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1 #+title: Simulated Sense of Sight
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Simulated sight for AI research using JMonkeyEngine3 and clojure
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5 #+keywords: computer vision, jMonkeyEngine3, clojure
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6 #+SETUPFILE: ../../aurellem/org/setup.org
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7 #+INCLUDE: ../../aurellem/org/level-0.org
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8 #+babel: :mkdirp yes :noweb yes :exports both
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9
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10 * JMonkeyEngine natively supports multiple views of the same world.
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11
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12 Vision is one of the most important senses for humans, so I need to
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13 build a simulated sense of vision for my AI. I will do this with
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14 simulated eyes. Each eye can be independently moved and should see its
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15 own version of the world depending on where it is.
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16
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17 Making these simulated eyes a reality is simple because jMonkeyEngine
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18 already contains extensive support for multiple views of the same 3D
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19 simulated world. The reason jMonkeyEngine has this support is because
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20 the support is necessary to create games with split-screen
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21 views. Multiple views are also used to create efficient
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22 pseudo-reflections by rendering the scene from a certain perspective
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23 and then projecting it back onto a surface in the 3D world.
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24
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25 #+caption: jMonkeyEngine supports multiple views to enable split-screen games, like GoldenEye, which was one of the first games to use split-screen views.
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26 [[../images/goldeneye-4-player.png]]
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27
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28 ** =ViewPorts=, =SceneProcessors=, and the =RenderManager=.
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29 # =ViewPorts= are cameras; =RenderManger= takes snapshots each frame.
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30 #* A Brief Description of jMonkeyEngine's Rendering Pipeline
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31
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32 jMonkeyEngine allows you to create a =ViewPort=, which represents a
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33 view of the simulated world. You can create as many of these as you
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34 want. Every frame, the =RenderManager= iterates through each
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35 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there
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36 is a =FrameBuffer= which represents the rendered image in the GPU.
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37
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38 #+caption: =ViewPorts= are cameras in the world. During each frame, the =RenderManager= records a snapshot of what each view is currently seeing; these snapshots are =FrameBuffer= objects.
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39 #+ATTR_HTML: width="400"
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40 [[../images/diagram_rendermanager2.png]]
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41
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42 Each =ViewPort= can have any number of attached =SceneProcessor=
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43 objects, which are called every time a new frame is rendered. A
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44 =SceneProcessor= receives its =ViewPort's= =FrameBuffer= and can do
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45 whatever it wants to the data. Often this consists of invoking GPU
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46 specific operations on the rendered image. The =SceneProcessor= can
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47 also copy the GPU image data to RAM and process it with the CPU.
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48
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49 ** From Views to Vision
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50 # Appropriating Views for Vision.
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51
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52 Each eye in the simulated creature needs its own =ViewPort= so that
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53 it can see the world from its own perspective. To this =ViewPort=, I
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54 add a =SceneProcessor= that feeds the visual data to any arbitrary
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55 continuation function for further processing. That continuation
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56 function may perform both CPU and GPU operations on the data. To make
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57 this easy for the continuation function, the =SceneProcessor=
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58 maintains appropriately sized buffers in RAM to hold the data. It does
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59 not do any copying from the GPU to the CPU itself because it is a slow
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60 operation.
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61
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62 #+name: pipeline-1
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63 #+begin_src clojure
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64 (defn vision-pipeline
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65 "Create a SceneProcessor object which wraps a vision processing
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66 continuation function. The continuation is a function that takes
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67 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],
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68 each of which has already been appropriately sized."
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69 [continuation]
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70 (let [byte-buffer (atom nil)
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71 renderer (atom nil)
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72 image (atom nil)]
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73 (proxy [SceneProcessor] []
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74 (initialize
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75 [renderManager viewPort]
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76 (let [cam (.getCamera viewPort)
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77 width (.getWidth cam)
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78 height (.getHeight cam)]
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79 (reset! renderer (.getRenderer renderManager))
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80 (reset! byte-buffer
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81 (BufferUtils/createByteBuffer
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82 (* width height 4)))
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83 (reset! image (BufferedImage.
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84 width height
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85 BufferedImage/TYPE_4BYTE_ABGR))))
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86 (isInitialized [] (not (nil? @byte-buffer)))
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87 (reshape [_ _ _])
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88 (preFrame [_])
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89 (postQueue [_])
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90 (postFrame
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91 [#^FrameBuffer fb]
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92 (.clear @byte-buffer)
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93 (continuation @renderer fb @byte-buffer @image))
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94 (cleanup []))))
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95 #+end_src
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96
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97 The continuation function given to =vision-pipeline= above will be
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98 given a =Renderer= and three containers for image data. The
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99 =FrameBuffer= references the GPU image data, but the pixel data can
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100 not be used directly on the CPU. The =ByteBuffer= and =BufferedImage=
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101 are initially "empty" but are sized to hold the data in the
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102 =FrameBuffer=. I call transferring the GPU image data to the CPU
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103 structures "mixing" the image data. I have provided three functions to
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104 do this mixing.
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105
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106 #+name: pipeline-2
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107 #+begin_src clojure
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108 (defn frameBuffer->byteBuffer!
