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CLIP Score: 29.45
from AIDL import *
def human_face(
face_radius: float = 4 * inches,
eye_radius: float = 0.5 * inches,
nose_width: float = 1 * inch,
nose_height: float = 1.5 * inch,
mouth_width: float = 2 * inches,
mouth_height: float = 0.5 * inch
):
# Main structure for the face
face = Solid()
# Substructures for parts of the face
face.head = Solid()
face.left_eye = Solid(shift=(-face_radius / 2, face_radius / 2))
face.right_eye = Solid(shift=(face_radius / 2, face_radius / 2))
face.nose = Solid(shift=(0, -face_radius / 10))
face.mouth = Solid(shift=(0, -face_radius / 2))
# Geometry for each part
face.head.outline = Circle((0, 0), face_radius)
face.left_eye.outline = Circle((0, 0), eye_radius)
face.right_eye.outline = Circle((0, 0), eye_radius)
face.nose.structure = Triangle((0, 0), nose_width, nose_height)
face.mouth.top = Arc((0, 0), (-mouth_width / 2, 0), (mouth_width / 2, 0))
face.mouth.bottom = Line((-mouth_width / 2, 0), (mouth_width / 2, 0))
# Adding constraints for geometry alignment within structures
face.AddConstraint(face.left_eye.bb.vertical_center == face.right_eye.bb.vertical_center)
face.AddConstraint(face.nose.bb.horizontal_center == face.head.bb.horizontal_center)
face.AddConstraint(face.mouth.bb.horizontal_center == face.head.bb.horizontal_center)
face.AddConstraint(face.mouth.bb.bottom == face.head.bb.bottom + face_radius / 3) # Position the mouth
return face
with AIDL_2D:
model = human_face()
print(model.Solve())
model.Render()
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Please write an AIDL program to generate a human face
Creating a model of a human face using AIDL will involve designing a simplified, stylized representation. We'll create key features like the head outline, eyes, nose, and mouth. Let's break it down into manageable components:
1. **Head Outline (Oval/Circle)**
2. **Eyes (Circles)**
3. **Nose (Triangle or Polygon)**
4. **Mouth (Arc)**
Let's proceed step-by-step to define the structures and their relationships.
### Step 1: Defining Structures and Hierarchical Relationships
```python
from AIDL import *
def human_face(
face_radius: float = 4 * inches,
eye_radius: float = 0.5 * inches,
nose_width: float = 1 * inch,
nose_height: float = 1.5 * inch,
mouth_width: float = 2 * inches,
mouth_height: float = 0.5 * inch
):
# Main structure for the face
face = Solid()
# Substructures for parts of the face
face.head = Solid()
face.left_eye = Solid(shift=(-face_radius / 2, face_radius / 2))
face.right_eye = Solid(shift=(face_radius / 2, face_radius / 2))
face.nose = Solid(shift=(0, face_radius / 4))
face.mouth = Solid(shift=(0, -face_radius / 4))
# Compositional Constraints (top-level positioning)
face.AddConstraint(face.head.bb.horizontal_center == 0)
face.AddConstraint(face.head.bb.vertical_center == 0)
face.AddConstraint(face.left_eye.bb.vertical_center == face.right_eye.bb.vertical_center)
return face
with AIDL_2D:
model = human_face()
print(model.Solve())
model.Render()
```
### Step 2: Adding Constraints Between Structures
Next, we will define the positional relationships (constraints) between these substructures. We've added positional constraints to align the eyes horizontally. Let's add the constraints to align the rest of the face features.
### Step 3: Adding Geometry for Each Structure
Now, let's define the specific geometry for each part of the face.
```python
from AIDL import *
def human_face(
face_radius: float = 4 * inches,
eye_radius: float = 0.5 * inches,
nose_width: float = 1 * inch,
nose_height: float = 1.5 * inch,
mouth_width: float = 2 * inches,
mouth_height: float = 0.5 * inch
):
# Main structure for the face
face = Solid()
# Substructures for parts of the face
face.head = Solid()
face.left_eye = Solid(shift=(-face_radius / 2, face_radius / 2))
face.right_eye = Solid(shift=(face_radius / 2, face_radius / 2))
face.nose = Solid(shift=(0, face_radius / 4))
face.mouth = Solid(shift=(0, -face_radius / 4))
# Geometry for each part
face.head.outline = Circle((0, 0), face_radius)
face.left_eye.outline = Circle((0, 0), eye_radius)
face.right_eye.outline = Circle((0, 0), eye_radius)
face.nose.structure = Triangle((0, 0), nose_width, nose_height)
face.mouth.top = Arc((0, 0), (-mouth_width / 2, 0), (mouth_width / 2, 0))
face.mouth.bottom = Line((-mouth_width / 2, 0), (mouth_width / 2, 0))
# Adding constraints for geometry alignment within structures
face.AddConstraint(face.left_eye.bb.vertical_center == face.right_eye.bb.vertical_center)
face.AddConstraint(face.nose.bb.horizontal_center == face.head.bb.horizontal_center)
face.AddConstraint(face.mouth.bb.horizontal_center == face.head.bb.horizontal_center)
face.AddConstraint(face.mouth.bb.bottom == face.head.bb.bottom + face_radius / 3) # Position the mouth
return face
with AIDL_2D:
model = human_face()
print(model.Solve())
model.Render()
```
### Full AIDL Program for a Simplified Human Face
```python
from AIDL import *
def human_face(
face_radius: float = 4 * inches,
eye_radius: float = 0.5 * inches,
nose_width: float = 1 * inch,
nose_height: float = 1.5 * inch,
mouth_width: float = 2 * inches,
mouth_height: float = 0.5 * inch
):
# Main structure for the face
face = Solid()
# Substructures for parts of the face
face.head = Solid()
face.left_eye = Solid(shift=(-face_radius / 2, face_radius / 2))
face.right_eye = Solid(shift=(face_radius / 2, face_radius / 2))
face.nose = Solid(shift=(0, -face_radius / 10))
face.mouth = Solid(shift=(0, -face_radius / 2))
# Geometry for each part
face.head.outline = Circle((0, 0), face_radius)
face.left_eye.outline = Circle((0, 0), eye_radius)
face.right_eye.outline = Circle((0, 0), eye_radius)
face.nose.structure = Triangle((0, 0), nose_width, nose_height)
face.mouth.top = Arc((0, 0), (-mouth_width / 2, 0), (mouth_width / 2, 0))
face.mouth.bottom = Line((-mouth_width / 2, 0), (mouth_width / 2, 0))
# Adding constraints for geometry alignment within structures
face.AddConstraint(face.left_eye.bb.vertical_center == face.right_eye.bb.vertical_center)
face.AddConstraint(face.nose.bb.horizontal_center == face.head.bb.horizontal_center)
face.AddConstraint(face.mouth.bb.horizontal_center == face.head.bb.horizontal_center)
face.AddConstraint(face.mouth.bb.bottom == face.head.bb.bottom + face_radius / 3) # Position the mouth
return face
with AIDL_2D:
model = human_face()
print(model.Solve())
model.Render()
```
This program creates a simplified, stylized human face with basic geometric features. The constraints ensure the elements are properly positioned relative to each other and centered on the face. Let me know if you need any adjustments or additional features!
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