def __init__(self, width=1200, height=800, use_offscreen=True):
        #super().__init__()

        self.width, self.height = width, height
        self.use_offscreen = use_offscreen
        self.render_wireframe = False

        self.mat_constructor = pyrender.MetallicRoughnessMaterial
        self.trimesh_to_pymesh = pyrender.Mesh.from_trimesh

        self.scene = pyrender.Scene(bg_color=colors['white'],
                                    ambient_light=(0.3, 0.3, 0.3))

        pc = pyrender.PerspectiveCamera(yfov=np.pi / 3.0,
                                        aspectRatio=float(width) / height)
        camera_pose = np.eye(4)
        camera_pose[:3, 3] = np.array([0, 0, 3.0])
        self.camera_node = self.scene.add(pc,
                                          pose=camera_pose,
                                          name='pc-camera')

        self.figsize = (width, height)

        if self.use_offscreen:
            self.viewer = pyrender.OffscreenRenderer(*self.figsize)
            self.use_raymond_lighting(4.)
        else:
            self.viewer = Viewer(self.scene,
                                 use_raymond_lighting=True,
                                 viewport_size=self.figsize,
                                 cull_faces=False,
                                 run_in_thread=True)
Exemple #2
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    def view_3d_scene(self):
        """ Render the scene in a 3D viewer.
        """
        if self.state is None or self.camera is None:
            raise ValueError('Cannot render 3D scene before state is set! You can set the state with the reset() function')

        Viewer(self.scene, use_raymond_lighting=True)
Exemple #3
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def quick_color_visualize():
    scene = Scene(bg_color=[0, 0, 0])
    root = os.path.expanduser('~')
    mesh_path = '.keras/paz/datasets/ycb_models/035_power_drill/textured.obj'
    path = os.path.join(root, mesh_path)
    mesh = color_object(path)
    scene.add(mesh)
    Viewer(scene, use_raymond_lighting=True, flags=RenderFlags.FLAT)
Exemple #4
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 def start(self):
     if self._physics_client is None:
         self._physics_client = pybullet.connect(pybullet.DIRECT)
         pybullet.setGravity(0, 0, -GRAVITY_ACCEL, physicsClientId=self._physics_client)
         self._key_to_id = {}
         self._key_to_com = {}
         if self._debug:
             self._create_scene()
             self._viewer = Viewer(self._scene, use_raymond_lighting=True, run_in_thread=True)
    def run(self):
        """
        """
        self.viewer = Viewer(self.scene,
                             use_raymond_lighting=False,
                             cull_faces=False,
                             run_in_thread=True)

        threading.Thread(target=self.accept_messages).start()
Exemple #6
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    def _run(kwargs):
        """Internal method that runs the viewer

        Parameters
        ----------
        kwargs : dict
            Other keyword arguments for the Viewer instance.
        """
        if 'use_raymond_lighting' not in kwargs:
            kwargs['use_raymond_lighting'] = True
        viewer = Viewer(Visualizer3D._scene,
                        viewport_size=Visualizer3D._size,
                        **kwargs)
        if viewer.viewer_flags['save_directory']:
            Visualizer3D._save_directory = viewer.viewer_flags[
                'save_directory']
        Visualizer3D._kwargs = {}
        return viewer
Exemple #7
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def main(mesh_path):
    # rendering conf
    ambient_light = 0.8
    directional_light = 1.0
    img_res = 512
    cam_f = 500
    cam_c = img_res / 2.0

    scene = Scene(ambient_light=np.array(
        [ambient_light, ambient_light, ambient_light, 1.0]))

    mesh_v, mesh_vc, mesh_f = load_ply_data(mesh_path)
    mesh_ = trimesh.Trimesh(vertices=mesh_v,
                            faces=mesh_f,
                            vertex_colors=mesh_vc)
    points_mesh = Mesh.from_trimesh(mesh_, smooth=True, material=None)
    mesh_node = scene.add(points_mesh)

    cam = IntrinsicsCamera(fx=cam_f, fy=cam_f, cx=cam_c, cy=cam_c)
    cam_pose = np.array([[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0],
                         [0.0, 0.0, 1.0, 2.0], [0.0, 0.0, 0.0, 1.0]])

    direc_l = DirectionalLight(color=np.ones(3), intensity=directional_light)
    light_node_1 = scene.add(direc_l,
                             pose=np.matmul(rotationy(30), rotationx(45)))
    direc_l = DirectionalLight(color=np.ones(3), intensity=directional_light)
    light_node_2 = scene.add(direc_l,
                             pose=np.matmul(rotationy(-30), rotationx(45)))
    direc_l = DirectionalLight(color=np.ones(3), intensity=directional_light)
    light_node_3 = scene.add(direc_l,
                             pose=np.matmul(rotationy(-180), rotationx(45)))
    direc_l = DirectionalLight(color=np.ones(3),
                               intensity=(directional_light - 0.5))
    light_node_4 = scene.add(direc_l,
                             pose=np.matmul(rotationy(0), rotationx(-10)))