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109 "Transfer the data in the graphics card (Renderer, FrameBuffer) to
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110 the CPU (ByteBuffer)."
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111 [#^Renderer r #^FrameBuffer fb #^ByteBuffer bb]
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112 (.readFrameBuffer r fb bb) bb)
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113
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114 (defn byteBuffer->bufferedImage!
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115 "Convert the C-style BGRA image data in the ByteBuffer bb to the AWT
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116 style ABGR image data and place it in BufferedImage bi."
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117 [#^ByteBuffer bb #^BufferedImage bi]
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118 (Screenshots/convertScreenShot bb bi) bi)
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119
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120 (defn BufferedImage!
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121 "Continuation which will grab the buffered image from the materials
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122 provided by (vision-pipeline)."
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123 [#^Renderer r #^FrameBuffer fb #^ByteBuffer bb #^BufferedImage bi]
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124 (byteBuffer->bufferedImage!
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125 (frameBuffer->byteBuffer! r fb bb) bi))
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126 #+end_src
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127
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128 Note that it is possible to write vision processing algorithms
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129 entirely in terms of =BufferedImage= inputs. Just compose that
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130 =BufferedImage= algorithm with =BufferedImage!=. However, a vision
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131 processing algorithm that is entirely hosted on the GPU does not have
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132 to pay for this convenience.
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133
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134 * Optical sensor arrays are described with images and referenced with metadata
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135 The vision pipeline described above handles the flow of rendered
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136 images. Now, we need simulated eyes to serve as the source of these
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137 images.
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138
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139 An eye is described in blender in the same way as a joint. They are
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140 zero dimensional empty objects with no geometry whose local coordinate
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141 system determines the orientation of the resulting eye. All eyes are
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142 children of a parent node named "eyes" just as all joints have a
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143 parent named "joints". An eye binds to the nearest physical object
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144 with =bind-sense=.
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145
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146 #+name: add-eye
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147 #+begin_src clojure
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148 (in-ns 'cortex.vision)
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149
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150 (defn add-eye!
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151 "Create a Camera centered on the current position of 'eye which
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152 follows the closest physical node in 'creature and sends visual
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153 data to 'continuation. The camera will point in the X direction and
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154 use the Z vector as up as determined by the rotation of these
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155 vectors in blender coordinate space. Use XZY rotation for the node
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156 in blender."
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157 [#^Node creature #^Spatial eye]
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158 (let [target (closest-node creature eye)
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159 [cam-width cam-height] (eye-dimensions eye)
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160 cam (Camera. cam-width cam-height)
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161 rot (.getWorldRotation eye)]
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162 (.setLocation cam (.getWorldTranslation eye))
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163 (.lookAtDirection
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164 cam ; this part is not a mistake and
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165 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in
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166 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.
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167 (.setFrustumPerspective
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168 cam 45 (/ (.getWidth cam) (.getHeight cam)) 1 1000)
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169 (bind-sense target cam) cam))
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170 #+end_src
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171
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172 Here, the camera is created based on metadata on the eye-node and
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173 attached to the nearest physical object with =bind-sense=
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174 ** The Retina
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175
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176 An eye is a surface (the retina) which contains many discrete sensors
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177 to detect light. These sensors have can have different light-sensing
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178 properties. In humans, each discrete sensor is sensitive to red,
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179 blue, green, or gray. These different types of sensors can have
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180 different spatial distributions along the retina. In humans, there is
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181 a fovea in the center of the retina which has a very high density of
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182 color sensors, and a blind spot which has no sensors at all. Sensor
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183 density decreases in proportion to distance from the fovea.
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184
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185 I want to be able to model any retinal configuration, so my eye-nodes
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186 in blender contain metadata pointing to images that describe the
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187 precise position of the individual sensors using white pixels. The
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188 meta-data also describes the precise sensitivity to light that the
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189 sensors described in the image have. An eye can contain any number of
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190 these images. For example, the metadata for an eye might look like
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191 this:
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192
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193 #+begin_src clojure
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194 {0xFF0000 "Models/test-creature/retina-small.png"}
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195 #+end_src
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196
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197 #+caption: The retinal profile image "Models/test-creature/retina-small.png". White pixels are photo-sensitive elements. The distribution of white pixels is denser in the middle and falls off at the edges and is inspired by the human retina.
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198 [[../assets/Models/test-creature/retina-small.png]]
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199
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200 Together, the number 0xFF0000 and the image image above describe the
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201 placement of red-sensitive sensory elements.
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202
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203 Meta-data to very crudely approximate a human eye might be something
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204 like this:
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205
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206 #+begin_src clojure
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207 (let [retinal-profile "Models/test-creature/retina-small.png"]
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208 {0xFF0000 retinal-profile
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209 0x00FF00 retinal-profile
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210 0x0000FF retinal-profile
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211 0xFFFFFF retinal-profile})
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212 #+end_src
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213
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214 The numbers that serve as keys in the map determine a sensor's
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215 relative sensitivity to the channels red, green, and blue. These
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216 sensitivity values are packed into an integer in the order =|_|R|G|B|=
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217 in 8-bit fields. The RGB values of a pixel in the image are added
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218 together with these sensitivities as linear weights. Therefore,
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219 0xFF0000 means sensitive to red only while 0xFFFFFF means sensitive to
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220 all colors equally (gray).
