mediapipe
bevy
Our great sponsors
mediapipe | bevy | |
---|---|---|
49 | 570 | |
25,140 | 31,701 | |
2.5% | 5.3% | |
9.9 | 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
-
MEDIAPIPE on-device diffusion plugins for conditioned text-to-image generation
Today, we announce MediaPipe diffusion plugins, which enable controllable text-to-image generation to be run on-device. Expanding upon our prior work on GPU inference for on-device large generative models, we introduce new low-cost solutions for controllable text-to-image generation that can be plugged into existing diffusion models and their Low-Rank Adaptation (LoRA) variants.
-
Running a TensorFlow object detector model and drawing boxes around objects at 60 FPS - all in React Native / JavaScript!
You can just grab the TFLite version! https://github.com/google/mediapipe/blob/master/docs/solutions/models.md
-
Open source Background Remover: Remove Background from images and video using AI
I was going to say that I like the MediaPipe Selfie Segmentation model for doing this sort of thing in a web page, but I've just noticed (when getting the GitHub link[1]) that Google have marked the code as legacy[2] ... no idea if the new solution is better/easier to use[3].
For what it's worth, my CodePen using the old model is here: https://codepen.io/kaliedarik/pen/PopBxBM
[1] - https://github.com/google/mediapipe/blob/master/docs/solutio...
[2] - "Attention: Thank you for your interest in MediaPipe Solutions. As of April 4, 2023, this solution was upgraded to a new MediaPipe Solution."
[3] - https://developers.google.com/mediapipe/solutions/vision/ima...
-
Getting face feature pose statistics
I found MediaPipe's Face Mesh and was impressed with how simple it was to get going, but it just gives you the landmark points and I've not gone any further yet.
-
New ControlNet Face Model
We've trained ControlNet on a subset of the LAION-Face dataset using modified output from MediaPipe's face mesh annotator to provide a new level of control when generating images of faces.
-
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/
-
mediapipe VS daisykit - a user suggested alternative
2 projects | 24 Mar 2023
- Google Summer of code 2023 is coming
-
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...)
-
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
bevy
-
What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
-
WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
-
Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
-
ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
-
Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
- Not only Unity...
-
Capturing the WebGPU Ecosystem
Most of Nanite (at least, everything but the LOD system, I haven't tried that part, and the compute rasterizer due to lack of storage image atomics because Metal lacks them...) is implementable in WebGPU actually.
I have a PR that does a lot of the same things (meshlets, visbuffer, material depth, two pass occlusion culling) open for Bevy https://github.com/bevyengine/bevy/pull/10164 that I've been working on, which uses WebGPU.
WebGPU is actually a pretty good API imo. It's missing some advanced features like raytracing, mesh shaders, and subgroup operations (coming soon!), but it can still do a lot.
The much bigger missing feature is "bindless" support (non-uniform arrays of bound resources). BindGroup overhead (and ergonomics) is a significant downside.
-
Northlight makes Alan Wake 2 shine
ECS architectures are used in a number of young open source game engines, such as Bevy[1]. I haven't done game development for a long time, but hearing about an architecture that does away with the heavy and complex OOP you often see in games makes me want to dip my toes in again and check it out.
- Bevy 0.12
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
piston - A modular game engine written in Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
ue4-mediapipe-plugin - UE4 MediaPipe plugin
Pytorch - Tensors and Dynamic neural networks in Python with strong GPU acceleration
AlphaPose - Real-Time and Accurate Full-Body Multi-Person Pose Estimation&Tracking System
specs - Specs - Parallel ECS
ggez - Rust library to create a Good Game Easily
raylib - A simple and easy-to-use library to enjoy videogames programming