Mercurial > cortex
view org/vision.org @ 297:d1206b11ae2d
creating final video
author | Robert McIntyre <rlm@mit.edu> |
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date | Thu, 16 Feb 2012 12:48:51 -0700 |
parents | 23aadf376e9d |
children | 7e7f8d6d9ec5 |
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1 #+title: Simulated Sense of Sight2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Simulated sight for AI research using JMonkeyEngine3 and clojure5 #+keywords: computer vision, jMonkeyEngine3, clojure6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org8 #+babel: :mkdirp yes :noweb yes :exports both10 * JMonkeyEngine natively supports multiple views of the same world.12 Vision is one of the most important senses for humans, so I need to13 build a simulated sense of vision for my AI. I will do this with14 simulated eyes. Each eye can be independely moved and should see its15 own version of the world depending on where it is.17 Making these simulated eyes a reality is simple bacause jMonkeyEngine18 already conatains extensive support for multiple views of the same 3D19 simulated world. The reason jMonkeyEngine has this support is because20 the support is necessary to create games with split-screen21 views. Multiple views are also used to create efficient22 pseudo-reflections by rendering the scene from a certain perspective23 and then projecting it back onto a surface in the 3D world.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.26 [[../images/goldeneye-4-player.png]]28 ** =ViewPorts=, =SceneProcessors=, and the =RenderManager=.29 # =Viewports= are cameras; =RenderManger= takes snapshots each frame.30 #* A Brief Description of jMonkeyEngine's Rendering Pipeline32 jMonkeyEngine allows you to create a =ViewPort=, which represents a33 view of the simulated world. You can create as many of these as you34 want. Every frame, the =RenderManager= iterates through each35 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there36 is a =FrameBuffer= which represents the rendered image in the GPU.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.39 #+ATTR_HTML: width="400"40 [[../images/diagram_rendermanager2.png]]42 Each =ViewPort= can have any number of attached =SceneProcessor=43 objects, which are called every time a new frame is rendered. A44 =SceneProcessor= recieves its =ViewPort's= =FrameBuffer= and can do45 whatever it wants to the data. Often this consists of invoking GPU46 specific operations on the rendered image. The =SceneProcessor= can47 also copy the GPU image data to RAM and process it with the CPU.49 ** From Views to Vision50 # Appropriating Views for Vision.52 Each eye in the simulated creature needs its own =ViewPort= so that53 it can see the world from its own perspective. To this =ViewPort=, I54 add a =SceneProcessor= that feeds the visual data to any arbitray55 continuation function for further processing. That continuation56 function may perform both CPU and GPU operations on the data. To make57 this easy for the continuation function, the =SceneProcessor=58 maintains appropriatly sized buffers in RAM to hold the data. It does59 not do any copying from the GPU to the CPU itself because it is a slow60 operation.62 #+name: pipeline-163 #+begin_src clojure64 (defn vision-pipeline65 "Create a SceneProcessor object which wraps a vision processing66 continuation function. The continuation is a function that takes67 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],68 each of which has already been appropiately sized."69 [continuation]70 (let [byte-buffer (atom nil)71 renderer (atom nil)72 image (atom nil)]73 (proxy [SceneProcessor] []74 (initialize75 [renderManager viewPort]76 (let [cam (.getCamera viewPort)77 width (.getWidth cam)78 height (.getHeight cam)]79 (reset! renderer (.getRenderer renderManager))80 (reset! byte-buffer81 (BufferUtils/createByteBuffer82 (* width height 4)))83 (reset! image (BufferedImage.84 width height85 BufferedImage/TYPE_4BYTE_ABGR))))86 (isInitialized [] (not (nil? @byte-buffer)))87 (reshape [_ _ _])88 (preFrame [_])89 (postQueue [_])90 (postFrame91 [#^FrameBuffer fb]92 (.clear @byte-buffer)93 (continuation @renderer fb @byte-buffer @image))94 (cleanup []))))95 #+end_src97 The continuation function given to =vision-pipeline= above will be98 given a =Renderer= and three containers for image data. The99 =FrameBuffer= references the GPU image data, but the pixel data can100 not be used directly on the CPU. The =ByteBuffer= and =BufferedImage=101 are initially "empty" but are sized to hold the data in the102 =FrameBuffer=. I call transfering the GPU image data to the CPU103 structures "mixing" the image data. I have provided three functions to104 do this mixing.106 #+name: pipeline-2107 #+begin_src clojure108 (defn frameBuffer->byteBuffer!109 "Transfer the data in the graphics card (Renderer, FrameBuffer) to110 the CPU (ByteBuffer)."111 [#^Renderer r #^FrameBuffer fb #^ByteBuffer bb]112 (.readFrameBuffer r fb bb) bb)114 (defn byteBuffer->bufferedImage!115 "Convert the C-style BGRA image data in the ByteBuffer bb to the AWT116 style ABGR image data and place it in BufferedImage bi."117 [#^ByteBuffer bb #^BufferedImage bi]118 (Screenshots/convertScreenShot bb bi) bi)120 (defn BufferedImage!121 "Continuation which will grab the buffered image from the materials122 provided by (vision-pipeline)."123 [#^Renderer r #^FrameBuffer fb #^ByteBuffer bb #^BufferedImage bi]124 (byteBuffer->bufferedImage!125 (frameBuffer->byteBuffer! r fb bb) bi))126 #+end_src128 Note that it is possible to write vision processing algorithms129 entirely in terms of =BufferedImage= inputs. Just compose that130 =BufferedImage= algorithm with =BufferedImage!=. However, a vision131 processing algorithm that is entirely hosted on the GPU does not have132 to pay for this convienence.134 * Optical sensor arrays are described with images and referenced with metadata135 The vision pipeline described above handles the flow of rendered136 images. Now, we need simulated eyes to serve as the source of these137 images.139 An eye is described in blender in the same way as a joint. They are140 zero dimensional empty objects with no geometry whose local coordinate141 system determines the orientation of the resulting eye. All eyes are142 childern of a parent node named "eyes" just as all joints have a143 parent named "joints". An eye binds to the nearest physical object144 with =bind-sense=.146 #+name: add-eye147 #+begin_src clojure148 (in-ns 'cortex.vision)150 (defn add-eye!151 "Create a Camera centered on the current position of 'eye which152 follows the closest physical node in 'creature and sends visual153 data to 'continuation. The camera will point in the X direction and154 use the Z vector as up as determined by the rotation of these155 vectors in blender coordinate space. Use XZY rotation for the node156 in blender."157 [#^Node creature #^Spatial eye]158 (let [target (closest-node creature eye)159 [cam-width cam-height] (eye-dimensions eye)160 cam (Camera. cam-width cam-height)161 rot (.getWorldRotation eye)]162 (.setLocation cam (.getWorldTranslation eye))163 (.lookAtDirection164 cam ; this part is not a mistake and165 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in166 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.167 (.setFrustumPerspective168 cam 45 (/ (.getWidth cam) (.getHeight cam)) 1 1000)169 (bind-sense target cam) cam))170 #+end_src172 Here, the camera is created based on metadata on the eye-node and173 attached to the nearest physical object with =bind-sense=174 ** The Retina176 An eye is a surface (the retina) which contains many discrete sensors177 to detect light. These sensors have can have different light-sensing178 properties. In humans, each discrete sensor is sensitive to red,179 blue, green, or gray. These different types of sensors can have180 different spatial distributions along the retina. In humans, there is181 a fovea in the center of the retina which has a very high density of182 color sensors, and a blind spot which has no sensors at all. Sensor183 density decreases in proportion to distance from the fovea.185 I want to be able to model any retinal configuration, so my eye-nodes186 in blender contain metadata pointing to images that describe the187 percise position of the individual sensors using white pixels. The188 meta-data also describes the percise sensitivity to light that the189 sensors described in the image have. An eye can contain any number of190 these images. For example, the metadata for an eye might look like191 this:193 #+begin_src clojure194 {0xFF0000 "Models/test-creature/retina-small.png"}195 #+end_src197 #+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.198 [[../assets/Models/test-creature/retina-small.png]]200 Together, the number 0xFF0000 and the image image above describe the201 placement of red-sensitive sensory elements.203 Meta-data to very crudely approximate a human eye might be something204 like this:206 #+begin_src clojure207 (let [retinal-profile "Models/test-creature/retina-small.png"]208 {0xFF0000 retinal-profile209 0x00FF00 retinal-profile210 0x0000FF retinal-profile211 0xFFFFFF retinal-profile})212 #+end_src214 The numbers that serve as keys in the map determine a sensor's215 relative sensitivity to the channels red, green, and blue. These216 sensitivity values are packed into an integer in the order =|_|R|G|B|=217 in 8-bit fields. The RGB values of a pixel in the image are added218 together with these sensitivities as linear weights. Therfore,219 0xFF0000 means sensitive to red only while 0xFFFFFF means sensitive to220 all colors equally (gray).222 For convienence I've defined a few symbols for the more common223 sensitivity values.225 #+name: sensitivity226 #+begin_src clojure227 (defvar sensitivity-presets228 {:all 0xFFFFFF229 :red 0xFF0000230 :blue 0x0000FF231 :green 0x00FF00}232 "Retinal sensitivity presets for sensors that extract one channel233 (:red :blue :green) or average all channels (:all)")234 #+end_src236 ** Metadata Processing238 =retina-sensor-profile= extracts a map from the eye-node in the same239 format as the example maps above. =eye-dimensions= finds the240 dimensions of the smallest image required to contain all the retinal241 sensor maps.243 #+name: retina244 #+begin_src clojure245 (defn retina-sensor-profile246 "Return a map of pixel sensitivity numbers to BufferedImages247 describing the distribution of light-sensitive components of this248 eye. :red, :green, :blue, :gray are already defined as extracting249 the red, green, blue, and average components respectively."250 [#^Spatial eye]251 (if-let [eye-map (meta-data eye "eye")]252 (map-vals253 load-image254 (eval (read-string eye-map)))))256 (defn eye-dimensions257 "Returns [width, height] determined by the metadata of the eye."258 [#^Spatial eye]259 (let [dimensions260 (map #(vector (.getWidth %) (.getHeight %))261 (vals (retina-sensor-profile eye)))]262 [(apply max (map first dimensions))263 (apply max (map second dimensions))]))264 #+end_src266 * Importing and parsing descriptions of eyes.267 First off, get the children of the "eyes" empty node to find all the268 eyes the creature has.269 #+name: eye-node270 #+begin_src clojure271 (defvar272 ^{:arglists '([creature])}273 eyes274 (sense-nodes "eyes")275 "Return the children of the creature's \"eyes\" node.")276 #+end_src278 Then, add the camera created by =add-eye!