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221
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222 For convenience I've defined a few symbols for the more common
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223 sensitivity values.
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224
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225 #+name: sensitivity
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226 #+begin_src clojure
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227 (def sensitivity-presets
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228 "Retinal sensitivity presets for sensors that extract one channel
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229 (:red :blue :green) or average all channels (:all)"
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230 {:all 0xFFFFFF
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231 :red 0xFF0000
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232 :blue 0x0000FF
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233 :green 0x00FF00})
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234 #+end_src
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235
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236 ** Metadata Processing
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237
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238 =retina-sensor-profile= extracts a map from the eye-node in the same
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239 format as the example maps above. =eye-dimensions= finds the
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240 dimensions of the smallest image required to contain all the retinal
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241 sensor maps.
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242
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243 #+name: retina
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244 #+begin_src clojure
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245 (defn retina-sensor-profile
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246 "Return a map of pixel sensitivity numbers to BufferedImages
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247 describing the distribution of light-sensitive components of this
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248 eye. :red, :green, :blue, :gray are already defined as extracting
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249 the red, green, blue, and average components respectively."
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250 [#^Spatial eye]
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251 (if-let [eye-map (meta-data eye "eye")]
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252 (map-vals
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253 load-image
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254 (eval (read-string eye-map)))))
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255
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256 (defn eye-dimensions
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257 "Returns [width, height] determined by the metadata of the eye."
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258 [#^Spatial eye]
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259 (let [dimensions
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260 (map #(vector (.getWidth %) (.getHeight %))
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261 (vals (retina-sensor-profile eye)))]
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262 [(apply max (map first dimensions))
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263 (apply max (map second dimensions))]))
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264 #+end_src
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265
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266 * Importing and parsing descriptions of eyes.
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267 First off, get the children of the "eyes" empty node to find all the
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268 eyes the creature has.
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269 #+name: eye-node
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270 #+begin_src clojure
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271 (def
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272 ^{:doc "Return the children of the creature's \"eyes\" node."
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273 :arglists '([creature])}
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274 eyes
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275 (sense-nodes "eyes"))
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276 #+end_src
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277
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278 Then, add the camera created by =add-eye!= to the simulation by
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279 creating a new viewport.
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280
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281 #+name: add-camera
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282 #+begin_src clojure
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283 (defn add-camera!
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284 "Add a camera to the world, calling continuation on every frame
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285 produced."
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286 [#^Application world camera continuation]
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287 (let [width (.getWidth camera)
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288 height (.getHeight camera)
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289 render-manager (.getRenderManager world)
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290 viewport (.createMainView render-manager "eye-view" camera)]
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291 (doto viewport
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292 (.setClearFlags true true true)
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293 (.setBackgroundColor ColorRGBA/Black)
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294 (.addProcessor (vision-pipeline continuation))
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295 (.attachScene (.getRootNode world)))))
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296 #+end_src
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297
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298
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299 The eye's continuation function should register the viewport with the
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300 simulation the first time it is called, use the CPU to extract the
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301 appropriate pixels from the rendered image and weight them by each
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302 sensor's sensitivity. I have the option to do this processing in
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303 native code for a slight gain in speed. I could also do it in the GPU
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304 for a massive gain in speed. =vision-kernel= generates a list of
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305 such continuation functions, one for each channel of the eye.
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306
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307 #+name: kernel
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308 #+begin_src clojure
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309 (in-ns 'cortex.vision)
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310
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311 (defrecord attached-viewport [vision-fn viewport-fn]
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312 clojure.lang.IFn
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313 (invoke [this world] (vision-fn world))
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314 (applyTo [this args] (apply vision-fn args)))
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315
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316 (defn pixel-sense [sensitivity pixel]
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317 (let [s-r (bit-shift-right (bit-and 0xFF0000 sensitivity) 16)
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318 s-g (bit-shift-right (bit-and 0x00FF00 sensitivity) 8)
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319 s-b (bit-and 0x0000FF sensitivity)
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320
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321 p-r (bit-shift-right (bit-and 0xFF0000 pixel) 16)
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322 p-g (bit-shift-right (bit-and 0x00FF00 pixel) 8)
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323 p-b (bit-and 0x0000FF pixel)
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324
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325 total-sensitivity (* 255 (+ s-r s-g s-b))]
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326 (float (/ (+ (* s-r p-r)
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327 (* s-g p-g)
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328 (* s-b p-b))
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329 total-sensitivity))))
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330
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331 (defn vision-kernel
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332 "Returns a list of functions, each of which will return a color
|
rlm@171
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333 channel's worth of visual information when called inside a running
|
rlm@171
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334 simulation."
