AI-powered 3D Face Detection & Rotation Tracking, Face Description & Recognition,
Body Pose Tracking, 3D Hand & Finger Tracking, Iris Analysis,
Age & Gender & Emotion Prediction, Gaze Tracking, Gesture Recognition, Body Segmentation
Check out Simple Live Demo fully annotated app as a good start starting point (html)(code)
Check out Main Live Demo app for advanced processing of of webcam, video stream or images static images with all possible tunable options
All browser demos are self-contained without any external dependencies
NodeJS demos may require extra dependencies which are used to decode inputs
See header of each demo to see its dependencies as they are not automatically installed with Human
node-canvas
ffmpeg
fswebcam
Human
eventing to get notifications on processinghuman
by dispaching them to pool of pre-created worker processesSee issues and discussions for list of known limitations and planned enhancements
Suggestions are welcome!
Visit Examples gallery for more examples
All options as presented in the demo application…
demo/index.html
Results Browser:
[ Demo -> Display -> Show Results ]
468-Point Face Mesh Defails:
(view in full resolution to see keypoints)
<hr>
Simply load Human
(IIFE version) directly from a cloud CDN in your HTML file:
(pick one: jsdelirv
, unpkg
or cdnjs
)
<!DOCTYPE HTML>
<script src="https://cdn.jsdelivr.net/npm/@vladmandic/human/dist/human.js"></script>
<script src="https://unpkg.dev/@vladmandic/human/dist/human.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/human/3.0.0/human.js"></script>
For details, including how to use Browser ESM
version or NodeJS
version of Human
, see Installation
Simple app that uses Human to process video input and
draw output on screen using internal draw helper functions
// create instance of human with simple configuration using default values
const config = { backend: 'webgl' };
const human = new Human.Human(config);
// select input HTMLVideoElement and output HTMLCanvasElement from page
const inputVideo = document.getElementById('video-id');
const outputCanvas = document.getElementById('canvas-id');
function detectVideo() {
// perform processing using default configuration
human.detect(inputVideo).then((result) => {
// result object will contain detected details
// as well as the processed canvas itself
// so lets first draw processed frame on canvas
human.draw.canvas(result.canvas, outputCanvas);
// then draw results on the same canvas
human.draw.face(outputCanvas, result.face);
human.draw.body(outputCanvas, result.body);
human.draw.hand(outputCanvas, result.hand);
human.draw.gesture(outputCanvas, result.gesture);
// and loop immediate to the next frame
requestAnimationFrame(detectVideo);
return result;
});
}
detectVideo();
or using async/await
:
// create instance of human with simple configuration using default values
const config = { backend: 'webgl' };
const human = new Human(config); // create instance of Human
const inputVideo = document.getElementById('video-id');
const outputCanvas = document.getElementById('canvas-id');
async function detectVideo() {
const result = await human.detect(inputVideo); // run detection
human.draw.all(outputCanvas, result); // draw all results
requestAnimationFrame(detectVideo); // run loop
}
detectVideo(); // start loop
or using Events
:
// create instance of human with simple configuration using default values
const config = { backend: 'webgl' };
const human = new Human(config); // create instance of Human
const inputVideo = document.getElementById('video-id');
const outputCanvas = document.getElementById('canvas-id');
human.events.addEventListener('detect', () => { // event gets triggered when detect is complete
human.draw.all(outputCanvas, human.result); // draw all results
});
function detectVideo() {
human.detect(inputVideo) // run detection
.then(() => requestAnimationFrame(detectVideo)); // upon detect complete start processing of the next frame
}
detectVideo(); // start loop
or using interpolated results for smooth video processing by separating detection and drawing loops:
const human = new Human(); // create instance of Human
const inputVideo = document.getElementById('video-id');
const outputCanvas = document.getElementById('canvas-id');
let result;
async function detectVideo() {
result = await human.detect(inputVideo); // run detection
requestAnimationFrame(detectVideo); // run detect loop
}
async function drawVideo() {
if (result) { // check if result is available
const interpolated = human.next(result); // get smoothened result using last-known results
human.draw.all(outputCanvas, interpolated); // draw the frame
}
requestAnimationFrame(drawVideo); // run draw loop
}
detectVideo(); // start detection loop
drawVideo(); // start draw loop
or same, but using built-in full video processing instead of running manual frame-by-frame loop:
const human = new Human(); // create instance of Human
const inputVideo = document.getElementById('video-id');
const outputCanvas = document.getElementById('canvas-id');
async function drawResults() {
const interpolated = human.next(); // get smoothened result using last-known results
human.draw.all(outputCanvas, interpolated); // draw the frame
requestAnimationFrame(drawResults); // run draw loop
}
human.video(inputVideo); // start detection loop which continously updates results
drawResults(); // start draw loop
or using built-in webcam helper methods that take care of video handling completely:
const human = new Human(); // create instance of Human
const outputCanvas = document.getElementById('canvas-id');
async function drawResults() {
const interpolated = human.next(); // get smoothened result using last-known results
human.draw.canvas(outputCanvas, human.webcam.element); // draw current webcam frame
human.draw.all(outputCanvas, interpolated); // draw the frame detectgion results
requestAnimationFrame(drawResults); // run draw loop
}
await human.webcam.start({ crop: true });
human.video(human.webcam.element); // start detection loop which continously updates results
drawResults(); // start draw loop
And for even better results, you can run detection in a separate web worker thread
<hr>
Human
library can process all known input types:
Image
, ImageData
, ImageBitmap
, Canvas
, OffscreenCanvas
, Tensor
,HTMLImageElement
, HTMLCanvasElement
, HTMLVideoElement
, HTMLMediaElement
Additionally, HTMLVideoElement
, HTMLMediaElement
can be a standard <video>
tag that links to:
.mp4
, .avi
, etc.hls.js
or DASH (Dynamic Adaptive Streaming over HTTP) using dash.js
<hr>
<hr>
Human
is written using TypeScript strong typing and ships with full TypeDefs for all classes defined by the library bundled in types/human.d.ts
and enabled by default
Note: This does not include embedded tfjs
If you want to use embedded tfjs
inside Human
(human.tf
namespace) and still full typedefs, add this code:
import type * as tfjs from ‘@vladmandic/human/dist/tfjs.esm’;
const tf = human.tf as typeof tfjs;
This is not enabled by default as Human
does not ship with full TFJS TypeDefs due to size considerations
Enabling tfjs
TypeDefs as above creates additional project (dev-only as only types are required) dependencies as defined in @vladmandic/human/dist/tfjs.esm.d.ts
:
@tensorflow/tfjs-core, @tensorflow/tfjs-converter, @tensorflow/tfjs-backend-wasm, @tensorflow/tfjs-backend-webgl
<hr>
Default models in Human library are:
Note that alternative models are provided and can be enabled via configuration
For example, body pose detection by default uses MoveNet Lightning, but can be switched to MultiNet Thunder for higher precision or Multinet MultiPose for multi-person detection or even PoseNet, BlazePose or EfficientPose depending on the use case
For more info, see Configuration Details and List of Models
<hr>
<hr>
Human
library is written in TypeScript 5.1 using TensorFlow/JS 4.10 and conforming to latest JavaScript
ECMAScript version 2022 standard
Build target for distributables is JavaScript
EMCAScript version 2018
For details see Wiki Pages
and API Specification