= to the simulation by279 creating a new viewport.281 #+name: add-camera282 #+begin_src clojure283 (defn add-camera!284 "Add a camera to the world, calling continuation on every frame285 produced."286 [#^Application world camera continuation]287 (let [width (.getWidth camera)288 height (.getHeight camera)289 render-manager (.getRenderManager world)290 viewport (.createMainView render-manager "eye-view" camera)]291 (doto viewport292 (.setClearFlags true true true)293 (.setBackgroundColor ColorRGBA/Black)294 (.addProcessor (vision-pipeline continuation))295 (.attachScene (.getRootNode world)))))296 #+end_src299 The eye's continuation function should register the viewport with the300 simulation the first time it is called, use the CPU to extract the301 appropriate pixels from the rendered image and weight them by each302 sensor's sensitivity. I have the option to do this processing in303 native code for a slight gain in speed. I could also do it in the GPU304 for a massive gain in speed. =vision-kernel= generates a list of305 such continuation functions, one for each channel of the eye.307 #+name: kernel308 #+begin_src clojure309 (in-ns 'cortex.vision)311 (defrecord attached-viewport [vision-fn viewport-fn]312 clojure.lang.IFn313 (invoke [this world] (vision-fn world))314 (applyTo [this args] (apply vision-fn args)))316 (defn pixel-sense [sensitivity pixel]317 (let [s-r (bit-shift-right (bit-and 0xFF0000 sensitivity) 16)318 s-g (bit-shift-right (bit-and 0x00FF00 sensitivity) 8)319 s-b (bit-and 0x0000FF sensitivity)321 p-r (bit-shift-right (bit-and 0xFF0000 pixel) 16)322 p-g (bit-shift-right (bit-and 0x00FF00 pixel) 8)323 p-b (bit-and 0x0000FF pixel)325 total-sensitivity (* 255 (+ s-r s-g s-b))]326 (float (/ (+ (* s-r p-r)327 (* s-g p-g)328 (* s-b p-b))329 total-sensitivity))))331 (defn vision-kernel332 "Returns a list of functions, each of which will return a color333 channel's worth of visual information when called inside a running334 simulation."335 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]336 (let [retinal-map (retina-sensor-profile eye)337 camera (add-eye! creature eye)338 vision-image339 (atom340 (BufferedImage. (.getWidth camera)341 (.getHeight camera)342 BufferedImage/TYPE_BYTE_BINARY))343 register-eye!344 (runonce345 (fn [world]346 (add-camera!347 world camera348 (let [counter (atom 0)]349 (fn [r fb bb bi]350 (if (zero? (rem (swap! counter inc) (inc skip)))351 (reset! vision-image352 (BufferedImage! r fb bb bi))))))))]353 (vec354 (map355 (fn [[key image]]356 (let [whites (white-coordinates image)357 topology (vec (collapse whites))358 sensitivity (sensitivity-presets key key)]359 (attached-viewport.360 (fn [world]361 (register-eye! world)362 (vector363 topology364 (vec365 (for [[x y] whites]366 (pixel-sense367 sensitivity368 (.getRGB @vision-image x y))))))369 register-eye!)))370 retinal-map))))372 (defn gen-fix-display373 "Create a function to call to restore a simulation's display when it374 is disrupted by a Viewport."375 []376 (runonce377 (fn [world]378 (add-camera! world (.getCamera world) no-op))))379 #+end_src381 Note that since each of the functions generated by =vision-kernel=382 shares the same =register-eye!= function, the eye will be registered383 only once the first time any of the functions from the list returned384 by =vision-kernel= is called. Each of the functions returned by385 =vision-kernel= also allows access to the =Viewport= through which386 it recieves images.388 The in-game display can be disrupted by all the viewports that the389 functions greated by =vision-kernel= add. This doesn't affect the390 simulation or the simulated senses, but can be annoying.391 =gen-fix-display= restores the in-simulation display.393 ** The =vision!