|
rlm@151
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335 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]
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rlm@169
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336 (let [retinal-map (retina-sensor-profile eye)
|
rlm@169
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337 camera (add-eye! creature eye)
|
rlm@151
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338 vision-image
|
rlm@151
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339 (atom
|
rlm@151
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340 (BufferedImage. (.getWidth camera)
|
rlm@151
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341 (.getHeight camera)
|
rlm@170
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342 BufferedImage/TYPE_BYTE_BINARY))
|
rlm@170
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343 register-eye!
|
rlm@170
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344 (runonce
|
rlm@170
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345 (fn [world]
|
rlm@170
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346 (add-camera!
|
rlm@170
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347 world camera
|
rlm@170
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348 (let [counter (atom 0)]
|
rlm@170
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349 (fn [r fb bb bi]
|
rlm@170
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350 (if (zero? (rem (swap! counter inc) (inc skip)))
|
rlm@170
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351 (reset! vision-image
|
rlm@170
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352 (BufferedImage! r fb bb bi))))))))]
|
rlm@151
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353 (vec
|
rlm@151
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354 (map
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rlm@151
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355 (fn [[key image]]
|
rlm@151
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356 (let [whites (white-coordinates image)
|
rlm@151
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357 topology (vec (collapse whites))
|
rlm@216
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358 sensitivity (sensitivity-presets key key)]
|
rlm@215
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359 (attached-viewport.
|
rlm@215
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360 (fn [world]
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rlm@215
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361 (register-eye! world)
|
rlm@215
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362 (vector
|
rlm@215
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363 topology
|
rlm@215
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364 (vec
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rlm@215
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365 (for [[x y] whites]
|
rlm@216
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366 (pixel-sense
|
rlm@216
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367 sensitivity
|
rlm@216
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368 (.getRGB @vision-image x y))))))
|
rlm@215
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369 register-eye!)))
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rlm@215
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370 retinal-map))))
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rlm@151
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371
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rlm@215
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372 (defn gen-fix-display
|
rlm@215
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373 "Create a function to call to restore a simulation's display when it
|
rlm@215
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374 is disrupted by a Viewport."
|
rlm@215
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375 []
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rlm@215
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376 (runonce
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rlm@215
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377 (fn [world]
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rlm@215
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378 (add-camera! world (.getCamera world) no-op))))
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rlm@215
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379 #+end_src
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rlm@170
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380
|
rlm@273
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381 Note that since each of the functions generated by =vision-kernel=
|
rlm@273
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382 shares the same =register-eye!= function, the eye will be registered
|
rlm@215
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383 only once the first time any of the functions from the list returned
|
rlm@273
|
384 by =vision-kernel= is called. Each of the functions returned by
|
rlm@273
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385 =vision-kernel= also allows access to the =Viewport= through which
|
rlm@306
|
386 it receives images.
|
rlm@215
|
387
|
rlm@306
|
388 The in-game display can be disrupted by all the ViewPorts that the
|
rlm@306
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389 functions generated by =vision-kernel= add. This doesn't affect the
|
rlm@215
|
390 simulation or the simulated senses, but can be annoying.
|
rlm@273
|
391 =gen-fix-display= restores the in-simulation display.
|
rlm@215
|
392
|
ocsenave@265
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393 ** The =vision!= function creates sensory probes.
|
rlm@215
|
394
|
rlm@218
|
395 All the hard work has been done; all that remains is to apply
|
rlm@273
|
396 =vision-kernel= to each eye in the creature and gather the results
|
rlm@215
|
397 into one list of functions.
|
rlm@215
|
398
|
rlm@216
|
399 #+name: main
|
rlm@215
|
400 #+begin_src clojure
|
rlm@170
|
401 (defn vision!
|
rlm@170
|
402 "Returns a function which returns visual sensory data when called
|
rlm@218
|
403 inside a running simulation."
|
rlm@151
|
404 [#^Node creature & {skip :skip :or {skip 0}}]
|
rlm@151
|
405 (reduce
|
rlm@170
|
406 concat
|
rlm@167
|
407 (for [eye (eyes creature)]
|
rlm@215
|
408 (vision-kernel creature eye))))
|
rlm@215
|
409 #+end_src
|
rlm@151
|
410
|
ocsenave@265
|
411 ** Displaying visual data for debugging.
|
ocsenave@265
|
412 # Visualization of Vision. Maybe less alliteration would be better.
|
rlm@215
|
413 It's vital to have a visual representation for each sense. Here I use
|
rlm@273
|
414 =view-sense= to construct a function that will create a display for
|
rlm@215
|
415 visual data.
|
rlm@215
|
416
|
rlm@216
|
417 #+name: display
|
rlm@215
|
418 #+begin_src clojure
|
rlm@216
|
419 (in-ns 'cortex.vision)
|
rlm@216
|
420
|
rlm@189
|
421 (defn view-vision
|
rlm@189
|
422 "Creates a function which accepts a list of visual sensor-data and
|
rlm@189
|
423 displays each element of the list to the screen."
