen views. Multiple views are also used to create efficient
|
rlm@212
|
23 pseudo-reflections by rendering the scene from a certain perspective
|
rlm@212
|
24 and then projecting it back onto a surface in the 3D world.
|
rlm@212
|
25
|
rlm@212
|
26 #+caption: jMonkeyEngine supports multiple views to enable split-screen games, like GoldenEye
|
rlm@212
|
27 [[../images/goldeneye-4-player.png]]
|
rlm@212
|
28
|
rlm@212
|
29
|
rlm@151
|
30
|
rlm@151
|
31 Make the continuation in scene-processor take FrameBuffer,
|
rlm@151
|
32 byte-buffer, BufferedImage already sized to the correct
|
rlm@151
|
33 dimensions. the continuation will decide wether to "mix" them
|
rlm@151
|
34 into the BufferedImage, lazily ignore them, or mix them halfway
|
rlm@151
|
35 and call c/graphics card routines.
|
rlm@151
|
36
|
rlm@151
|
37 (vision creature) will take an optional :skip argument which will
|
rlm@151
|
38 inform the continuations in scene processor to skip the given
|
rlm@151
|
39 number of cycles 0 means that no cycles will be skipped.
|
rlm@151
|
40
|
rlm@151
|
41 (vision creature) will return [init-functions sensor-functions].
|
rlm@151
|
42 The init-functions are each single-arg functions that take the
|
rlm@151
|
43 world and register the cameras and must each be called before the
|
rlm@151
|
44 corresponding sensor-functions. Each init-function returns the
|
rlm@151
|
45 viewport for that eye which can be manipulated, saved, etc. Each
|
rlm@151
|
46 sensor-function is a thunk and will return data in the same
|
rlm@151
|
47 format as the tactile-sensor functions the structure is
|
rlm@151
|
48 [topology, sensor-data]. Internally, these sensor-functions
|
rlm@151
|
49 maintain a reference to sensor-data which is periodically updated
|
rlm@151
|
50 by the continuation function established by its init-function.
|
rlm@151
|
51 They can be queried every cycle, but their information may not
|
rlm@151
|
52 necessairly be different every cycle.
|
rlm@151
|
53
|
rlm@151
|
54 Each eye in the creature in blender will work the same way as
|
rlm@151
|
55 joints -- a zero dimensional object with no geometry whose local
|
rlm@151
|
56 coordinate system determines the orientation of the resulting
|
rlm@151
|
57 eye. All eyes will have a parent named "eyes" just as all joints
|
rlm@151
|
58 have a parent named "joints". The resulting camera will be a
|
rlm@151
|
59 ChaseCamera or a CameraNode bound to the geo that is closest to
|
rlm@151
|
60 the eye marker. The eye marker will contain the metadata for the
|
rlm@151
|
61 eye, and will be moved by it's bound geometry. The dimensions of
|
rlm@151
|
62 the eye's camera are equal to the dimensions of the eye's "UV"
|
rlm@151
|
63 map.
|
rlm@151
|
64
|
rlm@66
|
65 #+name: eyes
|
rlm@23
|
66 #+begin_src clojure
|
rlm@34
|
67 (ns cortex.vision
|
rlm@34
|
68 "Simulate the sense of vision in jMonkeyEngine3. Enables multiple
|
rlm@34
|
69 eyes from different positions to observe the same world, and pass
|
rlm@172
|
70 the observed data to any arbitray function. Automatically reads
|
rlm@172
|
71 eye-nodes from specially prepared blender files and instanttiates
|
rlm@172
|
72 them in the world as actual eyes."
