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