|
rlm@189
|
424 []
|
rlm@188
|
425 (view-sense
|
rlm@188
|
426 (fn
|
rlm@188
|
427 [[coords sensor-data]]
|
rlm@188
|
428 (let [image (points->image coords)]
|
rlm@188
|
429 (dorun
|
rlm@188
|
430 (for [i (range (count coords))]
|
rlm@188
|
431 (.setRGB image ((coords i) 0) ((coords i) 1)
|
rlm@216
|
432 (gray (int (* 255 (sensor-data i)))))))
|
rlm@189
|
433 image))))
|
rlm@34
|
434 #+end_src
|
rlm@23
|
435
|
ocsenave@264
|
436 * Demonstrations
|
ocsenave@264
|
437 ** Demonstrating the vision pipeline.
|
rlm@23
|
438
|
rlm@215
|
439 This is a basic test for the vision system. It only tests the
|
ocsenave@264
|
440 vision-pipeline and does not deal with loading eyes from a blender
|
rlm@215
|
441 file. The code creates two videos of the same rotating cube from
|
rlm@215
|
442 different angles.
|
rlm@23
|
443
|
rlm@215
|
444 #+name: test-1
|
rlm@23
|
445 #+begin_src clojure
|
rlm@215
|
446 (in-ns 'cortex.test.vision)
|
rlm@23
|
447
|
rlm@219
|
448 (defn test-pipeline
|
rlm@69
|
449 "Testing vision:
|
rlm@69
|
450 Tests the vision system by creating two views of the same rotating
|
rlm@69
|
451 object from different angles and displaying both of those views in
|
rlm@69
|
452 JFrames.
|
rlm@69
|
453
|
rlm@69
|
454 You should see a rotating cube, and two windows,
|
rlm@69
|
455 each displaying a different view of the cube."
|
rlm@283
|
456 ([] (test-pipeline false))
|
rlm@283
|
457 ([record?]
|
rlm@283
|
458 (let [candy
|
rlm@283
|
459 (box 1 1 1 :physical? false :color ColorRGBA/Blue)]
|
rlm@283
|
460 (world
|
rlm@283
|
461 (doto (Node.)
|
rlm@283
|
462 (.attachChild candy))
|
rlm@283
|
463 {}
|
rlm@283
|
464 (fn [world]
|
rlm@283
|
465 (let [cam (.clone (.getCamera world))
|
rlm@283
|
466 width (.getWidth cam)
|
rlm@283
|
467 height (.getHeight cam)]
|
rlm@283
|
468 (add-camera! world cam
|
rlm@283
|
469 (comp
|
rlm@283
|
470 (view-image
|
rlm@283
|
471 (if record?
|
rlm@283
|
472 (File. "/home/r/proj/cortex/render/vision/1")))
|
rlm@283
|
473 BufferedImage!))
|
rlm@283
|
474 (add-camera! world
|
rlm@283
|
475 (doto (.clone cam)
|
rlm@283
|
476 (.setLocation (Vector3f. -10 0 0))
|
rlm@283
|
477 (.lookAt Vector3f/ZERO Vector3f/UNIT_Y))
|
rlm@283
|
478 (comp
|
rlm@283
|
479 (view-image
|
rlm@283
|
480 (if record?
|
rlm@283
|
481 (File. "/home/r/proj/cortex/render/vision/2")))
|
rlm@283
|
482 BufferedImage!))
|
rlm@283
|
483 ;; This is here to restore the main view
|
rlm@112
|
484 ;; after the other views have completed processing
|
rlm@283
|
485 (add-camera! world (.getCamera world) no-op)))
|
rlm@283
|
486 (fn [world tpf]
|
rlm@283
|
487 (.rotate candy (* tpf 0.2) 0 0))))))
|
rlm@23
|
488 #+end_src
|
rlm@23
|
489
|
rlm@215
|
490 #+begin_html
|
rlm@215
|
491 <div class="figure">
|
rlm@215
|
492 <video controls="controls" width="755">
|
rlm@215
|
493 <source src="../video/spinning-cube.ogg" type="video/ogg"
|
rlm@215
|
494 preload="none" poster="../images/aurellem-1280x480.png" />
|
rlm@215
|
495 </video>
|
rlm@309
|
496 <br> <a href="http://youtu.be/r5Bn2aG7MO0"> YouTube </a>
|
rlm@215
|
497 <p>A rotating cube viewed from two different perspectives.</p>
|
rlm@215
|
498 </div>
|
rlm@215
|
499 #+end_html
|
rlm@215
|
500
|
rlm@215
|
501 Creating multiple eyes like this can be used for stereoscopic vision
|
rlm@215
|
502 simulation in a single creature or for simulating multiple creatures,
|
rlm@215
|
503 each with their own sense of vision.
|
ocsenave@264
|
504 ** Demonstrating eye import and parsing.
|
rlm@215
|
505
|
rlm@218
|
506 To the worm from the last post, I add a new node that describes its
|
rlm@215
|
507 eyes.
|
rlm@215
|
508
|
rlm@215
|
509 #+attr_html: width=755
|
rlm@215
|
510 #+caption: The worm with newly added empty nodes describing a single eye.