|
rlm@34
|
73 {:author "Robert McIntyre"}
|
rlm@151
|
74 (:use (cortex world sense util))
|
rlm@167
|
75 (:use clojure.contrib.def)
|
rlm@34
|
76 (:import com.jme3.post.SceneProcessor)
|
rlm@113
|
77 (:import (com.jme3.util BufferUtils Screenshots))
|
rlm@34
|
78 (:import java.nio.ByteBuffer)
|
rlm@34
|
79 (:import java.awt.image.BufferedImage)
|
rlm@172
|
80 (:import (com.jme3.renderer ViewPort Camera))
|
rlm@113
|
81 (:import com.jme3.math.ColorRGBA)
|
rlm@151
|
82 (:import com.jme3.renderer.Renderer)
|
rlm@172
|
83 (:import com.jme3.app.Application)
|
rlm@172
|
84 (:import com.jme3.texture.FrameBuffer)
|
rlm@172
|
85 (:import (com.jme3.scene Node Spatial)))
|
rlm@113
|
86
|
rlm@113
|
87 (defn vision-pipeline
|
rlm@34
|
88 "Create a SceneProcessor object which wraps a vision processing
|
rlm@113
|
89 continuation function. The continuation is a function that takes
|
rlm@113
|
90 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],
|
rlm@113
|
91 each of which has already been appropiately sized."
|
rlm@23
|
92 [continuation]
|
rlm@23
|
93 (let [byte-buffer (atom nil)
|
rlm@113
|
94 renderer (atom nil)
|
rlm@113
|
95 image (atom nil)]
|
rlm@23
|
96 (proxy [SceneProcessor] []
|
rlm@23
|
97 (initialize
|
rlm@23
|
98 [renderManager viewPort]
|
rlm@23
|
99 (let [cam (.getCamera viewPort)
|
rlm@23
|
100 width (.getWidth cam)
|
rlm@23
|
101 height (.getHeight cam)]
|
rlm@23
|
102 (reset! renderer (.getRenderer renderManager))
|
rlm@23
|
103 (reset! byte-buffer
|
rlm@23
|
104 (BufferUtils/createByteBuffer
|
rlm@113
|
105 (* width height 4)))
|
rlm@113
|
106 (reset! image (BufferedImage.
|
rlm@113
|
107 width height
|
rlm@113
|
108 BufferedImage/TYPE_4BYTE_ABGR))))
|
rlm@23
|
109 (isInitialized [] (not (nil? @byte-buffer)))
|
rlm@23
|
110 (reshape [_ _ _])
|
rlm@23
|
111 (preFrame [_])
|
rlm@23
|
112 (postQueue [_])
|
rlm@23
|
113 (postFrame
|
rlm@23
|
114 [#^FrameBuffer fb]
|
rlm@23
|
115 (.clear @byte-buffer)
|
rlm@113
|
116 (continuation @renderer fb @byte-buffer @image))
|
rlm@23
|
117 (cleanup []))))
|
rlm@23
|
118
|
rlm@113
|
119 (defn frameBuffer->byteBuffer!
|
rlm@113
|
120 "Transfer the data in the graphics card (Renderer, FrameBuffer) to
|
rlm@113
|
121 the CPU (ByteBuffer)."
|
rlm@113
|
122 [#^Renderer r #^FrameBuffer fb #^ByteBuffer bb]
|
rlm@113
|
123 (.readFrameBuffer r fb bb) bb)
|
rlm@113
|
124
|
rlm@113
|
125 (defn byteBuffer->bufferedImage!
|
rlm@113
|
126 "Convert the C-style BGRA image data in the ByteBuffer bb to the AWT
|
rlm@113
|
127 style ABGR image data and place it in BufferedImage bi."
|
rlm@113
|
128 [#^ByteBuffer bb #^BufferedImage bi]
|
rlm@113
|
129 (Screenshots/convertScreenShot bb bi) bi)
|
rlm@113
|
130
|
rlm@113
|
131 (defn BufferedImage!
|
rlm@113
|
132 "Continuation which will grab the buffered image from the materials
|
rlm@113
|
133 provided by (vision-pipeline)."
|
rlm@113
|
134 [#^Renderer r #^FrameBuffer fb #^ByteBuffer bb #^BufferedImage bi]
|
rlm@113
|
135 (byteBuffer->bufferedImage!
|
rlm@113
|
136 (frameBuffer->byteBuffer! r fb bb) bi))
|
rlm@112
|
137
|
rlm@169
|
138 (defn add-camera!
|
rlm@169
|
139 "Add a camera to the world, calling continuation on every frame
|
rlm@34
|
140 produced."
