diff --git a/frontend/src/lib/components/SettingsPanel.svelte b/frontend/src/lib/components/SettingsPanel.svelte
index 28c9349..cc43e05 100644
--- a/frontend/src/lib/components/SettingsPanel.svelte
+++ b/frontend/src/lib/components/SettingsPanel.svelte
@@ -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 @@
{config.processing.head_pose.max_pitch.toFixed(0)}°
-
-
{/if}
@@ -355,35 +353,35 @@
diff --git a/src/config.rs b/src/config.rs
index c9e1b38..0ffc3f5 100644
--- a/src/config.rs
+++ b/src/config.rs
@@ -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
+ }
}
// ============================================================================
diff --git a/src/pipeline/steps/alignment.rs b/src/pipeline/steps/alignment.rs
index 8237948..b88de99 100644
--- a/src/pipeline/steps/alignment.rs
+++ b/src/pipeline/steps/alignment.rs
@@ -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::*;