|
rlm@215
|
511 [[../images/worm-with-eye.png]]
|
rlm@215
|
512
|
rlm@215
|
513 The node highlighted in yellow is the root level "eyes" node. It has
|
rlm@218
|
514 a single child, highlighted in orange, which describes a single
|
rlm@218
|
515 eye. This is the "eye" node. It is placed so that the worm will have
|
rlm@218
|
516 an eye located in the center of the flat portion of its lower
|
rlm@218
|
517 hemispherical section.
|
rlm@218
|
518
|
rlm@218
|
519 The two nodes which are not highlighted describe the single joint of
|
rlm@218
|
520 the worm.
|
rlm@215
|
521
|
rlm@215
|
522 The metadata of the eye-node is:
|
rlm@215
|
523
|
rlm@215
|
524 #+begin_src clojure :results verbatim :exports both
|
rlm@215
|
525 (cortex.sense/meta-data
|
rlm@218
|
526 (.getChild (.getChild (cortex.test.body/worm) "eyes") "eye") "eye")
|
rlm@215
|
527 #+end_src
|
rlm@215
|
528
|
rlm@215
|
529 #+results:
|
rlm@215
|
530 : "(let [retina \"Models/test-creature/retina-small.png\"]
|
rlm@215
|
531 : {:all retina :red retina :green retina :blue retina})"
|
rlm@215
|
532
|
rlm@215
|
533 This is the approximation to the human eye described earlier.
|
rlm@215
|
534
|
rlm@216
|
535 #+name: test-2
|
rlm@215
|
536 #+begin_src clojure
|
rlm@215
|
537 (in-ns 'cortex.test.vision)
|
rlm@215
|
538
|
rlm@216
|
539 (defn change-color [obj color]
|
rlm@216
|
540 (println-repl obj)
|
rlm@216
|
541 (if obj
|
rlm@216
|
542 (.setColor (.getMaterial obj) "Color" color)))
|
rlm@216
|
543
|
rlm@216
|
544 (defn colored-cannon-ball [color]
|
rlm@216
|
545 (comp #(change-color % color)
|
rlm@216
|
546 (fire-cannon-ball)))
|
rlm@215
|
547
|
rlm@283
|
548 (defn test-worm-vision
|
rlm@283
|
549 ([] (test-worm-vision false))
|
rlm@283
|
550 ([record?]
|
rlm@283
|
551 (let [the-worm (doto (worm)(body!))
|
rlm@283
|
552 vision (vision! the-worm)
|
rlm@283
|
553 vision-display (view-vision)
|
rlm@283
|
554 fix-display (gen-fix-display)
|
rlm@283
|
555 me (sphere 0.5 :color ColorRGBA/Blue :physical? false)
|
rlm@283
|
556 x-axis
|
rlm@283
|
557 (box 1 0.01 0.01 :physical? false :color ColorRGBA/Red
|
rlm@283
|
558 :position (Vector3f. 0 -5 0))
|
rlm@283
|
559 y-axis
|
rlm@283
|
560 (box 0.01 1 0.01 :physical? false :color ColorRGBA/Green
|
rlm@283
|
561 :position (Vector3f. 0 -5 0))
|
rlm@283
|
562 z-axis
|
rlm@283
|
563 (box 0.01 0.01 1 :physical? false :color ColorRGBA/Blue
|
rlm@283
|
564 :position (Vector3f. 0 -5 0))
|
rlm@283
|
565 timer (RatchetTimer. 60)]
|
rlm@215
|
566
|
rlm@283
|
567 (world (nodify [(floor) the-worm x-axis y-axis z-axis me])
|
rlm@283
|
568 (assoc standard-debug-controls
|
rlm@283
|
569 "key-r" (colored-cannon-ball ColorRGBA/Red)
|
rlm@283
|
570 "key-b" (colored-cannon-ball ColorRGBA/Blue)
|
rlm@283
|
571 "key-g" (colored-cannon-ball ColorRGBA/Green))
|
rlm@283
|
572 (fn [world]
|
rlm@283
|
573 (light-up-everything world)
|
rlm@283
|
574 (speed-up world)
|
rlm@283
|
575 (.setTimer world timer)
|
rlm@306
|
576 (display-dilated-time world timer)
|
rlm@283
|
577 ;; add a view from the worm's perspective
|
rlm@283
|
578 (if record?
|
rlm@283
|
579 (Capture/captureVideo
|
rlm@283
|
580 world
|
rlm@283
|
581 (File.
|
rlm@283
|
582 "/home/r/proj/cortex/render/worm-vision/main-view")))
|
rlm@283
|
583
|
rlm@283
|
584 (add-camera!
|
rlm@283
|
585 world
|
rlm@283
|
586 (add-eye! the-worm
|
rlm@283
|
587 (.getChild
|
rlm@283
|
588 (.getChild the-worm "eyes") "eye"))
|
rlm@283
|
589 (comp
|
rlm@283
|
590 (view-image
|
rlm@283
|
591 (if record?
|
rlm@283
|
592 (File.
