Rework eye alignment, use previous approach

This commit is contained in:
Arnaud_Cayrol 2026-02-07 10:26:35 +01:00
parent 465b0cbbae
commit 621b93c599
3 changed files with 273 additions and 130 deletions

View file

@ -38,8 +38,8 @@
keep_intermediates: false,
},
alignment: {
eye_y_position: 0.35,
inter_eye_distance: 0.30,
left_eye_y_position: 0.4,
left_eye_x_position: 0.35,
},
},
video: {
@ -116,8 +116,8 @@
keep_intermediates: false,
},
alignment: {
eye_y_position: 0.35,
inter_eye_distance: 0.30,
left_eye_y_position: 0.4,
left_eye_x_position: 0.35,
},
},
video: {
@ -311,8 +311,6 @@
<span class="value">{config.processing.head_pose.max_pitch.toFixed(0)}°</span>
</div>
</div>
</div>
{/if}
</div>
@ -355,35 +353,35 @@
<div class="setting-row sub-setting">
<label>
<span class="setting-label">Eye Y Position</span>
<span class="setting-hint">Vertical position of eyes (% from top)</span>
<span class="setting-label">Left Eye Y Position</span>
<span class="setting-hint">Vertical position of left eye (% from top)</span>
</label>
<div class="setting-control">
<input
type="range"
bind:value={config.processing.alignment.eye_y_position}
bind:value={config.processing.alignment.left_eye_y_position}
min="0.2"
max="0.5"
max="0.6"
step="0.01"
/>
<span class="value">{(config.processing.alignment.eye_y_position * 100).toFixed(0)}%</span>
<span class="value">{(config.processing.alignment.left_eye_y_position * 100).toFixed(0)}%</span>
</div>
</div>
<div class="setting-row sub-setting">
<label>
<span class="setting-label">Inter-eye Distance</span>
<span class="setting-hint">Distance between eyes (% of width)</span>
<span class="setting-label">Left Eye X Position</span>
<span class="setting-hint">Horizontal position of left eye (% from left)</span>
</label>
<div class="setting-control">
<input
type="range"
bind:value={config.processing.alignment.inter_eye_distance}
min="0.2"
max="0.5"
bind:value={config.processing.alignment.left_eye_x_position}
min="0.25"
max="0.45"
step="0.01"
/>
<span class="value">{(config.processing.alignment.inter_eye_distance * 100).toFixed(0)}%</span>
<span class="value">{(config.processing.alignment.left_eye_x_position * 100).toFixed(0)}%</span>
</div>
</div>
</div>

View file

@ -302,20 +302,22 @@ impl EyeFilterConfig {
/// Note: Face alignment is always enabled and is a core part of the pipeline.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct AlignmentConfig {
/// Target Y position for eyes as percentage from top (0.0-1.0).
/// Default 0.35 places eyes at 35% from the top.
pub eye_y_position: f32,
/// Target Y position for left eye as percentage from top (0.0-1.0).
/// Default 0.4 places left eye at 40% from the top.
/// Both eyes are positioned at the same vertical level.
pub left_eye_y_position: f32,
/// Target inter-eye distance as percentage of output width (0.0-1.0).
/// Default 0.3 makes the distance between eye centers 30% of image width.
pub inter_eye_distance: f32,
/// Target X position for left eye as percentage from left (0.0-1.0).
/// Default 0.35 places left eye at 35% from the left edge.
/// Right eye will be placed at (1.0 - left_eye_x_position).
pub left_eye_x_position: f32,
}
impl Default for AlignmentConfig {
fn default() -> Self {
Self {
eye_y_position: 0.35,
inter_eye_distance: 0.30,
left_eye_y_position: 0.4,
left_eye_x_position: 0.35,
}
}
}
@ -323,36 +325,38 @@ impl Default for AlignmentConfig {
impl AlignmentConfig {
/// Validate the configuration values.
pub fn validate(&self) -> Result<()> {
if self.eye_y_position <= 0.0 || self.eye_y_position >= 1.0 {
if self.left_eye_y_position <= 0.0 || self.left_eye_y_position >= 1.0 {
return Err(Error::Config(
"Alignment eye_y_position must be between 0.0 and 1.0 (exclusive)".to_string(),
"Alignment left_eye_y_position must be between 0.0 and 1.0 (exclusive)".to_string(),
));
}
if self.eye_y_position < 0.2 || self.eye_y_position > 0.5 {
if self.left_eye_y_position < 0.2 || self.left_eye_y_position > 0.6 {
return Err(Error::Config(
"Alignment eye_y_position should be between 0.2 and 0.5 for best results"
"Alignment left_eye_y_position should be between 0.2 and 0.6 for best results"
.to_string(),
));
}
if self.inter_eye_distance <= 0.0 {
if self.left_eye_x_position <= 0.0 || self.left_eye_x_position >= 0.5 {
return Err(Error::Config(
"Alignment inter_eye_distance must be greater than 0 to prevent division by zero"
"Alignment left_eye_x_position must be between 0.0 and 0.5 (left eye must be in left half)"
.to_string(),
));
}
if self.inter_eye_distance >= 1.0 {
if self.left_eye_x_position < 0.25 || self.left_eye_x_position > 0.45 {
return Err(Error::Config(
"Alignment inter_eye_distance must be less than 1.0".to_string(),
));
}
if self.inter_eye_distance < 0.2 || self.inter_eye_distance > 0.5 {
return Err(Error::Config(
"Alignment inter_eye_distance should be between 0.2 and 0.5 for best results"
"Alignment left_eye_x_position should be between 0.25 and 0.45 for best results"
.to_string(),
));
}
Ok(())
}
/// Calculate the target inter-eye distance as a fraction of output width.
/// Since left eye is at left_eye_x_position and right eye is at (1 - left_eye_x_position),
/// the distance between them is: (1 - left_eye_x_position) - left_eye_x_position = 1 - 2*left_eye_x_position
pub fn inter_eye_distance(&self) -> f32 {
1.0 - 2.0 * self.left_eye_x_position
}
}
// ============================================================================

