The older version of EMGU ( < 4.5.2) we could find blobs easily using the blobdetector and cvblobs methods like this :
Emgu.CV.Cvb.CvBlobs resultingImgBlobs = new Emgu.CV.Cvb.CvBlobs();
Emgu.CV.Cvb.CvBlobDetector bDetect = new Emgu.CV.Cvb.CvBlobDetector();
uint numWebcamBlobsFound = bDetect.Detect(greyThreshImg, resultingImgBlobs);
But in the latest version, there is no CVblobs and BlobDetector, there is a simpleblobdetector class but its useless.
Does anyone knows or can point me to some documentation on how to find blobs in the new version (4.5.5) ?
You can use the SimpleBlobDetector, it is what you are looking for.
You find it "useless" beacuase you didn't set it up correctly according to your usecase.
To set its parameters you need to use SimpleBlobDetectorParams.
Here is an example:
SimpleBlobDetector simpleBlobDetector = new SimpleBlobDetector(new SimpleBlobDetectorParams()
{
FilterByCircularity = true,
FilterByArea = true,
MinCircularity = 0.7f,
MaxCircularity = 1.0f,
MinArea = 500,
MaxArea = 10000
});
Here are just some parameters, you can find more about them in Emgu Documentation
Related
I spend the last days trying to get Yolo to work on my GPU. I tried using https://github.yuuza.net/mentalstack/yolov5-net, I followed their guide to use GPU and it didn't work. All other C# Yolo wrappers are not using the Yolov5 version and I want to use this one. So my question is, how can I use YoloV5 in C# (.net 5.0) with my GPU. Here is the code I used with yolov5-net :
using var image = Image.FromFile(path);
using var scorer = new YoloScorer<YoloCocoP5Model>("tinyyolov2-8.onnx");
List<YoloPrediction> predictions = scorer.Predict(image);
using var graphics = Graphics.FromImage(image);
foreach (var prediction in predictions)
{
double score = Math.Round(prediction.Score, 2);
graphics.DrawRectangles(new Pen(prediction.Label.Color, 8),
new[] { prediction.Rectangle });
var (x, y) = (prediction.Rectangle.X - 3, prediction.Rectangle.Y - 23);
graphics.DrawString($"{prediction.Label.Name} ({score})",
new Font("Arial", 40, GraphicsUnit.Pixel), new SolidBrush(prediction.Label.Color),
new PointF(x, y));
}
Console.WriteLine(outputPath);
image.Save(outputPath);
The above code works, but it eats my CPU, and it's clearly not possible to use this to process many images fast.
you can try this:
using var image = Image.FromFile(path);
var options = SessionOptions.MakeSessionOptionWithCudaProvider(0);
using var scorer = new YoloScorer<YoloCocoP5Model>("Assets/Weights/yolov5n.onnx", options);
make sure you installed CUDA toolkit and cudnn.
this code maybe work or not, i'm not sure but you can try this, that's all I can help
I've been trying to find a tutorial or something on how to make yolo c# use gpu instead of cpu, I always find that it says that it works on both cpu and gpu but no one ever says how to use the gpu since it always uses cpu for me. Here's my code with yolo v5 c#. It doesn't really matter for me if it uses yolo v5 just that it uses gpu. Tutorial I found that tutorial but i can't even find the download for Nvidia cuDNN v7.6.3 for CUDA 10.1. It feels very unclear on how to use it with gpu please help me :D
var image = pictureBox1.Image;
var scorer = new YoloScorer<YoloCocoP5Model>("Assets/Weights/yolov5n.onnx");
List<YoloPrediction> predictions = scorer.Predict(image);
var graphics = Graphics.FromImage(image);
foreach (var prediction in predictions) // iterate predictions to draw results
{
using (MemoryStream ms = new MemoryStream())
{
pictureBox1.Image.Save(ms, ImageFormat.Png);
prediction.Label.Color = Color.FromArgb(255, 255, 0, 0);
double score = Math.Round(prediction.Score, 2);
graphics.DrawRectangles(new Pen(prediction.Label.Color, 1),
new[] { prediction.Rectangle });
var (x, y) = (prediction.Rectangle.X - 3, prediction.Rectangle.Y - 23);
graphics.DrawString($"{prediction.Label.Name} ({score})",
new Font("Consolas", 16, GraphicsUnit.Pixel), new SolidBrush(prediction.Label.Color),
new PointF(x, y));
pictureBox1.Image = image;
}
}
Before you are going to use scorer you need an option set.