|
rlm@283
|
593 "/home/r/proj/cortex/render/worm-vision/worm-view")))
|
rlm@283
|
594 BufferedImage!))
|
rlm@283
|
595
|
rlm@283
|
596 (set-gravity world Vector3f/ZERO))
|
rlm@283
|
597
|
rlm@283
|
598 (fn [world _ ]
|
rlm@283
|
599 (.setLocalTranslation me (.getLocation (.getCamera world)))
|
rlm@283
|
600 (vision-display
|
rlm@283
|
601 (map #(% world) vision)
|
rlm@283
|
602 (if record? (File. "/home/r/proj/cortex/render/worm-vision")))
|
rlm@283
|
603 (fix-display world))))))
|
rlm@215
|
604 #+end_src
|
rlm@215
|
605
|
rlm@218
|
606 The world consists of the worm and a flat gray floor. I can shoot red,
|
rlm@218
|
607 green, blue and white cannonballs at the worm. The worm is initially
|
rlm@218
|
608 looking down at the floor, and there is no gravity. My perspective
|
rlm@218
|
609 (the Main View), the worm's perspective (Worm View) and the 4 sensor
|
rlm@218
|
610 channels that comprise the worm's eye are all saved frame-by-frame to
|
rlm@218
|
611 disk.
|
rlm@218
|
612
|
rlm@218
|
613 * Demonstration of Vision
|
rlm@218
|
614 #+begin_html
|
rlm@218
|
615 <div class="figure">
|
rlm@218
|
616 <video controls="controls" width="755">
|
rlm@218
|
617 <source src="../video/worm-vision.ogg" type="video/ogg"
|
rlm@218
|
618 preload="none" poster="../images/aurellem-1280x480.png" />
|
rlm@218
|
619 </video>
|
rlm@309
|
620 <br> <a href="http://youtu.be/J3H3iB_2NPQ"> YouTube </a>
|
rlm@218
|
621 <p>Simulated Vision in a Virtual Environment</p>
|
rlm@218
|
622 </div>
|
rlm@218
|
623 #+end_html
|
rlm@218
|
624
|
rlm@218
|
625 ** Generate the Worm Video from Frames
|
rlm@216
|
626 #+name: magick2
|
rlm@216
|
627 #+begin_src clojure
|
rlm@216
|
628 (ns cortex.video.magick2
|
rlm@216
|
629 (:import java.io.File)
|
rlm@316
|
630 (:use clojure.java.shell))
|
rlm@216
|
631
|
rlm@216
|
632 (defn images [path]
|
rlm@216
|
633 (sort (rest (file-seq (File. path)))))
|
rlm@216
|
634
|
rlm@216
|
635 (def base "/home/r/proj/cortex/render/worm-vision/")
|
rlm@216
|
636
|
rlm@216
|
637 (defn pics [file]
|
rlm@216
|
638 (images (str base file)))
|
rlm@216
|
639
|
rlm@216
|
640 (defn combine-images []
|
rlm@216
|
641 (let [main-view (pics "main-view")
|
rlm@216
|
642 worm-view (pics "worm-view")
|
rlm@216
|
643 blue (pics "0")
|
rlm@216
|
644 green (pics "1")
|
rlm@216
|
645 red (pics "2")
|
rlm@216
|
646 gray (pics "3")
|
rlm@216
|
647 blender (let [b-pics (pics "blender")]
|
rlm@216
|
648 (concat b-pics (repeat 9001 (last b-pics))))
|
rlm@216
|
649 background (repeat 9001 (File. (str base "background.png")))
|
rlm@216
|
650 targets (map
|
rlm@216
|
651 #(File. (str base "out/" (format "%07d.png" %)))
|
rlm@216
|
652 (range 0 (count main-view)))]
|
rlm@216
|
653 (dorun
|
rlm@216
|
654 (pmap
|
rlm@216
|
655 (comp
|
rlm@216
|
656 (fn [[background main-view worm-view red green blue gray blender target]]
|
rlm@216
|
657 (println target)
|
rlm@216
|
658 (sh "convert"
|
rlm@216
|
659 background
|
rlm@216
|
660 main-view "-geometry" "+18+17" "-composite"
|
rlm@216
|
661 worm-view "-geometry" "+677+17" "-composite"
|
rlm@216
|
662 green "-geometry" "+685+430" "-composite"
|
rlm@216
|
663 red "-geometry" "+788+430" "-composite"
|
rlm@216
|
664 blue "-geometry" "+894+430" "-composite"
|
rlm@216
|
665 gray "-geometry" "+1000+430" "-composite"
|
rlm@216
|
666 blender "-geometry" "+0+0" "-composite"
|
rlm@216
|
667 target))
|
rlm@216
|
668 (fn [& args] (map #(.getCanonicalPath %) args)))
|
rlm@216
|
669 background main-view worm-view red green blue gray blender targets))))
|
rlm@216
|
670 #+end_src
|
rlm@216
|
671
|
rlm@216
|
672 #+begin_src sh :results silent
|
rlm@216
|
673 cd /home/r/proj/cortex/render/worm-vision
|
rlm@216
|
674 ffmpeg -r 25 -b 9001k -i out/%07d.png -vcodec libtheora worm-vision.ogg
|
rlm@216
|
675 #+end_src
|
rlm@236
|
676
|
ocsenave@265
|
677 * Onward!
