[Android] MediaPipe를 통해 손 LandMark 추출

deBaeloper08·2022년 10월 18일

최근 프로젝트에서 수어를 통역하는 기능을 구현해야 해서 MediaPipe를 사용하여 손의 LandMark를 추출해야 했다. 사실 필자도 코드를 완벽하게 이해하진 못했지만 기능을 성공적으로 구현했기에 어떻게 했는지 공유하고자 글을 쓴다.


implementation 'com.google.mediapipe:solution-core:latest.release'
implementation 'com.google.mediapipe:hands:latest.release'

우선 app gradle 파일에 해당 코드를 추가하고 sync를 한다.

<FrameLayout
        android:id="@+id/preview_display_layout"
        android:layout_width="match_parent"
        android:layout_height="0dp"
        app:layout_constraintTop_toBottomOf="@id/cl_voice"
        app:layout_constraintStart_toStartOf="parent"
        app:layout_constraintBottom_toTopOf="@id/cl_record">
</FrameLayout>

xml에 FrameLayout을 생성한다.

/** A custom implementation of [ResultGlRenderer] to render [HandsResult].  */
class HandsResultGlRenderer : ResultGlRenderer<HandsResult?> {
    private var program = 0
    private var positionHandle = 0
    private var projectionMatrixHandle = 0
    private var colorHandle = 0
    private fun loadShader(type: Int, shaderCode: String): Int {
        val shader = GLES20.glCreateShader(type)
        GLES20.glShaderSource(shader, shaderCode)
        GLES20.glCompileShader(shader)
        return shader
    }

    override fun setupRendering() {
        program = GLES20.glCreateProgram()
        val vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, VERTEX_SHADER)
        val fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, FRAGMENT_SHADER)
        GLES20.glAttachShader(program, vertexShader)
        GLES20.glAttachShader(program, fragmentShader)
        GLES20.glLinkProgram(program)
        positionHandle = GLES20.glGetAttribLocation(program, "vPosition")
        projectionMatrixHandle = GLES20.glGetUniformLocation(program, "uProjectionMatrix")
        colorHandle = GLES20.glGetUniformLocation(program, "uColor")
    }

    override fun renderResult(result: HandsResult?, projectionMatrix: FloatArray) {
        if (result == null) {
            return
        }
        GLES20.glUseProgram(program)
        GLES20.glUniformMatrix4fv(projectionMatrixHandle, 1, false, projectionMatrix, 0)
        GLES20.glLineWidth(CONNECTION_THICKNESS)
        val numHands = result.multiHandLandmarks().size
        for (i in 0 until numHands) {
            val isLeftHand = result.multiHandedness()[i].label == "Left"
            drawConnections(
                result.multiHandLandmarks()[i].landmarkList,
                if (isLeftHand) LEFT_HAND_CONNECTION_COLOR else RIGHT_HAND_CONNECTION_COLOR
            )
            for(ind in result.multiHandLandmarks()[i].landmarkList.indices) {
                val lm = result.multiHandLandmarks()[i].landmarkList[ind]
                Log.d(TAG, "LandMark[$ind] | x : ${lm.x}, y : ${lm.y}, z : ${lm.z}")
            }
            for (landmark in result.multiHandLandmarks()[i].landmarkList) {
                // Draws the landmark.
                drawCircle(
                    landmark.x,
                    landmark.y,
                    if (isLeftHand) LEFT_HAND_LANDMARK_COLOR else RIGHT_HAND_LANDMARK_COLOR
                )
                //Log.d(TAG, "LandMark | x : ${landmark.x}, y : ${landmark.y}, z : ${landmark.z}")
                // Draws a hollow circle around the landmark.
                drawHollowCircle(
                    landmark.x,
                    landmark.y,
                    if (isLeftHand) LEFT_HAND_HOLLOW_CIRCLE_COLOR 
                    else RIGHT_HAND_HOLLOW_CIRCLE_COLOR
                )
            }
        }
    }