View file

@ -2,20 +2,24 @@
//!
//! Aligns faces based on eye positions to ensure consistent eye placement
//! across all images in the timelapse.
//!
//! Uses a single affine transformation matrix that combines rotation, scaling,
//! and translation to align eyes at the desired positions in one operation.
use crate::config::Config;
use crate::pipeline::{computed_keys, PipelineContext, Point, ProcessingStep, StepOutcome};
use async_trait::async_trait;
use image::{DynamicImage, GenericImageView, Rgb};
use imageproc::geometric_transformations::{rotate_about_center, Interpolation};
use image::{DynamicImage, Rgb, RgbImage};
/// Aligns faces based on eye positions.
///
/// This step:
/// 1. Retrieves landmarks from ctx.computed["landmarks"]
/// 2. Calculates rotation angle from eye positions
/// 3. Applies affine transformation to align eyes horizontally
/// 4. Scales and crops to position eyes at configured positions
/// 2. Calculates a single affine transformation matrix that:
/// - Rotates to make eyes horizontal
/// - Scales to match desired inter-eye distance
/// - Translates to position eyes at configured target positions
/// 3. Applies the transformation using bilinear interpolation
pub struct AlignmentStep;
#[async_trait]
@ -50,111 +54,248 @@ impl ProcessingStep for AlignmentStep {
Err(e) => return StepOutcome::Error { ctx, error: e },
};
let (width, height) = image.dimensions();
let output_size = config.processing.output.size;
// Get eye centers
let left_eye = landmarks.left_eye_center();
let right_eye = landmarks.right_eye_center();
// Calculate rotation angle to make eyes horizontal
let angle = landmarks.eye_rotation_angle();
// Calculate current inter-eye distance
let current_eye_dist = landmarks.inter_eye_distance();
// Target inter-eye distance based on config (as fraction of output width)
let target_eye_dist = output_size as f32 * config.processing.alignment.inter_eye_distance;
// Calculate scale factor
let scale = target_eye_dist / current_eye_dist;
// Target eye positions
let target_eye_y = output_size as f32 * config.processing.alignment.eye_y_position;
let target_left_eye_x = (output_size as f32 - target_eye_dist) / 2.0;
let _target_right_eye_x = target_left_eye_x + target_eye_dist;
// Eye center (midpoint between eyes)
let eye_center = Point::new(
(left_eye.x + right_eye.x) / 2.0,
(left_eye.y + right_eye.y) / 2.0,
);
// First, rotate the image to make eyes horizontal
let rgb = image.to_rgb8();
let rotated = rotate_about_center(
&rgb,
-angle, // Negative because we want to counter-rotate
Interpolation::Bilinear,
Rgb([0, 0, 0]), // Black background for rotated areas
);
// After rotation, the eye center moves. Calculate new position.
// For small angles, we can approximate that the center stays roughly the same
// For more accuracy, we'd need to transform the point through the rotation
// Calculate the new eye center after rotation
let cos_a = angle.cos();
let sin_a = angle.sin();
let cx = width as f32 / 2.0;
let cy = height as f32 / 2.0;
// Rotate eye_center around image center
let dx = eye_center.x - cx;
let dy = eye_center.y - cy;
let rotated_eye_center =
Point::new(cx + dx * cos_a + dy * sin_a, cy - dx * sin_a + dy * cos_a);
// Now calculate crop region to achieve the desired scale and positioning
// We want the eye center at (output_size/2, target_eye_y)
let target_center_x = output_size as f32 / 2.0;
let _target_center_y = target_eye_y;
// Calculate crop region in the rotated image
// The crop should be (output_size / scale) pixels, centered appropriately
let crop_size = (output_size as f32 / scale) as u32;
// Crop center in source image (accounting for where we want eyes to end up)
