Detecting More than 100 Faces with the Microsoft Face - Detect API - face-detection

The Microsoft Face - Detect with Url/Stream API detects a maximum of 100 faces from a given Image. I have a dataset of images that contain more than 100 faces in an image. Is there a work-around to detect faces > 100 from the image?
Up to 100 faces can be returned for an image. Faces are ranked by face rectangle size from large to small.
https://learn.microsoft.com/en-us/rest/api/cognitiveservices/face/face/detectwithurl

As far as I know, it is the limitation of this service and we can not implement more than 100 faces. You can raise a ticket on this feedback page to ask for this feature.

Related

Is it possible to compare 2 images on React Native?

I'm trying to compare 2 images on React Native to get differences of them.
Example;
The second image is different 7% from the 1st photo.
Or
There are 200 different pixels.
I've installed pixelmatch and converted images to base64 and buffer. Unfortunately I couldn't get any response as i expect. Finally I would like to ask you if it is possible.

Google Earth satellite view spatial resolution for a specific place

Google Earth (not engine) satellite view has varying spatial resolutions (i.e., pixel size) depending on various factors.
Let's say I'm interested in the below image, I can see it was taken on February 27, 2016, where do I find which satellite took this image and what is the spatial resolution of that image?
I read some answers such as here, but they are not up to date or just don't work.
As you can see by the copyright string on the screen there, the image is likely provided by Maxar (which purchased Digital Globe a few years ago). If you go to their online catalog (https://discover.digitalglobe.com/) and search for your location, plus filter the dates to 2016, you'll find that the archive contains just one image for that location and date, and that it looks very similar to the image in your screenshot. Note that the catalog will only show you a low-res preview of the image, for full resolution you have to purchase it like Google does.
Looks like the image you're seeing there was taken by the GeoEye-1 satellite (abbreviated as GE01), which has approximately 50cm (0.5m) resolution. Technically, the resolution of the multi-spectral (color, etc.) sensor is approx 1.8m, and that data is "pan-sharpened" using the panchromatic (black & white) sensor, which has a resolution of just over 0.4m.
The additional metadata provided for the image in the catalog is this:
Image ID: 1050010003311100
Image Clouds: 0.0%
Image Off Nadir: 29.8°
Bands: 4-BANDS
Max GSD: 0.54m
Sun Elevation: 46.4°
Max Target Azimuth: 116.8°
Browse: view (low-res preview of the entire scene)

Scanning through camera against a bank of 10 images

I building an app that can use an iPad camera to scan for particular images. There will be a bank of 10 images that will be matched against, and when there is a match on one I need to navigate the app to a specific screen.
I guess you can compare this to a QR scanner, but without QR codes.
Example of one of the images to scan is:
https://imgur.com/a/lhWv8ny
Trouble is, I'm struggling to come up with a solution to scan the images. The other parts, no issue.
I've tried pattern markers with a-frame, I've done a load of research but can't find anything concrete at the moment.
Any direction will greatly be appreciated.
Maybe try to import some machine-learning library and if it's text only extract the text and match it to a dictionary:
https://github.com/zsajjad/react-native-text-detector
Or you could match for similar images with opencv:
Checking images for similarity with OpenCV
https://github.com/brainhubeu/react-native-opencv-tutorial

how to adapt my cocos2d-x app on iphone 5

My game is designed with cocos2d-x, the picture resource size is 320x480, which is adapted to iphone4, now I want my game adapt to iphone5, what should I do?, thanks!
It actually depends on your current cocos2d-x version and the resolutions you're planning to support. But basically if you're running the latest stable release (2.0.4) and you only want to support iPhone4 and iphone5 resolutions then you have to:
create the art for both resolutions (this is not mandatory but the graphics might be scaled too much and lose quality).
define at runtime the DesignResolutionSize and ContentScaleFactor based on the actual device's resolution
select the correct resource path
Here a simple example on how it can be implemented:
// Get the real screen size
CCDirector* pDirector = CCDirector::sharedDirector();
CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
// Set the design resolution. Please see the doc for the different modes
pEGLView->setDesignResolutionSize(480, 320, kResolutionNoBorder);
// Here you have to chose between width or height depending your game's design
if (frameSize.width > 480) {
// iphone5
pDirector->setContentScaleFactor(1136/480);
CCFileUtils::sharedFileUtils()->setResourceDirectory("hd");
} else {
// iphone4
pDirector->setContentScaleFactor(1);
CCFileUtils::sharedFileUtils()->setResourceDirectory("sd");
}
/// Now load the sprites....
If you're want to support more iOS/android resolutions please refer to the following links for fullscreen multi-resolution solutions offered by cocos2d-x:
http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Multi_resolution_support
http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Mechanism_of_loading_resources
Hope it helped.
Cocos2D-x 2.0.4+ have very easy solution for multi-resolution problem. ( either iDevices or Android devices.)
In fact you just need to set your DesignResolution and then just imagine your target device will has this resolution.
If target device really has this resolution ( or some other but with same ratio) cocos2d will handle to fix screen and your game looks same in all devices.
And when ratio of target device is different, you have many option ( as cocos2d language, policy) to manage that.
For example if you use Exact fit policy, cocos2d will force your game ( and design) to fit target device screen (without that black boarder).
Exact fit
The entire application is visible in the specified area without trying
to preserve the original aspect ratio. Distortion can occur, and the
application may appear stretched or compressed.
For more detail just take a look at this link : http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Multi_resolution_support

What is Smooth Streaming Media Element TotalBytesDownloaded

I want to know what is TotalBytesDownloaded field, in Microsoft.Web.Media.SmoothStreaming. MSDN conveniently states it as "The number of bytes downloaded.". But is it the number of video-bytes downloaded by the player or all the bytes including any other server requests and response you might be making on top of the player(for logging purposes)
It's the total number of bytes downloaded for both video and audio requests for an AV presentation.

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