def rotateCamera(value): value = value / 100.0 camera.get_transform().look_at( at=(0, 0, 0.9), # at position up=(0, 0, 1), # up vector eye=(5 * math.cos(value * 2 * visii.pi()), 5 * math.sin(value * 2 * visii.pi()), 2) # eye position )
def interact(): global speed_camera global cursor global rot # visii camera matrix cam_matrix = camera.get_transform().get_local_to_world_matrix() dt = visii.vec4(0,0,0,0) # translation if visii.is_button_held("W"): dt[2] = -speed_camera if visii.is_button_held("S"): dt[2] = speed_camera if visii.is_button_held("A"): dt[0] = -speed_camera if visii.is_button_held("D"): dt[0] = speed_camera if visii.is_button_held("Q"): dt[1] = -speed_camera if visii.is_button_held("E"): dt[1] = speed_camera # control the camera if visii.length(dt) > 0.0: w_dt = cam_matrix * dt camera.get_transform().add_position(visii.vec3(w_dt)) # camera rotation cursor[2] = cursor[0] cursor[3] = cursor[1] cursor[0] = visii.get_cursor_pos().x cursor[1] = visii.get_cursor_pos().y if visii.is_button_held("MOUSE_LEFT"): visii.set_cursor_mode("DISABLED") rotate_camera = True else: visii.set_cursor_mode("NORMAL") rotate_camera = False if rotate_camera: rot.x -= (cursor[0] - cursor[2]) * 0.001 rot.y -= (cursor[1] - cursor[3]) * 0.001 init_rot = visii.angleAxis(visii.pi() * .5, (1,0,0)) yaw = visii.angleAxis(rot.x, (0,1,0)) pitch = visii.angleAxis(rot.y, (1,0,0)) camera.get_transform().set_rotation(init_rot * yaw * pitch) # change speed movement if visii.is_button_pressed("UP"): speed_camera *= 0.5 print('decrease speed camera', speed_camera) if visii.is_button_pressed("DOWN"): speed_camera /= 0.5 print('increase speed camera', speed_camera)
obj3.get_material().set_sheen(1) obj4.get_transform().set_position(visii.vec3(1.5, 0, 0)) obj4.get_transform().set_rotation(visii.quat(0.7071, 0.7071, 0, 0)) obj4.get_material().set_base_color(visii.vec3(.5, .5, .5)) obj4.get_material().set_roughness(0.7) obj4.get_material().set_specular(1) obj4.get_material().set_sheen(1) # Use linear motion blur on the first object... obj1.get_transform().set_linear_velocity(visii.vec3(.0, .0, .2)) # angular motion blur on the second object... obj2.get_transform().set_angular_velocity( visii.quat(1, visii.pi() / 16, visii.pi() / 16, visii.pi() / 16)) # and scalar motion blur on the third object obj3.get_transform().set_scalar_velocity(visii.vec3(-.5, -.5, -.5)) # # # # # # # # # # # # # # # # # # # # # # # # # visii.render_to_png(width=int(opt.width), height=int(opt.height), samples_per_pixel=int(opt.spp), image_path=f"{opt.out}") # let's clean up the GPU visii.cleanup()
opt.out = '15_camera_motion_car_blur.png' opt.control = True # # # # # # # # # # # # # # # # # # # # # # # # # visii.initialize() visii.set_dome_light_intensity(.8) visii.resize_window(int(opt.width), int(opt.height)) # # # # # # # # # # # # # # # # # # # # # # # # # # load the textures dome = visii.texture.create_from_file("dome", "content/teatro_massimo_2k.hdr") # we can add HDR images to act as dome visii.set_dome_light_texture(dome) visii.set_dome_light_rotation( visii.angleAxis(visii.pi() * .5, visii.vec3(0, 0, 1))) car_speed = 0 car_speed_x = car_speed car_speed_y = -2 * car_speed camera_height = 80 # # # # # # # # # # # # # # # # # # # # # # # # # if not opt.noise is True: visii.enable_denoiser() camera = visii.entity.create(name="camera", transform=visii.transform.create("camera"), camera=visii.camera.create( name="camera",