|
rlm@167
|
141 [#^Application world camera continuation]
|
rlm@23
|
142 (let [width (.getWidth camera)
|
rlm@23
|
143 height (.getHeight camera)
|
rlm@23
|
144 render-manager (.getRenderManager world)
|
rlm@23
|
145 viewport (.createMainView render-manager "eye-view" camera)]
|
rlm@23
|
146 (doto viewport
|
rlm@23
|
147 (.setClearFlags true true true)
|
rlm@112
|
148 (.setBackgroundColor ColorRGBA/Black)
|
rlm@113
|
149 (.addProcessor (vision-pipeline continuation))
|
rlm@23
|
150 (.attachScene (.getRootNode world)))))
|
rlm@151
|
151
|
rlm@169
|
152 (defn retina-sensor-profile
|
rlm@151
|
153 "Return a map of pixel selection functions to BufferedImages
|
rlm@169
|
154 describing the distribution of light-sensitive components of this
|
rlm@169
|
155 eye. Each function creates an integer from the rgb values found in
|
rlm@169
|
156 the pixel. :red, :green, :blue, :gray are already defined as
|
rlm@169
|
157 extracting the red, green, blue, and average components
|
rlm@151
|
158 respectively."
|
rlm@151
|
159 [#^Spatial eye]
|
rlm@151
|
160 (if-let [eye-map (meta-data eye "eye")]
|
rlm@151
|
161 (map-vals
|
rlm@167
|
162 load-image
|
rlm@151
|
163 (eval (read-string eye-map)))))
|
rlm@151
|
164
|
rlm@151
|
165 (defn eye-dimensions
|
rlm@169
|
166 "Returns [width, height] specified in the metadata of the eye"
|
rlm@151
|
167 [#^Spatial eye]
|
rlm@151
|
168 (let [dimensions
|
rlm@151
|
169 (map #(vector (.getWidth %) (.getHeight %))
|
rlm@169
|
170 (vals (retina-sensor-profile eye)))]
|
rlm@151
|
171 [(apply max (map first dimensions))
|
rlm@151
|
172 (apply max (map second dimensions))]))
|
rlm@151
|
173
|
rlm@167
|
174 (defvar
|
rlm@167
|
175 ^{:arglists '([creature])}
|
rlm@167
|
176 eyes
|
rlm@167
|
177 (sense-nodes "eyes")
|
rlm@167
|
178 "Return the children of the creature's \"eyes\" node.")
|
rlm@151
|
179
|
rlm@169
|
180 (defn add-eye!
|
rlm@169
|
181 "Create a Camera centered on the current position of 'eye which
|
rlm@169
|
182 follows the closest physical node in 'creature and sends visual
|
rlm@169
|
183 data to 'continuation."
|
rlm@151
|
184 [#^Node creature #^Spatial eye]
|
rlm@151
|
185 (let [target (closest-node creature eye)
|
rlm@151
|
186 [cam-width cam-height] (eye-dimensions eye)
|
rlm@151
|
187 cam (Camera. cam-width cam-height)]
|
rlm@151
|
188 (.setLocation cam (.getWorldTranslation eye))
|
rlm@151
|
189 (.setRotation cam (.getWorldRotation eye))
|
rlm@151
|
190 (.setFrustumPerspective
|
rlm@151
|
191 cam 45 (/ (.getWidth cam) (.getHeight cam))
|
rlm@151
|
192 1 1000)
|
rlm@151
|
193 (bind-sense target cam)
|
rlm@151
|
194 cam))
|
rlm@151
|
195
|
rlm@172
|
196 (defvar color-channel-presets
|
rlm@151
|
197 {:all 0xFFFFFF
|
rlm@151
|
198 :red 0xFF0000
|
rlm@151
|
199 :blue 0x0000FF
|
rlm@172
|
200 :green 0x00FF00}
|
rlm@172
|
201 "Bitmasks for common RGB color channels")
|
rlm@151
|
202
|
rlm@169
|
203 (defn vision-fn
|
rlm@171
|
204 "Returns a list of functions, each of which will return a color
|
rlm@171
|
205 channel's worth of visual information when called inside a running
|
rlm@171
|
206 simulation."