let crop_center_x =
rotated_eye_center.x - (target_center_x - output_size as f32 / 2.0) / scale;
let crop_center_y =
rotated_eye_center.y + (target_eye_y - output_size as f32 / 2.0) / scale;
// Calculate crop bounds
let crop_x = (crop_center_x - crop_size as f32 / 2.0).max(0.0) as u32;
let crop_y = (crop_center_y - crop_size as f32 / 2.0).max(0.0) as u32;
// Clamp to image bounds
let (rot_width, rot_height) = (rotated.width(), rotated.height());
let crop_x = crop_x.min(rot_width.saturating_sub(crop_size));
let crop_y = crop_y.min(rot_height.saturating_sub(crop_size));
let actual_crop_size = crop_size.min(rot_width - crop_x).min(rot_height - crop_y);
// Crop and resize
let rotated_dyn = DynamicImage::ImageRgb8(rotated);
let cropped = rotated_dyn.crop_imm(crop_x, crop_y, actual_crop_size, actual_crop_size);
let aligned = cropped.resize_exact(
// Calculate the transformation matrix
let transform = calculate_eye_alignment_transform(
left_eye,
right_eye,
output_size,
output_size,
image::imageops::FilterType::Lanczos3,
&config.processing.alignment,
);
// Apply the transformation
let aligned = apply_affine_transform(&image, &transform, output_size);
ctx.image = Some(aligned);
tracing::trace!(
"Aligned: rotation={:.2}deg, scale={:.2}, crop={}x{} at ({},{})",
angle.to_degrees(),
scale,
actual_crop_size,
actual_crop_size,
crop_x,
crop_y
"Aligned: left_eye=({:.1},{:.1}), right_eye=({:.1},{:.1}), target_size={}",
left_eye.x,
left_eye.y,
right_eye.x,
right_eye.y,
output_size
);
StepOutcome::Continue(ctx)
}
}
/// 2x3 affine transformation matrix.
/// Represents the transformation: [x', y'] = [[a, b, c], [d, e, f]] * [x, y, 1]
#[derive(Debug, Clone, Copy)]
struct AffineMatrix {
a: f32,
b: f32,
c: f32,
d: f32,
e: f32,
f: f32,
}
impl AffineMatrix {
/// Create a translation matrix.
fn translation(tx: f32, ty: f32) -> Self {
Self {
a: 1.0,
b: 0.0,
c: tx,
d: 0.0,
e: 1.0,
f: ty,
}
}
/// Create a rotation matrix (angle in radians).
fn rotation(angle: f32) -> Self {
let cos_a = angle.cos();
let sin_a = angle.sin();
Self {
a: cos_a,
b: -sin_a,
c: 0.0,
d: sin_a,
e: cos_a,
f: 0.0,
}
}
/// Create a scale matrix.
fn scale(s: f32) -> Self {
Self {
a: s,
b: 0.0,
c: 0.0,
d: 0.0,
e: s,
f: 0.0,
}
}
/// Compose this transformation with another (self * other).
/// This applies 'other' first, then 'self'.
fn compose(&self, other: &AffineMatrix) -> AffineMatrix {
AffineMatrix {
a: self.a * other.a + self.b * other.d,
b: self.a * other.b + self.b * other.e,
c: self.a * other.c + self.b * other.f + self.c,
d: self.d * other.a + self.e * other.d,
e: self.d * other.b + self.e * other.e,
f: self.d * other.c + self.e * other.f + self.f,
}
}
/// Transform a point using this matrix.
fn transform_point(&self, x: f32, y: f32) -> (f32, f32) {
(
self.a * x + self.b * y + self.c,
self.d * x + self.e * y + self.f,
)
}
}
/// Calculate the affine transformation matrix to align eyes at desired positions.
///
/// This implements the same algorithm as the Python example:
/// 1. Calculate target eye positions based on config
/// 2. Compute rotation angle to make eyes horizontal
/// 3. Compute scale to match desired inter-eye distance
/// 4. Combine translation, rotation, scale, and final translation into one matrix
fn calculate_eye_alignment_transform(
left_eye: Point,
right_eye: Point,
output_size: u32,
alignment_config: &crate::config::AlignmentConfig,
) -> AffineMatrix {
let output_size_f = output_size as f32;
// Calculate target eye positions
let left_eye_target = Point::new(
output_size_f * alignment_config.left_eye_x_position,
output_size_f * alignment_config.left_eye_y_position,
);
