I have a mediapipe workflow containing a video stream input from webcam. I woudl like to load an additional single constant image into the pipeline and load this image as gpubuffer(once), so that a new calcucaltor node(default mediapipe) can take the current video frame(gpubuffer) and the constant image as its inputs.
What would be the ideal way to accomplish this task so that we could keep the cpu-gpu memory copy to minimum. Should we create a custom side packet calculator to load the image or should we create another input stream to the pipeline? Also there seems to be a operator called 'OpenCvEncodedImageToImageFrameCalculator'; but it takes a raw string as its input.
In the following link solves the problem to an extend; but it seems to involves lot of cpu-gpu memory copies and some extra processing steps.
Ref: https://towardsdatascience.com/custom-calculators-in-mediapipe-5a245901d595
Github: https://github.com/google/mediapipe/issues/1123
Related
I wart to create a web app where a user enters certain data via a form and then receives a custom rendered image. The image is from a smart object in a psd. It's kind of like a mock-up which definitely requires needs some photoshop filters to be properly rendered.
This should all happen in real time and should be doable from my understanding since the rendering of a single images doesn't need much computing power
I've done some research and haven't really found a solution the matches my problem. Is it necessary to run Photoshop on a server and then remotely run a photoshop script and then upload the generated image somewhere else?
I've used The After Effects Plugin Template by DataClay in the past which offers similar functionality but for video.
Looking forward to hearing your ideas.
Thanks
You can use the Dataclay plugin to handle still image exports out of After Effects. Make a single-frame duration composition in After Effects and rig the layers with the Templater plugin. Then use the PNG Sequence output module to render out a single frame.
From Dataclay's forums:
Exporting
A few extra steps are required to correctly render a project file as a PNG sequence using Templater. By default, a file rendered as a PNG sequence will have the frame number appended to the end of the file name, i.e.:
filename.png00000, filename.png00001, filename.png00002, etc.
In order to designate where in the filename the frame number should be added, we’ll need to use the output column. First, add a column named output to your data source. Next, add a filename with a set of brackets with five # signs to designate where the frame numbering should be added. For example:
filename[#####] would result in filename00001.png
or
[#####]filename would result in 00001filename.png
Is it possible to perform an action once a batch Dataflow job has finished processing all data? Specifically, I'd like to move the text file that the pipeline just processed to a different GCS bucket. I'm not sure where to place that in my pipeline to ensure it executes once after the data processing has completed.
I don't see why you need to do this post pipeline execution. You could use side outputs to write the file to multiple buckets, and save yourself the copy after the pipeline finishes.
If that's not going to work for you (for whatever reason), then you can simply run your pipeline in blocking execution mode i.e. use pipeline.run().waitUntilFinish(), and then just write the rest of your code (which does the copy) after that.
[..]
// do some stuff before the pipeline runs
Pipeline pipeline = ...
pipeline.run().waitUntilFinish();
// do something after the pipeline finishes here
[..]
A little trick I got from reading the source code of apache beam's PassThroughThenCleanup.java.
Right after your reader, create a side input that 'combine' the entire collection (in the source code, it is the View.asIterable() PTransform) and connect its output to a DoFn. This DoFn will be called only after the reader has finished reading ALL elements.
P.S. The code literally name the operation, cleanupSignalView which I found really clever
Note that you can achieve the same effect using Combine.globally() (java) or beam.CombineGlobally() (python). For more info check out section 4.2.4.3 here
I think two options can help you here:
1) Use TextIO to write to the bucket or folder you want, specifying the exact GCS path (for e.g. gs://sandbox/other-bucket)
2) Use Object Change Notifications in combination with Cloud Functions. You can find a good primer on doing this here and the SDK for GCS in JS here. What you will do in this option is basically setting up a trigger when something drops in a certain bucket, and move it to another one using your self-written Cloud Function.