def f(frame_ids): # headless - no window # verbose - output number of frames rendered, etc.. visii.initialize(headless=True, verbose=False) # Use a neural network to denoise ray traced visii.enable_denoiser() # set up dome background negatives = list(glob.glob("negatives/*.jpg")) visii.set_dome_light_intensity(1) # create an entity that will serve as our camera. camera = visii.entity.create(name="camera") # To place the camera into our scene, we'll add a "transform" component. # (All visii objects have a "name" that can be used for easy lookup later.) camera.set_transform(visii.transform.create(name="camera_transform")) # To make our camera entity act like a "camera", we'll add a camera component camera.set_camera( visii.camera.create_from_fov( name="camera_camera", field_of_view=1.4, # note, this is in radians aspect=opt.width / float(opt.height))) # Finally, we'll select this entity to be the current camera entity. # (visii can only use one camera at the time) visii.set_camera_entity(camera) # lets store the camera look at information so we can export it camera_struct_look_at = { 'at': [0, 0, 0], 'up': [0, 0, 1], 'eye': [-1, 0, 0] } # Lets set the camera to look at an object. # We'll do this by editing the transform component. camera.get_transform().look_at(at=camera_struct_look_at['at'], up=camera_struct_look_at['up'], eye=camera_struct_look_at['eye']) # This function loads a mesh ignoring .mtl mesh = visii.mesh.create_from_file(opt.entity, opt.model) # creates visii entity using loaded mesh obj_entity = visii.entity.create( name=opt.entity + "_entity", mesh=mesh, transform=visii.transform.create(opt.entity + "_entity"), material=visii.material.create(opt.entity + "_entity"), ) # obj_entity.get_light().set_intensity(0.05) # you can also set the light color manually # obj_entity.get_light().set_color((1,0,0)) # Add texture to the material material = visii.material.get(opt.entity + "_entity") texture = visii.texture.create_from_file(opt.entity, "./models/Cutie.PNG") material.set_base_color_texture(texture) # Lets add the cuboid to the object we want to export add_cuboid(opt.entity + "_entity", opt.debug) # lets keep track of the entities we want to export entities_to_export = [opt.entity + "_entity"] # Loop where we change and render each frame for i in tqdm(frame_ids): # load a random negtive onto the dome negative = cv2.imread(random.choice(negatives)) # Skip dark backgrounds (20/255) if np.mean(negative) < 20: continue # Fix lighting of background and make it small within the FOV background = make_background(negative) cv2.imwrite("test" + str(i) + ".png", background) dome = visii.texture.create_from_file("dome", "test" + str(i) + ".png") visii.set_dome_light_texture(dome) visii.set_dome_light_rotation( visii.angleAxis(visii.pi() * .5, visii.vec3(0, 0, 1))) stretch_factor = 2 scale = [ random.uniform(1, stretch_factor), # width random.uniform(1, stretch_factor), # length random.uniform(1, stretch_factor) # height ] obj_entity.get_transform().set_scale(scale) # create random rotation while making usre the entity is facing forward in each frame rot = [ random.uniform(-10, 10), # Roll random.uniform(-15, 15), # Pitch random.uniform(-45, 45) # Yaw ] q = Quaternion.from_euler(rot[0], rot[1], rot[2], degrees=True) position = [ random.uniform(0, 4), # X Depth random.uniform(-1, 1), # Y random.uniform(-1, 1) # Z ] # Scale the position based on depth into image to make sure it remains in frame position[1] *= position[0] position[2] *= position[0] obj_entity.get_transform().set_position(tuple(position)) obj_entity.get_transform().set_rotation((q.x, q.y, q.z, q.w)) # use random to make 95 % probability the frame data goes into training and # 5% chance it goes in test folder folder = '' if random.randint(0, 100) < opt.test_percent: folder = opt.entity + '_test/' else: folder = opt.entity + '_training/' # Render the scene visii.render_to_file(width=opt.width, height=opt.height, samples_per_pixel=opt.spp, file_path=opt.out + folder + opt.entity + str(i) + '.png') # set up JSON export_to_ndds_file(filename=opt.out + folder + opt.entity + str(i) + '.json', obj_names=entities_to_export, width=opt.width, height=opt.height, camera_struct=camera_struct_look_at) # remove current negative from the dome visii.clear_dome_light_texture() visii.texture.remove("dome") os.remove("test" + str(i) + ".png") visii.deinitialize()