//https://onnxruntime.ai/docs/execution-providers/CUDA-ExecutionProvider.html
bool initResult = false;
var cudaProviderOptions = new Microsoft.ML.OnnxRuntime.OrtCUDAProviderOptions(); // Dispose this finally
var providerOptionsDict = new Dictionary<string, string>();
providerOptionsDict["device_id"] = "0";
providerOptionsDict["gpu_mem_limit"] = "2147483648";
providerOptionsDict["arena_extend_strategy"] = "kSameAsRequested";
/*
cudnn_conv_algo_search
The type of search done for cuDNN convolution algorithms.
Value Description
EXHAUSTIVE (0) expensive exhaustive benchmarking using cudnnFindConvolutionForwardAlgorithmEx
HEURISTIC (1) lightweight heuristic based search using cudnnGetConvolutionForwardAlgorithm_v7
DEFAULT (2) default algorithm using CUDNN_CONVOLUTION_FWD_ALGO_IMPLICIT_PRECOMP_GEMM
Default value: EXHAUSTIVE
*/
providerOptionsDict["cudnn_conv_algo_search"] = "DEFAULT";
/*
do_copy_in_default_stream
Whether to do copies in the default stream or use separate streams. The recommended setting is true. If false, there are race conditions and possibly better performance.
Default value: true
*/
providerOptionsDict["do_copy_in_default_stream"] = "1";
/*
cudnn_conv_use_max_workspace
Check tuning performance for convolution heavy models for details on what this flag does. This flag is only supported from the V2 version of the provider options struct when used using the C API. The V2 provider options struct can be created using this and updated using this. Please take a look at the sample below for an example.
Default value: 0
*/
providerOptionsDict["cudnn_conv_use_max_workspace"] = "1";
/*
cudnn_conv1d_pad_to_nc1d
Check convolution input padding in the CUDA EP for details on what this flag does. This flag is only supported from the V2 version of the provider options struct when used using the C API. The V2 provider options struct can be created using this and updated using this. Please take a look at the sample below for an example.
Default value: 0
*/
providerOptionsDict["cudnn_conv1d_pad_to_nc1d"] = "1";
cudaProviderOptions.UpdateOptions(providerOptionsDict);
options = SessionOptions.MakeSessionOptionWithCudaProvider(cudaProviderOptions); // Dispose this finally
if (options != null)
{
// check yolo model file is accesible
if (File.Exists(yoloModelFile))
{
scorer = new YoloScorer<YoloCocoP5Model>(yoloModelFile, options);
initResult = true;
}
else
{
DebugMessage("Yolo model ONNX file (" + yoloModelFile + ") is missing!\r\n", 2);
}
}
else
DebugMessage("Yolo instance initializing error! Session options are empty!\r\n", 2);
}
I need to get the available OpenType features for a given font in my app (C#). I'm using DirectWrite through SharpDX and I'm having a really bad time.
I know that the best solution is to use this method:
SharpDX.DirectWrite.TextAnalyzer2.GetTypographicFeatures
but I don't know how to get a result from it, as I don't know where to get the parameters.
These are the parameters I need to provide in order to get the Font Features:
fontFace FontFace
scriptAnalysis ScriptAnalysis
localName String
maxTagCount int
actualTagCount int
tags FontFeatureTag
Can someone please provide me a better explanation or (ideally) some code. There is almost no documentation about it so I don't know where I can get these parameters and/or what they mean.
Thanks in advance.
I figure it out lastly. Thanks to Buglehead who gave me the final piece of the puzzle.
Here is an example. In this code I first load all system fonts, then get a specific font, and then get the FontFeatureTags for that specific font.
