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Zero/ZeroLevel.NN/Services/NMS.cs

119 lines
4.4 KiB

2 years ago
using ZeroLevel.NN.Models;
namespace ZeroLevel.NN.Services
{
public static class NMS
{
private const float IOU_THRESHOLD = .2f;
private const float IOU_MERGE_THRESHOLD = .5f;
public static void Apply(List<YoloPrediction> boxes)
{
for (int i = 0; i < boxes.Count - 1; i++)
{
var left = boxes[i];
for (int j = i + 1; j < boxes.Count; j++)
{
var right = boxes[j];
if (left.Class == right.Class)
{
// удаление вложенных боксов
var ni = NestingIndex(left, right);
if (ni == 1)
{
boxes.RemoveAt(i);
i--;
break;
}
else if (ni == 2)
{
boxes.RemoveAt(j);
j--;
}
// -----------------------------
else
{
var iou = IOU(left, right);
if (iou > IOU_THRESHOLD)
{
if (left.Score > right.Score)
{
boxes.RemoveAt(j);
j--;
}
else
{
boxes.RemoveAt(i);
i--;
break;
}
}
/*else if (threshold > 0.01f && iou > 0.2f)
{
// UNION
var x1 = Math.Min(left.X, right.X);
var y1 = Math.Min(left.Y, right.Y);
var x2 = Math.Max(left.X + left.W, right.X + right.W);
var y2 = Math.Max(left.Y + left.H, right.Y + right.H);
var w = x2 - x1;
var h = y2 - y1;
boxes.RemoveAt(j);
boxes.RemoveAt(i);
boxes.Add(new Prediction
{
Class = left.Class,
Label = left.Label,
Score = Math.Max(left.Score, right.Score),
Cx = x1 + w / 2.0f,
Cy = y1 + h / 2.0f,
W = w,
H = h
});
i--;
break;
}*/
}
}
}
}
}
/// <summary>
/// проверка на вложенность боксов
/// </summary>
static int NestingIndex(YoloPrediction box1, YoloPrediction box2)
{
if (box1.X > box2.X &&
box1.Y > box2.Y &&
(box1.X + box1.W) < (box2.X + box2.W) &&
(box1.Y + box1.H) < (box2.Y + box2.H))
{
return 1;
}
if (box2.X > box1.X &&
box2.Y > box1.Y &&
(box2.X + box2.W) < (box1.X + box1.W) &&
(box2.Y + box2.H) < (box1.Y + box1.H))
{
return 2;
}
return 0;
}
static float IOU(YoloPrediction box1, YoloPrediction box2)
{
var left = (float)Math.Max(box1[0], box2[0]);
var right = (float)Math.Min(box1[2], box2[2]);
var top = (float)Math.Max(box1[1], box2[1]);
var bottom = (float)Math.Min(box1[3], box2[3]);
var width = right - left;
var height = bottom - top;
var intersectionArea = width * height;
return intersectionArea / (float)(box1.Area + box2.Area - intersectionArea);
}
}
}

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