    /**
     * Deletes the shader program.
     *
     *
     * This is only necessary if one wants to release the program 
       while keeping the context around.
     */
    fun release() {
        GLES20.glDeleteProgram(program)
    }

    private fun drawConnections(
        handLandmarkList: List<NormalizedLandmark>,
        colorArray: FloatArray
    ) {
        GLES20.glUniform4fv(colorHandle, 1, colorArray, 0)
        for (c in Hands.HAND_CONNECTIONS) {
            val start = handLandmarkList[c.start()]
            val end = handLandmarkList[c.end()]
            val vertex = floatArrayOf(start.x, start.y, end.x, end.y)
            val vertexBuffer = ByteBuffer.allocateDirect(vertex.size * 4)
                .order(ByteOrder.nativeOrder())
                .asFloatBuffer()
                .put(vertex)
            vertexBuffer.position(0)
            GLES20.glEnableVertexAttribArray(positionHandle)
            GLES20.glVertexAttribPointer(positionHandle, 2, GLES20.GL_FLOAT, 
            	false, 0, vertexBuffer)
            GLES20.glDrawArrays(GLES20.GL_LINES, 0, 2)
        }
    }

    private fun drawCircle(x: Float, y: Float, colorArray: FloatArray) {
        GLES20.glUniform4fv(colorHandle, 1, colorArray, 0)
        val vertexCount = NUM_SEGMENTS + 2
        val vertices = FloatArray(vertexCount * 3)
        vertices[0] = x
        vertices[1] = y
        vertices[2] = 0f
        for (i in 1 until vertexCount) {
            val angle = 2.0f * i * Math.PI.toFloat() / NUM_SEGMENTS
            val currentIndex = 3 * i
            vertices[currentIndex] = x + (LANDMARK_RADIUS * Math.cos(angle.toDouble())).toFloat()
            vertices[currentIndex + 1] =
                y + (LANDMARK_RADIUS * Math.sin(angle.toDouble())).toFloat()
            vertices[currentIndex + 2] = 0f
        }
        val vertexBuffer = ByteBuffer.allocateDirect(vertices.size * 4)
            .order(ByteOrder.nativeOrder())
            .asFloatBuffer()
            .put(vertices)
        vertexBuffer.position(0)
        GLES20.glEnableVertexAttribArray(positionHandle)
        GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT,
        	false, 0, vertexBuffer)
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, vertexCount)
    }

    private fun drawHollowCircle(x: Float, y: Float, colorArray: FloatArray) {
        GLES20.glUniform4fv(colorHandle, 1, colorArray, 0)
        val vertexCount = NUM_SEGMENTS + 1
        val vertices = FloatArray(vertexCount * 3)
        for (i in 0 until vertexCount) {
            val angle = 2.0f * i * Math.PI.toFloat() / NUM_SEGMENTS
            val currentIndex = 3 * i
            vertices[currentIndex] =
                x + (HOLLOW_CIRCLE_RADIUS * Math.cos(angle.toDouble())).toFloat()
            vertices[currentIndex + 1] =
                y + (HOLLOW_CIRCLE_RADIUS * Math.sin(angle.toDouble())).toFloat()
            vertices[currentIndex + 2] = 0f
        }
        val vertexBuffer = ByteBuffer.allocateDirect(vertices.size * 4)
            .order(ByteOrder.nativeOrder())
            .asFloatBuffer()
            .put(vertices)
        vertexBuffer.position(0)
        GLES20.glEnableVertexAttribArray(positionHandle)
        GLES20.glVertexAttribPointer(positionHandle, 3, GLES20.GL_FLOAT, 
        	false, 0, vertexBuffer)
        GLES20.glDrawArrays(GLES20.GL_LINE_STRIP, 0, vertexCount)
    }

    companion object {
        private const val TAG = "HandsResultGlRenderer"
        private val LEFT_HAND_CONNECTION_COLOR = floatArrayOf(0.2f, 1f, 0.2f, 1f)
        private val RIGHT_HAND_CONNECTION_COLOR = floatArrayOf(1f, 0.2f, 0.2f, 1f)
        private const val CONNECTION_THICKNESS = 25.0f
        private val LEFT_HAND_HOLLOW_CIRCLE_COLOR = floatArrayOf(0.2f, 1f, 0.2f, 1f)
        private val RIGHT_HAND_HOLLOW_CIRCLE_COLOR = floatArrayOf(1f, 0.2f, 0.2f, 1f)
        private const val HOLLOW_CIRCLE_RADIUS = 0.01f
        private val LEFT_HAND_LANDMARK_COLOR = floatArrayOf(1f, 0.2f, 0.2f, 1f)
        private val RIGHT_HAND_LANDMARK_COLOR = floatArrayOf(0.2f, 1f, 0.2f, 1f)
        private const val LANDMARK_RADIUS = 0.008f
        private const val NUM_SEGMENTS = 120
        private const val VERTEX_SHADER = ("uniform mat4 uProjectionMatrix;\n"
                + "attribute vec4 vPosition;\n"
                + "void main() {\n"
                + "  gl_Position = uProjectionMatrix * vPosition;\n"
                + "}")
        private const val FRAGMENT_SHADER = ("precision mediump float;\n"
                + "uniform vec4 uColor;\n"
                + "void main() {\n"
                + "  gl_FragColor = uColor;\n"
                + "}")
    }
}