|
ocsenave@265
|
678 - As a neat bonus, this idea behind simulated vision also enables one
|
ocsenave@265
|
679 to [[../../cortex/html/capture-video.html][capture live video feeds from jMonkeyEngine]].
|
ocsenave@265
|
680 - Now that we have vision, it's time to tackle [[./hearing.org][hearing]].
|
ocsenave@265
|
681 #+appendix
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682
|
rlm@215
|
683 * Headers
|
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684
|
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685 #+name: vision-header
|
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|
686 #+begin_src clojure
|
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687 (ns cortex.vision
|
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688 "Simulate the sense of vision in jMonkeyEngine3. Enables multiple
|
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689 eyes from different positions to observe the same world, and pass
|
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|
690 the observed data to any arbitrary function. Automatically reads
|
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|
691 eye-nodes from specially prepared blender files and instantiates
|
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692 them in the world as actual eyes."
|
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693 {:author "Robert McIntyre"}
|
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|
694 (:use (cortex world sense util))
|
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|
695 (:import com.jme3.post.SceneProcessor)
|
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|
696 (:import (com.jme3.util BufferUtils Screenshots))
|
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|
697 (:import java.nio.ByteBuffer)
|
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|
698 (:import java.awt.image.BufferedImage)
|
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|
699 (:import (com.jme3.renderer ViewPort Camera))
|
rlm@216
|
700 (:import (com.jme3.math ColorRGBA Vector3f Matrix3f))
|
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|
701 (:import com.jme3.renderer.Renderer)
|
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|
702 (:import com.jme3.app.Application)
|
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|
703 (:import com.jme3.texture.FrameBuffer)
|
rlm@213
|
704 (:import (com.jme3.scene Node Spatial)))
|
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|
705 #+end_src
|
rlm@112
|
706
|
rlm@215
|
707 #+name: test-header
|
rlm@215
|
708 #+begin_src clojure
|
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|
709 (ns cortex.test.vision
|
rlm@215
|
710 (:use (cortex world sense util body vision))
|
rlm@215
|
711 (:use cortex.test.body)
|
rlm@215
|
712 (:import java.awt.image.BufferedImage)
|
rlm@215
|
713 (:import javax.swing.JPanel)
|
rlm@215
|
714 (:import javax.swing.SwingUtilities)
|
rlm@215
|
715 (:import java.awt.Dimension)
|
rlm@215
|
716 (:import javax.swing.JFrame)
|
rlm@215
|
717 (:import com.jme3.math.ColorRGBA)
|
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|
718 (:import com.jme3.scene.Node)
|
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|
719 (:import com.jme3.math.Vector3f)
|
rlm@216
|
720 (:import java.io.File)
|
rlm@216
|
721 (:import (com.aurellem.capture Capture RatchetTimer)))
|
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|
722 #+end_src
|
rlm@216
|
723 * Source Listing
|
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|
724 - [[../src/cortex/vision.clj][cortex.vision]]
|
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|
725 - [[../src/cortex/test/vision.clj][cortex.test.vision]]
|
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|
726 - [[../src/cortex/video/magick2.clj][cortex.video.magick2]]
|
rlm@216
|
727 - [[../assets/Models/subtitles/worm-vision-subtitles.blend][worm-vision-subtitles.blend]]
|
rlm@216
|
728 #+html: <ul> <li> <a href="../org/sense.org">This org file</a> </li> </ul>
|
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|
729 - [[http://hg.bortreb.com ][source-repository]]
|
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|
730
|
rlm@35
|
731
|
rlm@273
|
732 * Next
|
rlm@273
|
733 I find some [[./hearing.org][ears]] for the creature while exploring the guts of
|
rlm@273
|
734 jMonkeyEngine's sound system.
|
rlm@24
|
735
|
rlm@212
|
736 * COMMENT Generate Source
|
rlm@34
|
737 #+begin_src clojure :tangle ../src/cortex/vision.clj
|
rlm@216
|
738 <<vision-header>>
|
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|
739 <<pipeline-1>>
|
rlm@216
|
740 <<pipeline-2>>
|
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|
741 <<retina>>
|
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|
742 <<add-eye>>
|
rlm@216
|
743 <<sensitivity>>
|
rlm@216
|
744 <<eye-node>>
|
rlm@216
|
745 <<add-camera>>
|
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|
746 <<kernel>>
|
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|
747 <<main>>
|
rlm@216
|
748 <<display>>
|
rlm@24
|
749 #+end_src
|
rlm@24
|
750
|
rlm@68
|
751 #+begin_src clojure :tangle ../src/cortex/test/vision.clj
|
rlm@215
|
752 <<test-header>>
|
rlm@215
|
753 <<test-1>>
|
rlm@216
|
754 <<test-2>>
|
rlm@24
|
755 #+end_src
|
rlm@216
|
756
|
rlm@216
|
757 #+begin_src clojure :tangle ../src/cortex/video/magick2.clj
|
rlm@216
|
758 <<magick2>>
|
rlm@216
|
759 #+end_src
|