mediapipe
bevy
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mediapipe | bevy | |
---|---|---|
41 | 494 | |
21,031 | 22,844 | |
4.3% | 5.7% | |
6.4 | 9.9 | |
5 days ago | 3 days ago | |
C++ | Rust | |
Apache License 2.0 | MIT OR Apache-2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
mediapipe
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Trained an ML model using TensorFlow.js to classify American Sign Language (ASL) alphabets on browser. We are creating an open-source platform and would love to receive your feedback on our project.
Medipaipe library link: https://mediapipe.dev/
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mediapipe VS daisykit - a user suggested alternative
2 projects | 24 Mar 2023
- Google Summer of code 2023 is coming
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10$ Full Body Tracking! I'm proud to release ToucanTrack (in Beta!). Get decent FBT with the power of 2 PS3 Eye Cameras and AI!
If you're looking for the differences in terms of how inference is done, I recommend you take a look at MediaPipe's source code. MediaPipe doesn't use raw code, but uses a "graph" instead (eg. pose_landmark_cpu.pbtxt), which can be visualised using MediaPipe Viz. I also used axinc-ai/ailia-models as the base (preprocessing, inference, postprocessing, etc...) which I further built upon (keypoint refinement, roi from keypoints, filtering / smoothing, etc...)
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Started working on this motion tracking prototype demo game in python and Unity!
I thought of doing that but unfortunately medipipe requires a RGB input and performs better with it more on that here
- obs-backgroundremoval: An OBS plugin for removing background in portrait video
- [N] Body tracking with TensorFlow
- I'm Addicted to Assets
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What software can convert camera footage to a skeleton animation?
You might want to check out https://github.com/open-mmlab/mmhuman3d and https://github.com/google/mediapipe
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Show HN: YoHa – A practical hand tracking engine
This architecture was also used in the link referenced when bringing up alternative implementations:
https://github.com/google/mediapipe/issues/877#issuecomment-...
bevy
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What’s an actual use case for Rust
Game engines (Bevy, Fyrox)
- How do you feel about comments made by Tim Sweeney?
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Bevy Jam #3
After the quick start there isn't as much documentation yet as one might hope, but I find you can learn to do just about anything you need by reading the extensive examples. There are tons of them in GitHub of which a subset have been turned into interactive WebGL apps on the main site.
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Writing a Compiler and a Virtual Machine in Rust
well, wasm threads are weird for some reason. Issues like https://github.com/bevyengine/bevy/issues/4078 remind me that wasm is still a moving target.
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3D character animation example for Bevy
There are some examples here: https://github.com/bevyengine/bevy/tree/main/examples/animation
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OK so whose gonna tell them
Rust is much newer a language than Java. Give it time. There is clearly industry interest: check out the sponsors list on bevyengine.org.
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Fellow Rust enthusiasts: What "sucks" about Rust?
Binaries file-sizes in debug are just insanely big, a Hello World will be around ~4MB, an empty Bevy project will be around ~600MB.
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Announcing diff.rs!
$ git clone https://github.com/bevyengine/bevy.git ; cd bevy $ cargo install --locked cargo-public-api $ cargo public-api -ss -p bevy_utils diff v0.9.1..v0.10.0 Removed items from the public API ================================= (none) Changed items in the public API =============================== (none) Added items to the public API ============================= +pub use bevy_utils::<> +pub use bevy_utils::petgraph +pub use bevy_utils::thiserror +pub fn bevy_utils::synccell::SyncCell::read(&self) -> &T where T: core::marker::Sync +pub mod bevy_utils::syncunsafecell +pub use bevy_utils::syncunsafecell::UnsafeCell +#[repr(transparent)] pub struct bevy_utils::syncunsafecell::SyncUnsafeCell +impl bevy_utils::syncunsafecell::SyncUnsafeCell +pub fn bevy_utils::syncunsafecell::SyncUnsafeCell::from_mut(t: &mut T) -> &bevy_utils::syncunsafecell::SyncUnsafeCell +pub const fn bevy_utils::syncunsafecell::SyncUnsafeCell::get(&self) -> *mut T +pub fn bevy_utils::syncunsafecell::SyncUnsafeCell::get_mut(&mut self) -> &mut T +pub const fn bevy_utils::syncunsafecell::SyncUnsafeCell::raw_get(this: *const Self) -> *mut T ...
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Bevy 0.10: data oriented game engine built in Rust
Firstly, Bevy has an internal crate called bevy_reflect, and it can handle most of the things you would usually use reflection for. For example, https://github.com/jakobhellermann/bevy-inspector-egui exists which uses Bevy's internal reflect derive to make the values available via an egui-based UI. Changing simple values (like an f32, or a boolean) can be done at runtime, and if I remember correctly all you actually need to do is to add the plugin. Taking a look at the README https://github.com/bevyengine/bevy/tree/main/crates/bevy_reflect you can "patch" types with new values, iterate over struct fields, serialize + deserialize, and generally do stuff like that.
It doesn't work currently. The only problem is that plugin initialization must be asynchronous, so you have to pass control back to the browser to allow it to initialize the WebGPU api properly[1]. I hacked async plugin initialization into a fork for Bevy 0.8[2], but I never got it to 100% work because Chrome had already moved onto a newer WGSL syntax. In theory if you do the same changes for 0.10 as I did for 0.8 it should allow WebGPU to work (and I plan on doing this in the next couple days).
What are some alternatives?
openpose - OpenPose: Real-time multi-person keypoint detection library for body, face, hands, and foot estimation
Amethyst - Data-oriented and data-driven game engine written in Rust
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Fyrox - 3D and 2D game engine written in Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
piston - A modular game engine written in Rust
ue4-mediapipe-plugin - UE4 MediaPipe plugin
Pytorch - Tensors and Dynamic neural networks in Python with strong GPU acceleration
specs - Specs - Parallel ECS
ggez - Rust library to create a Good Game Easily
AlphaPose - Real-Time and Accurate Full-Body Multi-Person Pose Estimation&Tracking System
gdnative - Rust bindings for Godot 3