title: How to transform Byte[](decoded as PNG or JPG) to Tensorflows Tensor
body: <p>I'am trying to use Tensorflowsharp in a Project in Unity.</p>
  
  <p>The problem i'm facing is that for the transform you usually use a second Graph to transform the input into a tensor.
  The used functions DecodeJpg and DecodePng are not supported on Android so how can you transform that input into a tensor ? </p>
  
  <pre><code>private static void ConstructGraphToNormalizeImage(out TFGraph graph, out TFOutput input, out TFOutput output, TFDataType destinationDataType = TFDataType.Float)
  {
  
      const int W = 224;
      const int H = 224;
      const float Mean = 117;
      const float Scale = 1;
      graph = new TFGraph();
      input = graph.Placeholder(TFDataType.String);
      output = graph.Cast(graph.Div(
          x: graph.Sub(
              x: graph.ResizeBilinear(
                  images: graph.ExpandDims(
                      input: graph.Cast(
                          graph.DecodeJpeg(contents: input, channels: 3), DstT: TFDataType.Float),
                      dim: graph.Const(0, "make_batch")),
                  size: graph.Const(new int[] { W, H }, "size")),
              y: graph.Const(Mean, "mean")),
          y: graph.Const(Scale, "scale")), destinationDataType);
  }
  </code></pre>
  
  <p>Other solutions seem to create non accurate results. </p>
  
  <p>Maybe somehow with a Mat object?</p>
  
  <p>and my EDIT:
  I implemented something comparabel in c# in Unity and it works partially. It is just not accurate at all. How am i gonna find out the Mean? And i could not find anything about the rgb order.? I'm really new to  this so maybe i have just overlooked it. (on Tensorflow.org) Using MobileNet trained in 1.4.</p>
  
  <pre><code>  public TFTensor transformInput(Color32[] pic, int texturewidth, int textureheight)
      {
          const int W = 224;
          const int H = 224;
          const float imageMean = 128;
          const float imageStd = 128;
  
          float[] floatValues = new float[texturewidth * textureheight * 3];
  
          for (int i = 0; i &lt; pic.Length; ++i)
          {
              var color = pic[i];
              var index = i * 3;
  
              floatValues[index] = (color.r - imageMean) / imageStd;
              floatValues[index + 1] = (color.g - imageMean) / imageStd;
              floatValues[index + 2] = (color.b - imageMean) / imageStd;
  
          }
          TFShape shape = new TFShape(1, W, H, 3);
          return TFTensor.FromBuffer(shape, floatValues, 0, floatValues.Length);
      }
  </code></pre>