Reputation: 890
I would like to try the ml5.js Pix2Pix example for p5.js. If I just copy the code, update the paths, and try to let it run on my local server, it doesn't work.
Same here:
// Copyright (c) 2019 ml5
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
/* ===
ml5 Example
Pix2pix Edges2Pikachu example with p5.js using callback functions
This uses a pre-trained model on Pikachu images
For more models see: https://github.com/ml5js/ml5-data-and-training/tree/master/models/pix2pix
=== */
// The pre-trained Edges2Pikachu model is trained on 256x256 images
// So the input images can only be 256x256 or 512x512, or multiple of 256
const SIZE = 256;
let inputImg, inputCanvas, outputContainer, statusMsg, pix2pix, clearBtn, transferBtn, modelReady = false,
isTransfering = false;
function setup() {
// Create a canvas
inputCanvas = createCanvas(SIZE, SIZE);
inputCanvas.class('border-box').parent('canvasContainer');
// Display initial input image
inputImg = loadImage('https://ml5js.github.io/ml5-examples/javascript/Pix2Pix/Pix2Pix_promise/images/input.png', drawImage);
// Selcect output div container
outputContainer = select('#output');
statusMsg = select('#status');
// Select 'transfer' button html element
transferBtn = select('#transferBtn');
// Select 'clear' button html element
clearBtn = select('#clearBtn');
// Attach a mousePressed event to the 'clear' button
clearBtn.mousePressed(function() {
clearCanvas();
});
// Set stroke to black
stroke(0);
pixelDensity(1);
// Create a pix2pix method with a pre-trained model
pix2pix = ml5.pix2pix('https://github.com/ml5js/ml5-library/blob/main/examples/p5js/Pix2Pix/Pix2Pix_callback/models/edges2pikachu.pict', modelLoaded);
}
// Draw on the canvas when mouse is pressed
function draw() {
if (mouseIsPressed) {
line(mouseX, mouseY, pmouseX, pmouseY);
}
}
// Whenever mouse is released, transfer the current image if the model is loaded and it's not in the process of another transformation
function mouseReleased() {
if (modelReady && !isTransfering) {
transfer()
}
}
// A function to be called when the models have loaded
function modelLoaded() {
// Show 'Model Loaded!' message
statusMsg.html('Model Loaded!');
// Set modelReady to true
modelReady = true;
// Call transfer function after the model is loaded
transfer();
// Attach a mousePressed event to the transfer button
transferBtn.mousePressed(function() {
transfer();
});
}
// Draw the input image to the canvas
function drawImage() {
image(inputImg, 0, 0);
}
// Clear the canvas
function clearCanvas() {
background(255);
}
function transfer() {
// Set isTransfering to true
isTransfering = true;
// Update status message
statusMsg.html('Applying Style Transfer...!');
// Select canvas DOM element
const canvasElement = select('canvas').elt;
// Apply pix2pix transformation
pix2pix.transfer(canvasElement, function(err, result) {
if (err) {
console.log(err);
}
if (result && result.src) {
// Set isTransfering back to false
isTransfering = false;
// Clear output container
outputContainer.html('');
// Create an image based result
createImg(result.src).class('border-box').parent('output');
// Show 'Done!' message
statusMsg.html('Done!');
}
});
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.9.0/p5.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.9.0/addons/p5.dom.min.js"></script>
<script src="https://unpkg.com/ml5@latest/dist/ml5.min.js" type="text/javascript"></script>
<h1>Pix2Pix Edges2Pichaku Example</h1>
<p>1. Wait until the model is loaded</p>
<p>2. Press your mouse to draw a Pikachu on the left side of the canvas.</p>
<p>3. A colored Pikachu image will automatically appear on the right side of the canvas in ~2 seconds. You could also click the "Transfer" button to generate an new image.</p>
<p>4. You could click the "Clear" button to clear the canvas and draw again.</p>
<p id="status">Loading Model... Please wait...</p>
<div class="flex">
<div>
<div id="canvasContainer"></div>
<div id="btnContainer" class="flex flex-space-between">
<button id="clearBtn">Clear</button><br />
<button id="transferBtn" class="btn">Transfer</button>
</div>
</div>
<div id="transferContainer">
</div>
<div id="output"></div>
</div>
Here would be also a jsFiddle: https://jsfiddle.net/L6oaydrm/
Has anyone an idea how to let it run? Would be very thankful.
Upvotes: 3
Views: 200
Reputation: 276
I think I was able to get the 'callback' example to work locally with some tinkering:
function startTransfer(){
// Create a pix2pix method with a pre-trained model
pix2pix = ml5.pix2pix('./models/edges2pikachu.pict', modelLoaded);
}
transfer()
except the first one in modelLoaded()
with startTransfer()
.python -m http.server
worked.The example appeared to work. I could draw on the canvas, and the ML model would redraw the Pikachu image factoring in the new lines I added. Note, sometimes the initial transfer is run before the template image (input.png) is loaded, and the result is a garbled yellow / red pixels; clicking 'Transfer' fixes this.
Basically, it always will reload the model into the ml5
library; I don't know of the performance implications of this, but it was redrawing relatively quickly in my browser. The file will be cached in the browser, so that isn't a concern, but I'm not sure of the internals of the ml5.js lib and what ml5.pix2pix(...)
does.
I've put my revised code (including some other tweaks to the JS) up on https://jsfiddle.net/lecrte/jvohcw8r/16/ ... but it won't work there because the assets aren't available relative to the HTML file, and we can't load the edges2pikachu.pict direct from github.com due to CORS issues.
Upvotes: 2