let right_eye_target = Point::new(
output_size_f * (1.0 - alignment_config.left_eye_x_position),
output_size_f * alignment_config.left_eye_y_position,
);
// Calculate angles
let current_angle = (right_eye.y - left_eye.y).atan2(right_eye.x - left_eye.x);
let target_angle =
(right_eye_target.y - left_eye_target.y).atan2(right_eye_target.x - left_eye_target.x);
let rotation_angle = target_angle - current_angle;
// Calculate scale
let current_eye_distance =
((right_eye.x - left_eye.x).powi(2) + (right_eye.y - left_eye.y).powi(2)).sqrt();
let target_eye_distance = ((right_eye_target.x - left_eye_target.x).powi(2)
+ (right_eye_target.y - left_eye_target.y).powi(2))
.sqrt();
let scale = target_eye_distance / current_eye_distance;
// Eye centers
let center = Point::new(
(left_eye.x + right_eye.x) / 2.0,
(left_eye.y + right_eye.y) / 2.0,
);
let target_center = Point::new(
(left_eye_target.x + right_eye_target.x) / 2.0,
(left_eye_target.y + right_eye_target.y) / 2.0,
);
// Build the transformation matrix by composing:
// 1. Translate to origin (center of eyes)
// 2. Rotate
// 3. Scale
// 4. Translate to target position
let m1 = AffineMatrix::translation(-center.x, -center.y);
let m2 = AffineMatrix::rotation(rotation_angle);
let m3 = AffineMatrix::scale(scale);
let m4 = AffineMatrix::translation(target_center.x, target_center.y);
// Compose: M = M4 * M3 * M2 * M1
// This means we apply M1 first, then M2, then M3, then M4
m4.compose(&m3.compose(&m2.compose(&m1)))
}
/// Apply an affine transformation to an image.
///
/// Uses inverse mapping with bilinear interpolation to avoid holes in the output.
fn apply_affine_transform(
image: &DynamicImage,
transform: &AffineMatrix,
output_size: u32,
) -> DynamicImage {
let rgb = image.to_rgb8();
let (width, height) = rgb.dimensions();
// We need the inverse transform to do inverse mapping
// For an affine transform, the inverse can be computed analytically
let det = transform.a * transform.e - transform.b * transform.d;
if det.abs() < 1e-10 {
// Degenerate transform, return black image
return DynamicImage::ImageRgb8(RgbImage::new(output_size, output_size));
}
let inv_det = 1.0 / det;
let inv_transform = AffineMatrix {
a: transform.e * inv_det,
b: -transform.b * inv_det,
c: (transform.b * transform.f - transform.e * transform.c) * inv_det,
d: -transform.d * inv_det,
e: transform.a * inv_det,
f: (transform.d * transform.c - transform.a * transform.f) * inv_det,
};
// Create output image using inverse mapping
let output = RgbImage::from_fn(output_size, output_size, |x, y| {
// Map output pixel to source pixel
let (src_x, src_y) = inv_transform.transform_point(x as f32, y as f32);
// Bilinear interpolation
if src_x >= 0.0 && src_x < (width - 1) as f32 && src_y >= 0.0 && src_y < (height - 1) as f32
{
let x0 = src_x.floor() as u32;
let y0 = src_y.floor() as u32;
let x1 = x0 + 1;
let y1 = y0 + 1;
let dx = src_x - x0 as f32;
let dy = src_y - y0 as f32;
let p00 = rgb.get_pixel(x0, y0);
let p10 = rgb.get_pixel(x1, y0);
let p01 = rgb.get_pixel(x0, y1);
let p11 = rgb.get_pixel(x1, y1);
let r = (p00[0] as f32 * (1.0 - dx) * (1.0 - dy)
+ p10[0] as f32 * dx * (1.0 - dy)
+ p01[0] as f32 * (1.0 - dx) * dy
+ p11[0] as f32 * dx * dy) as u8;
let g = (p00[1] as f32 * (1.0 - dx) * (1.0 - dy)
+ p10[1] as f32 * dx * (1.0 - dy)
+ p01[1] as f32 * (1.0 - dx) * dy
+ p11[1] as f32 * dx * dy) as u8;
let b = (p00[2] as f32 * (1.0 - dx) * (1.0 - dy)
+ p10[2] as f32 * dx * (1.0 - dy)
+ p01[2] as f32 * (1.0 - dx) * dy
+ p11[2] as f32 * dx * dy) as u8;
Rgb([r, g, b])
} else {
// Out of bounds - use black
Rgb([0, 0, 0])
}
});
DynamicImage::ImageRgb8(output)
}
#[cfg(test)]
mod tests {
use super::*;