HandsResultGlRenderer 클래스를 생성한다. 만약 LandMark를 화면에 띄우는걸 원하지 않는다면 drawConnections 함수, drawCircle 함수, drawHollowCircle 함수를 지우고 renderResult 함수 내에 방금 3가지 함수를 지우면 된다.

<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.CAMERA" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />

Manifest에 해당 권한들을 추가한다.

private lateinit var hands : Hands
private lateinit var cameraInput: CameraInput
private lateinit var glSurfaceView: SolutionGlSurfaceView<HandsResult>

private val REQUIRED_PERMISSIONS = mutableListOf(Manifest.permission.INTERNET,
	Manifest.permission.RECORD_AUDIO, Manifest.permission.CAMERA,
	Manifest.permission.ACCESS_NETWORK_STATE).toTypedArray()

전역 변수로 필요한 변수들을 선언한다.

val permissionListener = object : PermissionListener {
        override fun onPermissionGranted() {
            setupStreamingModePipeline()

            glSurfaceView.post { startCamera() }
            glSurfaceView.visibility = View.VISIBLE

            initView()
        }

        override fun onPermissionDenied(deniedPermissions: MutableList<String>?) {
            Toast.makeText(requireContext(), "권한을 다시 설정해주세요!", Toast.LENGTH_SHORT).show()
        }

    }

TedPermission.create()
    .setPermissionListener(permissionListener)
    .setPermissions(*REQUIRED_PERMISSIONS)
    .check()

권한이 모두 허용이 되었다면 onCreate에 셋팅을 해준다.

private fun setupStreamingModePipeline() {
        hands = Hands(
            this@MainActivity,
            HandsOptions.builder()
                .setStaticImageMode(false)
                .setMaxNumHands(1)
                .setRunOnGpu(true)
                .build()
        )
        hands.setErrorListener { message, e -> Log.e("TAG", "MediaPipe Hands error: $message") }

        cameraInput = CameraInput(this@MainActivity)
        cameraInput.setNewFrameListener { hands.send(it) }

        glSurfaceView = SolutionGlSurfaceView(this@MainActivity, hands.glContext, 
        	hands.glMajorVersion)
        glSurfaceView.setSolutionResultRenderer(HandsResultGlRenderer())
        glSurfaceView.setRenderInputImage(true)

        hands.setResultListener {
            glSurfaceView.setRenderData(it)
            glSurfaceView.requestRender()
        }

        glSurfaceView.post(this::startCamera)

		// activity_main.xml에 선언한 FrameLayout에 화면을 띄우는 코드
        binding.previewDisplayLayout.apply {
            removeAllViewsInLayout()
            addView(glSurfaceView)
            glSurfaceView.visibility = View.VISIBLE
            requestLayout()
        }
    }

private fun startCamera() {
    cameraInput.start(
        this@MainActivity,
        hands.glContext,
        CameraInput.CameraFacing.FRONT,
        glSurfaceView.width,
        glSurfaceView.height
    )
}

이렇게 하면 성공적으로 FrameLayout에 자신의 손을 실시간으로 인식하는 영상을 볼 수 있을 것이다. 코드를 이해해가면서 작성하는 것을 추구하지만 프로젝트를 하면서 기능 구현할 시간이 많지 않았기에 해당 코드를 완벽하게 이해하진 못했다.
Log에는 손의 21개 LandMark들의 x,y,z 값을 확인할 수 있다.

손 말고 얼굴 인식도 아래 코드를 참고해서 하면 될 것 같다.
Mediapipe Github 참고자료

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안녕하세요! 안드로이드 개발자입니다😊

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