using SharpDX.DirectWrite;
private void LoadFontFeatureTags()
{
Factory f = new Factory(FactoryType.Isolated);
Factory4 _factory = new Factory4(f.NativePointer);
_factory.CreateFontCollectionFromFontSet(_factory.SystemFontSet, out FontCollection1 collection);
List<SharpDX.DirectWrite.FontFamily> loadedFonts = new List<SharpDX.DirectWrite.FontFamily>();
for (int i = 0; i < collection.FontFamilyCount; i++)
{
var family = collection.GetFontFamily(i);
loadedFonts.Add(family);
}
var gabriolaFont = loadedFonts.FirstOrDefault(x => x.FamilyNames.GetString(0).Contains("Gabriola"));
var gabriolaFirstChild = gabriolaFont.GetFont(0);
Font3 f3 = new Font3(gabriolaFirstChild.NativePointer);
f3.CreateFontFace(out FontFace3 face3);
ScriptAnalysis analysis = new ScriptAnalysis();
TextAnalyzer analyzer = new TextAnalyzer(f);
TextAnalyzer2 analyzer2 = new TextAnalyzer2((IntPtr)analyzer);
int maxTagCount = 32;
FontFeatureTag[] featuresArray = new FontFeatureTag[maxTagCount];
analyzer2.GetTypographicFeatures(face3, analysis, "es-US", maxTagCount, out int actualCount, featuresArray);
}
I want to use directx on C# and I am using SharpDX wrapper. I got a book called Direct3D rendering cookbook and I got the basic code from it. I want to create a 3d world view. For that I will need a camera view and a grid that helps to recognize world position just like in Autodesk Maya but I do not know how to do that. My mind is rally mixed what should I do to start ?
Here I have code that is ready to render something I think:
using System;
using SharpDX.Windows;
using SharpDX.DXGI;
using SharpDX.Direct3D11;
using Device = SharpDX.Direct3D11.Device;
using Device1 = SharpDX.Direct3D11.Device1;
namespace CurrencyConverter
{
static class Program
{[STAThread]
static void Main()
{
// Enable object tracking
SharpDX.Configuration.EnableObjectTracking = true;
SharpDX.Animation.Timer timer = new SharpDX.Animation.Timer();
#region Direct3D Initialization
// Create the window to render to
Form1 form = new Form1();
form.Text = "D3DRendering - EmptyProject";
form.Width = 640;
form.Height = 480;
// Declare the device and swapChain vars
Device device;
SwapChain swapChain;
// Create the device and swapchain
// First create a regular D3D11 device
using (var device11 = new Device(
SharpDX.Direct3D.DriverType.Hardware,
DeviceCreationFlags.None,
new[] {
SharpDX.Direct3D.FeatureLevel.Level_11_1,
SharpDX.Direct3D.FeatureLevel.Level_11_0,
}))
{
// Query device for the Device1 interface (ID3D11Device1)
device = device11.QueryInterfaceOrNull<Device1>();
if (device == null)
throw new NotSupportedException(
"SharpDX.Direct3D11.Device1 is not supported");
}// Rather than create a new DXGI Factory we reuse the
// one that has been used internally to create the device
using (var dxgi = device.QueryInterface<SharpDX.DXGI.Device2>())
using (var adapter = dxgi.Adapter)
using (var factory = adapter.GetParent<Factory2>())
{
var desc1 = new SwapChainDescription1()
{
Width = form.ClientSize.Width,
Height = form.ClientSize.Height,
Format = Format.R8G8B8A8_UNorm,
Stereo = false,
SampleDescription = new SampleDescription(1, 0),
Usage = Usage.BackBuffer | Usage.RenderTargetOutput,
BufferCount = 1,
Scaling = Scaling.Stretch,
SwapEffect = SwapEffect.Discard,
};
swapChain = new SwapChain1(factory,
device,
form.Handle,
ref desc1,
new SwapChainFullScreenDescription()
{
RefreshRate = new Rational(60, 1),
Scaling = DisplayModeScaling.Centered,
Windowed = true
},
// Restrict output to specific Output (monitor)
adapter.Outputs[0]);
}
// Create references for backBuffer and renderTargetView
var backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain,
0);
var renderTargetView = new RenderTargetView(device,
backBuffer);
#endregion
// Setup object debug names
device.DebugName = "The Device";
swapChain.DebugName = "The SwapChain";
backBuffer.DebugName = "The Backbuffer";
renderTargetView.DebugName = "The RenderTargetView";
#region Render loop
// Create and run the render loop
RenderLoop.Run(form, () =>
{
// Clear the render target with...
var lerpColor = SharpDX.Color.Lerp(SharpDX.Color.White,
SharpDX.Color.DarkBlue,
(float)((timer.Time) / 10.0 % 1.0));
device.ImmediateContext.ClearRenderTargetView(
renderTargetView,
lerpColor);
// Execute rendering commands here...
//...
//I DO NOT HAVE ANY IDEA
//...