= function creates sensory probes.395 All the hard work has been done; all that remains is to apply396 =vision-kernel= to each eye in the creature and gather the results397 into one list of functions.399 #+name: main400 #+begin_src clojure401 (defn vision!402 "Returns a function which returns visual sensory data when called403 inside a running simulation."404 [#^Node creature & {skip :skip :or {skip 0}}]405 (reduce406 concat407 (for [eye (eyes creature)]408 (vision-kernel creature eye))))409 #+end_src411 ** Displaying visual data for debugging.412 # Visualization of Vision. Maybe less alliteration would be better.413 It's vital to have a visual representation for each sense. Here I use414 =view-sense= to construct a function that will create a display for415 visual data.417 #+name: display418 #+begin_src clojure419 (in-ns 'cortex.vision)421 (defn view-vision422 "Creates a function which accepts a list of visual sensor-data and423 displays each element of the list to the screen."424 []425 (view-sense426 (fn427 [[coords sensor-data]]428 (let [image (points->image coords)]429 (dorun430 (for [i (range (count coords))]431 (.setRGB image ((coords i) 0) ((coords i) 1)432 (gray (int (* 255 (sensor-data i)))))))433 image))))434 #+end_src436 * Demonstrations437 ** Demonstrating the vision pipeline.439 This is a basic test for the vision system. It only tests the440 vision-pipeline and does not deal with loading eyes from a blender441 file. The code creates two videos of the same rotating cube from442 different angles.444 #+name: test-1445 #+begin_src clojure446 (in-ns 'cortex.test.vision)448 (defn test-pipeline449 "Testing vision:450 Tests the vision system by creating two views of the same rotating451 object from different angles and displaying both of those views in452 JFrames.454 You should see a rotating cube, and two windows,455 each displaying a different view of the cube."456 ([] (test-pipeline false))457 ([record?]458 (let [candy459 (box 1 1 1 :physical? false :color ColorRGBA/Blue)]460 (world461 (doto (Node.)462 (.attachChild candy))463 {}464 (fn [world]465 (let [cam (.clone (.getCamera world))466 width (.getWidth cam)467 height (.getHeight cam)]468 (add-camera! world cam469 (comp470 (view-image471 (if record?472 (File. "/home/r/proj/cortex/render/vision/1")))473 BufferedImage!))474 (add-camera! world475 (doto (.clone cam)476 (.setLocation (Vector3f. -10 0 0))477 (.lookAt Vector3f/ZERO Vector3f/UNIT_Y))478 (comp479 (view-image480 (if record?481 (File. "/home/r/proj/cortex/render/vision/2")))482 BufferedImage!))483 ;; This is here to restore the main view484 ;; after the other views have completed processing485 (add-camera! world (.getCamera world) no-op)))486 (fn [world tpf]487 (.rotate candy (* tpf 0.2) 0 0))))))488 #+end_src490 #+begin_html491 <div class="figure">492 <video controls="controls" width="755">493 <source src="../video/spinning-cube.ogg" type="video/ogg"494 preload="none" poster="../images/aurellem-1280x480.png" />495 </video>496 <p>A rotating cube viewed from two different perspectives.</p>497 </div>498 #+end_html500 Creating multiple eyes like this can be used for stereoscopic vision501 simulation in a single creature or for simulating multiple creatures,502 each with their own sense of vision.503 ** Demonstrating eye import and parsing.505 To the worm from the last post, I add a new node that describes its506 eyes.508 #+attr_html: width=755509 #+caption: The worm with newly added empty nodes describing a single eye.510 [[../images/worm-with-eye.png]]512 The node highlighted in yellow is the root level "eyes" node. It has513 a single child, highlighted in orange, which describes a single514 eye. This is the "eye" node. It is