|
rlm@151
|
207 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]
|
rlm@169
|
208 (let [retinal-map (retina-sensor-profile eye)
|
rlm@169
|
209 camera (add-eye! creature eye)
|
rlm@151
|
210 vision-image
|
rlm@151
|
211 (atom
|
rlm@151
|
212 (BufferedImage. (.getWidth camera)
|
rlm@151
|
213 (.getHeight camera)
|
rlm@170
|
214 BufferedImage/TYPE_BYTE_BINARY))
|
rlm@170
|
215 register-eye!
|
rlm@170
|
216 (runonce
|
rlm@170
|
217 (fn [world]
|
rlm@170
|
218 (add-camera!
|
rlm@170
|
219 world camera
|
rlm@170
|
220 (let [counter (atom 0)]
|
rlm@170
|
221 (fn [r fb bb bi]
|
rlm@170
|
222 (if (zero? (rem (swap! counter inc) (inc skip)))
|
rlm@170
|
223 (reset! vision-image
|
rlm@170
|
224 (BufferedImage! r fb bb bi))))))))]
|
rlm@151
|
225 (vec
|
rlm@151
|
226 (map
|
rlm@151
|
227 (fn [[key image]]
|
rlm@151
|
228 (let [whites (white-coordinates image)
|
rlm@151
|
229 topology (vec (collapse whites))
|
rlm@172
|
230 mask (color-channel-presets key)]
|
rlm@170
|
231 (fn [world]
|
rlm@170
|
232 (register-eye! world)
|
rlm@151
|
233 (vector
|
rlm@151
|
234 topology
|
rlm@151
|
235 (vec
|
rlm@151
|
236 (for [[x y] whites]
|
rlm@151
|
237 (bit-and
|
rlm@151
|
238 mask (.getRGB @vision-image x y))))))))
|
rlm@170
|
239 retinal-map))))
|
rlm@151
|
240
|
rlm@170
|
241
|
rlm@170
|
242 ;; TODO maybe should add a viewport-manipulation function to
|
rlm@170
|
243 ;; automatically change viewport settings, attach shadow filters, etc.
|
rlm@170
|
244
|
rlm@170
|
245 (defn vision!
|
rlm@170
|
246 "Returns a function which returns visual sensory data when called
|
rlm@170
|
247 inside a running simulation"
|
rlm@151
|
248 [#^Node creature & {skip :skip :or {skip 0}}]
|
rlm@151
|
249 (reduce
|
rlm@170
|
250 concat
|
rlm@167
|
251 (for [eye (eyes creature)]
|
rlm@169
|
252 (vision-fn creature eye))))
|
rlm@151
|
253
|
rlm@189
|
254 (defn view-vision
|
rlm@189
|
255 "Creates a function which accepts a list of visual sensor-data and
|
rlm@189
|
256 displays each element of the list to the screen."
|
rlm@189
|
257 []
|
rlm@188
|
258 (view-sense
|
rlm@188
|
259 (fn
|
rlm@188
|
260 [[coords sensor-data]]
|
rlm@188
|
261 (let [image (points->image coords)]
|
rlm@188
|
262 (dorun
|
rlm@188
|
263 (for [i (range (count coords))]
|
rlm@188
|
264 (.setRGB image ((coords i) 0) ((coords i) 1)
|
rlm@188
|
265 (sensor-data i))))
|
rlm@189
|
266 image))))
|
rlm@188
|
267
|
rlm@34
|
268 #+end_src
|
rlm@23
|
269
|
rlm@112
|
270
|
rlm@34
|
271 Note the use of continuation passing style for connecting the eye to a
|
rlm@34
|
272 function to process the output. You can create any number of eyes, and
|
rlm@34
|
273 each of them will see the world from their own =Camera=. Once every
|
rlm@34
|
274 frame, the rendered image is copied to a =BufferedImage=, and that
|
rlm@34
|
275 data is sent off to the continuation function. Moving the =Camera=
|
rlm@34
|
276 which was used to create the eye will change what the eye sees.
