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BodypartPatchPlugin

Body part patch plugin

Plugin conditionally patches (inpaints / erases) foreground regions of an input image. Foreground is defined by the body segmentation mask provided by a PoseProcessor or by a FaceProcessor. There are 2 types of regions: “patch” and “keep”, both are defined by corresponding sets of scene meshes. Plugin patches foreground/masked pixels that belong to “patch” regions but are not part of “keep” regions. This can be used in apparel virtual try-on to remove parts of a body that stick out of (not covered by) an outfit. In this case, “patch” region is defined by outfit meshes and “keep” region is the reference body model that at the same time serves as occluder. The BodypartPatchPlugin is compatible with renderers derived from the BabylonUniRenderer. Plugin depends on @geenee/bodyrenderers-common!MaskUploadPlugin that must be attached to the renderer to upload mask buffer in texture. One may utilize a @geenee/bodyrenderers-common!MaskUpscalePlugin providing higher resolution segmentation mask that significantly increases accuracy of patching and reduces the size of the patch region. Other mask post-processing plugins may be used to fine-tune for particular use case.

Extends

Constructors

new BodypartPatchPlugin()

new BodypartPatchPlugin(thresh, radius): BodypartPatchPlugin

Constructor

Parameters

thresh: number = 0.55

Foreground threshold

radius: number = 256

Radius of foreground search

Returns

BodypartPatchPlugin

Overrides

ShaderPlugin.constructor

Properties

fragSrc?

protected optional fragSrc: string

Code of fragment shader (copy shader by default)

Inherited from

ShaderPlugin.fragSrc


inputs?

protected optional inputs: string[]

Shader texture inputs (names of sampler uniforms)

Inherited from

ShaderPlugin.inputs


loaded

loaded: boolean

Loaded state

Inherited from

ShaderPlugin.loaded


ordinal

ordinal: number

Ordinal number

Inherited from

ShaderPlugin.ordinal


renderer?

protected optional renderer: Renderer<SegmentationResult>

Renderer loaded the plugin

Inherited from

ShaderPlugin.renderer


shader?

protected optional shader: ShaderProgram

Rendering shader

Inherited from

ShaderPlugin.shader


shaderCtx?

protected optional shaderCtx: WebGL2RenderingContext

Rendering context

Inherited from

ShaderPlugin.shaderCtx


size

protected size: Size

Image size

Inherited from

ShaderPlugin.size


uniforms?

protected optional uniforms: object

Shader uniforms as name-type map object

Index Signature

[key: string]: UniformType

Inherited from

ShaderPlugin.uniforms


vertSrc?

protected optional vertSrc: string

Vertex shader source (copy shader by default)

Inherited from

ShaderPlugin.vertSrc

Methods

dispose()

dispose(): void

Dispose video plugin

Returns

void

Inherited from

ShaderPlugin.dispose


load()

load(renderer): Promise<void>

Initialize plugin

Initializes resources required for conditional body patching.

Parameters

renderer: Renderer<SegmentationResult>

Renderer this plugin is attached to

Returns

Promise<void>

Promise resolving when initialization is finished

Overrides

ShaderPlugin.load


process()

process(result, input): Promise<boolean>

Process the image

Patches (inpaints) foreground image pixels according to the provided segmentation mask. Patched pixels must also belong to “patch” region and not be a part of “keep” region. Regions are defined by corresponding sets of scene meshes.

Parameters

result: SegmentationResult

Results of video processing

input: WebGLTexture

Current image texture

Returns

Promise<boolean>

True on success, false otherwise

Overrides

ShaderPlugin.process


renderParts()

protected renderParts(): null | WebGLTexture

Render patch and keep meshes

Rendered meshes provide mask of patch/keep regions.

Returns

null | WebGLTexture

Mask texture


setParts()

setParts(patchParts, keepParts): void

Set meshes defining patch regions

Parameters

patchParts: AbstractMesh[] = []

Meshes defining “patch” regions

keepParts: AbstractMesh[] = []

Meshes defining “keep” regions

Returns

void


setupCamera()

setupCamera(ratio, angle): void

Set camera parameters

Could be overridden to adjust plugin’s pipeline.

Parameters

ratio: number

Aspect ration of input video

angle: number

Vertical field of view in radians

Returns

void

Inherited from

ShaderPlugin.setupCamera


setupVideo()

setupVideo(size): void

Set video size

Adjusts shader and texture to a new size.

Parameters

size: Size

Resolution of input video

Returns

void

Overrides

ShaderPlugin.setupVideo


unload()

unload(): void

Reset plugin

Releases all resources and instances created in load().

Returns

void

Overrides

ShaderPlugin.unload


update()

update(result, stream): Promise<void>

Sealed

Update the image

Main method implementing webgl shader effect or filter. ShaderRenderer keeps track of the current iamge texture that will be be rendered. ShaderPlugin uses the current texture as input and writes results to ShaderPlugin#output. ShaderPlugin#output becomes new current texture of ShaderRenderer. This way all ShaderPlugins attached to renderer organize a chain of effects applied on top of each other. Method process() implements shader effect itself, it’s intended to be overridden by effect authors.

Parameters

result: SegmentationResult

Results of video processing

stream: HTMLCanvasElement

Captured video frame

Returns

Promise<void>

Promise resolving when update is finished

Inherited from

ShaderPlugin.update