placed so that the worm will have515 an eye located in the center of the flat portion of its lower516 hemispherical section.518 The two nodes which are not highlighted describe the single joint of519 the worm.521 The metadata of the eye-node is:523 #+begin_src clojure :results verbatim :exports both524 (cortex.sense/meta-data525 (.getChild (.getChild (cortex.test.body/worm) "eyes") "eye") "eye")526 #+end_src528 #+results:529 : "(let [retina \"Models/test-creature/retina-small.png\"]530 : {:all retina :red retina :green retina :blue retina})"532 This is the approximation to the human eye described earlier.534 #+name: test-2535 #+begin_src clojure536 (in-ns 'cortex.test.vision)538 (defn change-color [obj color]539 (println-repl obj)540 (if obj541 (.setColor (.getMaterial obj) "Color" color)))543 (defn colored-cannon-ball [color]544 (comp #(change-color % color)545 (fire-cannon-ball)))547 (defn test-worm-vision548 ([] (test-worm-vision false))549 ([record?]550 (let [the-worm (doto (worm)(body!))551 vision (vision! the-worm)552 vision-display (view-vision)553 fix-display (gen-fix-display)554 me (sphere 0.5 :color ColorRGBA/Blue :physical? false)555 x-axis556 (box 1 0.01 0.01 :physical? false :color ColorRGBA/Red557 :position (Vector3f. 0 -5 0))558 y-axis559 (box 0.01 1 0.01 :physical? false :color ColorRGBA/Green560 :position (Vector3f. 0 -5 0))561 z-axis562 (box 0.01 0.01 1 :physical? false :color ColorRGBA/Blue563 :position (Vector3f. 0 -5 0))564 timer (RatchetTimer. 60)]566 (world (nodify [(floor) the-worm x-axis y-axis z-axis me])567 (assoc standard-debug-controls568 "key-r" (colored-cannon-ball ColorRGBA/Red)569 "key-b" (colored-cannon-ball ColorRGBA/Blue)570 "key-g" (colored-cannon-ball ColorRGBA/Green))571 (fn [world]572 (light-up-everything world)573 (speed-up world)574 (.setTimer world timer)575 (display-dialated-time world timer)576 ;; add a view from the worm's perspective577 (if record?578 (Capture/captureVideo579 world580 (File.581 "/home/r/proj/cortex/render/worm-vision/main-view")))583 (add-camera!584 world585 (add-eye! the-worm586 (.getChild587 (.getChild the-worm "eyes") "eye"))588 (comp589 (view-image590 (if record?591 (File.592 "/home/r/proj/cortex/render/worm-vision/worm-view")))593 BufferedImage!))595 (set-gravity world Vector3f/ZERO))597 (fn [world _ ]598 (.setLocalTranslation me (.getLocation (.getCamera world)))599 (vision-display600 (map #(% world) vision)601 (if record? (File. "/home/r/proj/cortex/render/worm-vision")))602 (fix-display world))))))603 #+end_src605 The world consists of the worm and a flat gray floor. I can shoot red,606 green, blue and white cannonballs at the worm. The worm is initially607 looking down at the floor, and there is no gravity. My perspective608 (the Main View), the worm's perspective (Worm View) and the 4 sensor609 channels that comprise the worm's eye are all saved frame-by-frame to610 disk.612 * Demonstration of Vision613 #+begin_html614 <div class="figure">615 <video controls="controls" width="755">616 <source src="../video/worm-vision.ogg" type="video/ogg"617 preload="none" poster="../images/aurellem-1280x480.png" />618 </video>619 <p>Simulated Vision in a Virtual Environment</p>620 </div>621 #+end_html623 ** Generate the Worm Video from Frames624 #+name: magick2625 #+begin_src clojure626 (ns cortex.video.magick2627 (:import java.io.File)628 (:use clojure.contrib.shell-out))630 (defn images [path]631 (sort (rest (file-seq (File. path)))))633 (def base "/home/r/proj/cortex/render/worm-vision/")635 (defn pics [file]636 (images (str base file)))638 (defn combine-images []639 (let [main-view (pics "main-view")640 worm-view (pics "worm-view")641 blue (pics "0")642 green (pics "1")643 red (pics "2")644 gray (pics "3")645 blender (let [b-pics (pics "blender")]646 (concat b-pics (repeat 9001 (last b-pics))))647 background (repeat 9001 (File. (str base "background.png")))648 targets (map649 #(File. (str base "out/" (format "%07d.png" %)))650 (range 0 (count main-view)))]651 (dorun652 (pmap653 (comp654 (fn [[background main-view worm-view red green blue gray blender target]]655 (println target)656 (sh "convert"657 background658 main-view "-geometry" "+18+17" "-composite"659 worm-view "-geometry" "+677+17" "-composite"660 green "-geometry" "+685+430" "-composite"661 red "-geometry" "+788+430" "-composite"662 blue "-geometry" "+894+430" "-composite"663 gray "-geometry" "+1000+430" "-composite"664 blender "-geometry" "+0+0" "-composite"665 target))666 (fn [& args] (map #(.getCanonicalPath %) args)))667 background main-view worm-view red green blue gray blender targets))))668 #+end_src670 #+begin_src sh :results silent671 cd /home/r/proj/cortex/render/worm-vision672 ffmpeg -r 25 -b 9001k -i out/%07d.png -vcodec libtheora worm-vision.ogg673 #+end_src675 * Onward!676 - As a neat bonus, this idea behind simulated vision also enables one677 to [[../../cortex/html/capture-video.html][capture live video feeds from jMonkeyEngine]].678 - Now that we have vision, it's time to tackle [[./hearing.org][hearing]].679 #+appendix681 * Headers683 #+name: vision-header684 #+begin_src clojure685 (ns cortex.vision686 "Simulate the sense of vision in jMonkeyEngine3. Enables multiple687 eyes from different positions to observe the same world, and pass688 the observed data to any arbitray function. Automatically reads689 eye-nodes from specially prepared blender files and instantiates690 them in the world as actual eyes."691 {:author "Robert McIntyre"}692 (:use (cortex world sense util))693 (:use clojure.contrib.def)694 (:import com.jme3.post.SceneProcessor)695 (:import (com.jme3.util BufferUtils Screenshots))696 (:import java.nio.ByteBuffer)697 (:import java.awt.image.BufferedImage)698 (:import (com.jme3.renderer ViewPort Camera))699 (:import (com.jme3.math ColorRGBA Vector3f Matrix3f))700 (:import com.jme3.renderer.Renderer)701 (:import com.jme3.app.Application)702 (:import com.jme3.texture.FrameBuffer)703 (:import (com.jme3.scene Node Spatial)))704 #+end_src706 #+name: test-header707 #+begin_src clojure708 (ns cortex.test.vision709 (:use (cortex world sense util body vision))710 (:use cortex.test.body)711 (:import java.awt.image.BufferedImage)712 (:import javax.swing.JPanel)713 (:import javax.swing.SwingUtilities)714 (:import java.awt.Dimension)715 (:import javax.swing.JFrame)716 (:import com.jme3.math.ColorRGBA)717 (:import com.jme3.scene.Node)718 (:import com.jme3.math.Vector3f)719 (:import java.io.File)720 (:import (com.aurellem.capture Capture RatchetTimer)))721 #+end_src722 * Source Listing723 - [[../src/cortex/vision.clj][cortex.vision]]724 - [[../src/cortex/test/vision.clj][cortex.test.vision]]725 - [[../src/cortex/video/magick2.clj][cortex.video.magick2]]726 - [[../assets/Models/subtitles/worm-vision-subtitles.blend][worm-vision-subtitles.blend]]727 #+html: <ul> <li> <a href="../org/sense.org">This org file</a> </li> </ul>728 - [[http://hg.bortreb.com ][source-repository]]731 * Next732 I find some [[./hearing.org][ears]] for the creature while exploring the guts of733 jMonkeyEngine's sound system.735 * COMMENT Generate Source736 #+begin_src clojure :tangle ../src/cortex/vision.clj737 <<vision-header>>738 <<pipeline-1>>739 <<pipeline-2>>740 <<retina>>741 <<add-eye>>742 <<sensitivity>>743 <<eye-node>>744 <<add-camera>>745 <<kernel>>746 <<main>>747 <<display>>748 #+end_src750 #+begin_src clojure :tangle ../src/cortex/test/vision.clj751 <<test-header>>752 <<test-1>>753 <<test-2>>754 #+end_src756 #+begin_src clojure :tangle ../src/cortex/video/magick2.clj757 <<magick2>>758 #+end_src