|
rlm@23
|
277
|
rlm@34
|
278 * Example
|
rlm@23
|
279
|
rlm@66
|
280 #+name: test-vision
|
rlm@23
|
281 #+begin_src clojure
|
rlm@68
|
282 (ns cortex.test.vision
|
rlm@34
|
283 (:use (cortex world util vision))
|
rlm@34
|
284 (:import java.awt.image.BufferedImage)
|
rlm@34
|
285 (:import javax.swing.JPanel)
|
rlm@34
|
286 (:import javax.swing.SwingUtilities)
|
rlm@34
|
287 (:import java.awt.Dimension)
|
rlm@34
|
288 (:import javax.swing.JFrame)
|
rlm@34
|
289 (:import com.jme3.math.ColorRGBA)
|
rlm@45
|
290 (:import com.jme3.scene.Node)
|
rlm@113
|
291 (:import com.jme3.math.Vector3f))
|
rlm@23
|
292
|
rlm@36
|
293 (defn test-two-eyes
|
rlm@69
|
294 "Testing vision:
|
rlm@69
|
295 Tests the vision system by creating two views of the same rotating
|
rlm@69
|
296 object from different angles and displaying both of those views in
|
rlm@69
|
297 JFrames.
|
rlm@69
|
298
|
rlm@69
|
299 You should see a rotating cube, and two windows,
|
rlm@69
|
300 each displaying a different view of the cube."
|
rlm@36
|
301 []
|
rlm@58
|
302 (let [candy
|
rlm@58
|
303 (box 1 1 1 :physical? false :color ColorRGBA/Blue)]
|
rlm@112
|
304 (world
|
rlm@112
|
305 (doto (Node.)
|
rlm@112
|
306 (.attachChild candy))
|
rlm@112
|
307 {}
|
rlm@112
|
308 (fn [world]
|
rlm@112
|
309 (let [cam (.clone (.getCamera world))
|
rlm@112
|
310 width (.getWidth cam)
|
rlm@112
|
311 height (.getHeight cam)]
|
rlm@169
|
312 (add-camera! world cam
|
rlm@113
|
313 ;;no-op
|
rlm@113
|
314 (comp (view-image) BufferedImage!)
|
rlm@112
|
315 )
|
rlm@169
|
316 (add-camera! world
|
rlm@112
|
317 (doto (.clone cam)
|
rlm@112
|
318 (.setLocation (Vector3f. -10 0 0))
|
rlm@112
|
319 (.lookAt Vector3f/ZERO Vector3f/UNIT_Y))
|
rlm@113
|
320 ;;no-op
|
rlm@113
|
321 (comp (view-image) BufferedImage!))
|
rlm@112
|
322 ;; This is here to restore the main view
|
rlm@112
|
323 ;; after the other views have completed processing
|
rlm@169
|
324 (add-camera! world (.getCamera world) no-op)))
|
rlm@112
|
325 (fn [world tpf]
|
rlm@112
|
326 (.rotate candy (* tpf 0.2) 0 0)))))
|
rlm@23
|
327 #+end_src
|
rlm@23
|
328
|
rlm@112
|
329 #+results: test-vision
|
rlm@112
|
330 : #'cortex.test.vision/test-two-eyes
|
rlm@112
|
331
|
rlm@34
|
332 The example code will create two videos of the same rotating object
|
rlm@34
|
333 from different angles. It can be used both for stereoscopic vision
|
rlm@34
|
334 simulation or for simulating multiple creatures, each with their own
|
rlm@34
|
335 sense of vision.
|
rlm@24
|
336
|
rlm@35
|
337 - As a neat bonus, this idea behind simulated vision also enables one
|
rlm@35
|
338 to [[../../cortex/html/capture-video.html][capture live video feeds from jMonkeyEngine]].
|
rlm@35
|
339
|
rlm@24
|
340
|
rlm@212
|
341 * COMMENT Generate Source
|
rlm@34
|
342 #+begin_src clojure :tangle ../src/cortex/vision.clj
|
rlm@24
|
343 <<eyes>>
|
rlm@24
|
344 #+end_src
|
rlm@24
|
345
|
rlm@68
|
346 #+begin_src clojure :tangle ../src/cortex/test/vision.clj
|
rlm@24
|
347 <<test-vision>>
|
rlm@24
|
348 #+end_src
|