obj3.get_material().set_base_color((0, 0, 1)) obj3.get_material().set_roughness(0.7) obj3.get_material().set_specular(1) obj3.get_material().set_sheen(1) obj4.get_transform().set_position((1.5, 0, 0)) obj4.get_transform().set_rotation((0.7071, 0, 0, 0.7071)) obj4.get_material().set_base_color((.5, .5, .5)) obj4.get_material().set_roughness(0.7) obj4.get_material().set_specular(1) obj4.get_material().set_sheen(1) # Use linear motion blur on the first object... obj1.get_transform().set_linear_velocity((.0, .0, .2)) # angular motion blur on the second object... obj2.get_transform().set_angular_velocity( (visii.pi() / 16, visii.pi() / 16, visii.pi() / 16, 1)) # and scalar motion blur on the third object obj3.get_transform().set_scalar_velocity((-.5, -.5, -.5)) # # # # # # # # # # # # # # # # # # # # # # # # # visii.render_to_png(width=int(opt.width), height=int(opt.height), samples_per_pixel=int(opt.spp), image_path=f"{opt.out}") # let's clean up the GPU visii.deinitialize()
camera = visii.camera.create( name = "camera", aspect = float(opt.width)/float(opt.height) ) ) # Add some motion to the camera angle = 0 camera.get_transform().look_at( at = (0,0,.1), up = (0,0,1), eye = (math.sin(angle), math.cos(angle),.2), previous = True ) angle = -visii.pi() * .05 camera.get_transform().look_at( at = (0,0,.1), up = (0,0,1), eye = (math.sin(angle), math.cos(angle),.2), previous = False ) visii.set_camera_entity(camera) # # # # # # # # # # # # # # # # # # # # # # # # # floor = visii.entity.create( name="floor", mesh = visii.mesh.create_plane("floor"), transform = visii.transform.create("floor"),
opt.noise = False opt.out = '15_camera_motion_car_blur.png' opt.control = True # # # # # # # # # # # # # # # # # # # # # # # # # visii.initialize() visii.set_dome_light_intensity(.8) visii.resize_window(int(opt.width), int(opt.height)) # # # # # # # # # # # # # # # # # # # # # # # # # # load the textures dome = visii.texture.create_from_file("dome", "content/teatro_massimo_2k.hdr") # we can add HDR images to act as dome visii.set_dome_light_texture(dome) visii.set_dome_light_rotation(visii.angleAxis(visii.pi() * .5, visii.vec3(0, 0, 1))) car_speed = 0 car_speed_x = car_speed car_speed_y = -2 * car_speed camera_height = 80 # # # # # # # # # # # # # # # # # # # # # # # # # if not opt.noise is True: visii.enable_denoiser() camera = visii.entity.create( name = "camera", transform = visii.transform.create("camera"), camera = visii.camera.create(
mesh=visii.mesh.create_plane("mesh_floor"), transform=visii.transform.create("transform_floor"), material=visii.material.create("material_floor")) floor.get_material().set_base_color((0.19, 0.16, 0.19)) floor.get_material().set_metallic(0) floor.get_material().set_roughness(1) floor.get_transform().set_scale((5, 5, 1)) # Teapot teapotahedron = visii.entity.create( name="teapotahedron", mesh=visii.mesh.create_teapotahedron("teapotahedron", segments=32), transform=visii.transform.create("teapotahedron"), material=visii.material.create("teapotahedron")) teapotahedron.get_transform().set_rotation( visii.angleAxis(visii.pi() / 4.0, (0, 0, 1))) teapotahedron.get_transform().set_position((0, 0, 0.41)) teapotahedron.get_transform().set_scale((0.4, 0.4, 0.4)) teapotahedron.get_material().set_base_color((1.0, 1.0, 1.0)) teapotahedron.get_material().set_roughness(0.0) # Objects can be made to be "alpha transparent", which simulates little holes in the # mesh that let light through. The smaller the alpha, the more little holes. teapotahedron.get_material().set_alpha(0.5) # Make a QT window to demonstrate the difference between alpha transparency and transmission app = QApplication([]) # Start an application. window = QWidget() # Create a window. layout = QVBoxLayout() # Create a layout.