// Present the frame
swapChain.Present(0, PresentFlags.RestrictToOutput);
});
#endregion
#region Direct3D Cleanup
// Release the device and any other resources created
renderTargetView.Dispose();
backBuffer.Dispose();
device.Dispose();
swapChain.Dispose();
#endregion
}
}
}
Generally speaking, with Direct3D you need a substantial amount of code before to have anything happening on the screen.
In the SharpDX repository you have the MiniCube sample which contains enough to really get you started, as it has all the elements required to draw a 3d scene.
I recommend to particularily look for:
Depth buffer creation (DepthStencilView)
fx file, as you need shaders to have anything on the screen (no more fixed funtion)
How the Vertex Buffer is created, you need to split geometry in triangles (in common cases, there are other possibilities).
Don't forget the SetViewport (it's really common to have it omitted)
The calls referring to Input Assembler are assigning the geometry to be drawn
Constant buffer creation : this is to pass matrices and changing data (like diffuse)
Also make sure to have DeviceCreationFlags.None with the Device.CreateWithSwapChain call, and in visual studio debug options, use "Enable Native Code Debugging". This will give you errors and warnings if something is not set properly, plus a meaningful reason in case any for the resource creation fails (instead of "Invalid Args", which is quite pointless).
As another recommendation, all the Direct3D11 resource creation parameters are incredibly error prone and tedious (many options are non compatible between each other), so it quite important to wrap those into some easier to use helper functions (and make a small amount of unit tests to validate them once and for all). The old Toolkit has quite some of those examples
SharpDX wrapper is relatively close to the c++ counterpart, so anything in the c++ documentation applies to it too.
I'm trying to create a new Website using the nuget package Microsoft.WindowsAzure.Management.WebSites (Version 3.0.0)
This tutorial has been helpful (even though its Java):
http://azure.microsoft.com/fi-fi/documentation/articles/java-create-azure-website-using-java-sdk/
except it suggests to use the WebSpaceNames.WestUSWebSpace constant.
var hostingPlanParams = new WebHostingPlanCreateParameters
{
Name = this.webhostingPlanName,
NumberOfWorkers = 1,
SKU = SkuOptions.Free,
WorkerSize = WorkerSizeOptions.Small
};
var result = new WebSiteManagementClient(this.Credentials)
.WebHostingPlans
.CreateAsync(WebSpaceNames.WestUSWebSpace, hostingPlanParams, CancellationToken.None)
.Result
This will result in an exception: NotFound: Cannot find WebSpace with name westuswebspace.
I actually want to create a custom WebSpace.
Except I can't find any method for it. See MSDN
So the only way I can make this work is using an existing WebSpace, that had created through the manage.windowsazure.com site. Which defeats the whole purpose of automating this.
The only Create[...] Method on IWebSpaceOperations is CreatePublishingUserAsync which I have tried running this as well but it results in an exception This operation is not supported for subscriptions that have co-admins. Which is pretty annoying in itself, doesn't make much sense to me, but is not really the core of my question.
I resolved this by using the prerelease package: PM> Install-Package Microsoft.Azure.Management.WebSites -Pre
Which works perfectly well. Except that it's only a pre-release of cause
// Create Web Hosting Plan
var hostingPlanParams = new WebHostingPlanCreateOrUpdateParameters
{
WebHostingPlan = new WebHostingPlan()
{
Name = "WebHostingPlanName",
Location = "Australia Southeast",
Properties = new WebHostingPlanProperties
{
NumberOfWorkers = 1,
Sku = SkuOptions.Standard,
WorkerSize = WorkerSizeOptions.Small
}
},
};
var result = this.ManagementContext.WebSiteManagementClient.WebHostingPlans.CreateOrUpdateAsync(
"ResourceGroupName",
"WebHostingPlanName",
CancellationToken.None).Result;
// Create Website
var websiteParams = new WebSiteCreateOrUpdateParameters
{
WebSite = new WebSiteBase
{
Location = "Australia Southeast",
Name = "WebSiteName",
Properties = new WebSiteBaseProperties
{
ServerFarm = "WebHostingPlanName"
}
}
};
var siteResult = this.ManagementContext.WebSiteManagementClient.WebSites.CreateOrUpdateAsync(
"ResourceGroupName",
"WebSiteName",
null,
websiteParams,
CancellationToken.None).Result;
If you want to use deployment slots you have to take this under consideration:
https://github.com/Azure/azure-sdk-for-net/issues/1088