In my extension, I need to write a huge file (say around 20 gigs) to the disk. Currently I am doing it in the main thread, but file creation is very expensive operation. I was about to move the whole file creation process to a ChromeWorker, but based on https://developer.mozilla.org/en-US/docs/Web/API/Web_Workers_API/Functions_and_classes_available_to_workers I cannot have access to the nsiFile from a ChromeWorker.
So my questions are:
1. Is it possible to access Cc, Ci, and Cu from within a ChromeWorker?
2. If not what would be the most efficient way to create and fill large files in Firefox. Note that I need to write the file based on segments and offsets (Ci.nsISeekableStream).
It's not possible to access nsIFile from ChromeWorker. But nsIFile is horrible synchronus option.
Go with OS.File: https://developer.mozilla.org/en-US/docs/Mozilla/JavaScript_code_modules/OSFile.jsm
On that page go to the link for usage on workers: https://developer.mozilla.org/docs/Mozilla/JavaScript_code_modules/OSFile.jsm/OS.File_for_workers
On the mainthread os.file returns promises.
In worker they are synchronus. Wrap your os.file functions in worker with a try-catch, as when an error occurs, (like os.file.remove with option of ignoreAbsent set to false) then the catch will hold the OS.File.Error object.
Great move to ChromeWorker btw! I'm a huge fan of ChromeWorkers. I wrote a simple example of jsm using chromeworker here: https://github.com/Noitidart/jpm-chromeworker
For segments, you'll have to OS.File.open and then on the return value do a .setPosition() then you can read certain number of bytes from that position, or write, or whatever. Its awesome stuff. OS.File is the new way and the recommended way to do file operations. Its been around awhile now though since like Firefox 29 or before that.
I have a rails app that needs to make use of a Javascript library on the server. Up until now I have been running system commands from rails to nodejs whenever this is necessary. However, I have a particularly computationally intensive task that has made it necessary to cache data to speed it up. I also have to pass large inputs to the node program. As a result I've hit the buffer size of inputs to the node program. I am currently just sending it to separate node processes multiple times in chunks small enough to fit in the buffer, but this is causing performance problems because I now no longer get to take advantage of caching over as many runs. I would like to use a pipe to do this, but my pipe hits the buffer as well, and I don't know how to empty it. So far I have...
#ruby file
output=[]
node_pipe=IO.popen("nodejs /home/user/node_program.js","w+")
10_000.times do |time|
node_pipe.write("a lot of stuff")
#here I would like to read contents and push contents to output array but still be
#able to write to the same process in the next loop to take advantage of the cache
end
//node_program.js
var input=process.stdin;
var cache={};
input.resume();
input.on('data',function(chunk){
cache[chunk]=library_function(chunk);
console.log(String(other_library_function(chunk)));
}
Any suggestions?
`
In XNA, how do I load in a texture or mesh from a file without using the content pipeline?
The .FromFile method will not work on xbox or zune. You have two choices:
Just use the content pipeline ... on xbox or zune (if you care about them), you can't have user-supplied content anyways, so it doesn't matter if you only use the content pipeline.
Write code to load the texture (using .SetData), or of course to parse the model file and load the appropriate vertexbuffers, etc.
For anyone interested in loading a model from a file check out this tutorial:
http://creators.xna.com/en-us/sample/winforms_series2
This is a windows only Way to load a texture without loading it through the pipeline, As Cory stated above, all content must be compiled before loading it on the Xbox, and Zune.
Texture2D texture = Texture2D.FromFile(GraphicsDeviceManager.GraphicsDevice, #Location of your Texture Here.png);
I believe Texture2D.FromFile(); is what you are looking for.
It does not look like you can do this with a Model though.
http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.texture2d.fromfile.aspx
If you really want to load an Xna Xna.Framework.Graphics.Model on PC without the content pipeline (eg for user generated content), there is a way. I used SlimDX to load an X file, and avoid the parsing code, the some reflection tricks to instantiate the Model (it is sealed and has a private constructor so wasn't meant to be extended or customised). See here: http://contenttracker.codeplex.com/SourceControl/changeset/view/20704#346981