    ################
    # rendering
    cam_node = scene.add(cam, pose=cam_pose)
    render_flags = {
        'flip_wireframe': False,
        'all_wireframe': False,
        'all_solid': False,
        'shadows': True,
        'vertex_normals': False,
        'face_normals': False,
        'cull_faces': True,
        'point_size': 1.0,
    }
    viewer_flags = {
        'mouse_pressed': False,
        'rotate': False,
        'rotate_rate': np.pi / 6.0,
        'rotate_axis': np.array([0.0, 1.0, 0.0]),
        'view_center': np.array([0.0, 0.0, 0.0]),
        'record': False,
        'use_raymond_lighting': False,
        'use_direct_lighting': False,
        'lighting_intensity': 3.0,
        'use_perspective_cam': True,
        'window_title': 'DIT',
        'refresh_rate': 25.0,
        'fullscreen': False,
        'show_world_axis': False,
        'show_mesh_axes': False,
        'caption': None,
        'save_one_frame': False,
    }
    v = Viewer(scene,
               viewport_size=(512, 512),
               render_flags=render_flags,
               viewer_flags=viewer_flags,
               run_in_thread=False)
    v.close()
Exemple #8
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    viewer_flags = {
        'mouse_pressed': False,
        'rotate': False,
        'rotate_rate': np.pi / 6.0,
        'rotate_axis': np.array([0.0, 1.0, 0.0]),
        'view_center': np.array([0.0, 0.0, 0.0]),
        'record': False,
        'use_raymond_lighting': False,
        'use_direct_lighting': False,
        'lighting_intensity': 3.0,
        'use_perspective_cam': True,
        'save_directory': '/home/wanglz14/Desktop/video/',
        'window_title': 'FOV Human',
        'refresh_rate': 10.0,
        'fullscreen': False,
        'show_world_axis': False,
        'show_mesh_axes': False,
        'caption': None
    }
    v = Viewer(scene,
               viewport_size=(800, 800),
               render_flags=render_flags,
               viewer_flags=viewer_flags,
               run_in_thread=True)
    mesh = trimesh.load('../results/test/01.ply')
    points_mesh = Mesh.from_trimesh(mesh, smooth=True)
    v._render_lock.acquire()
    scene.remove_node(human_node)
    human_node = scene.add(points_mesh)
    v._render_lock.release()
Exemple #9
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from pyrender import Mesh, Scene, Viewer
from io import BytesIO
import numpy as np
import trimesh
import requests
import time
duck_source = "https://github.com/KhronosGroup/glTF-Sample-Models/raw/master/2.0/Duck/glTF-Binary/Duck.glb"

duck = trimesh.load(BytesIO(requests.get(duck_source).content),
                    file_type='glb')
duckmesh = Mesh.from_trimesh(list(duck.geometry.values())[0])
scene = Scene(ambient_light=np.array([1.0, 1.0, 1.0, 1.0]))
scene.add(duckmesh)

orig_positions = duckmesh.primitives[0].positions
vwr = Viewer(scene,
             run_in_thread=True,
             render_flags={
                 "cull_faces": False,
                 "all_wireframe": False
             },
             use_raymond_lighting=True,
             bg_color=[255, 0, 255])

while vwr.is_active:
    with vwr.render_lock:
        duckmesh.primitives[0].positions = orig_positions + np.random.randn(
            *orig_positions.shape) * 2
    time.sleep(0.1)
Exemple #10
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scene.add_node(boxf_node)

# ------------------------------------------------------------------------------
# By using the add() utility function
# ------------------------------------------------------------------------------
drill_node = scene.add(drill_mesh, pose=drill_pose)
bottle_node = scene.add(bottle_mesh, pose=bottle_pose)
wood_node = scene.add(wood_mesh)
direc_l_node = scene.add(direc_l, pose=cam_pose)
spot_l_node = scene.add(spot_l, pose=cam_pose)

# ==============================================================================
# Using the viewer with a default camera
# ==============================================================================

v = Viewer(scene, shadows=True)

# ==============================================================================
# Using the viewer with a pre-specified camera
# ==============================================================================
cam_node = scene.add(cam, pose=cam_pose)
v = Viewer(scene, central_node=drill_node)

# ==============================================================================
# Rendering offscreen from that camera
# ==============================================================================

r = OffscreenRenderer(viewport_width=640 * 2, viewport_height=480 * 2)
color, depth = r.render(scene)

import matplotlib.pyplot as plt
Exemple #11
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from io import BytesIO

import numpy as np
import requests
import trimesh
from pyrender import Mesh, Scene, Viewer

duck_source = "https://github.com/KhronosGroup/glTF-Sample-Models/raw/master/2.0/Duck/glTF-Binary/Duck.glb"

duck = trimesh.load(BytesIO(requests.get(duck_source).content), file_type="glb")
duckmesh = Mesh.from_trimesh(list(duck.geometry.values())[0])
scene = Scene(ambient_light=np.array([1.0, 1.0, 1.0, 1.0]))
scene.add(duckmesh)
Viewer(scene)
Exemple #12
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                    file_type='glb')
duckmesh = Mesh.from_trimesh(list(duck.geometry.values())[0])

# create all available backgrounds
bg_idx = 0
bg_imgs = [
    Image.open("./models/background.png"),
    Image.open("./models/wood_uv.png"), None
]
background_texs = [
    Texture(source=bg_img, source_channels="RGBA") if bg_img else None
    for bg_img in bg_imgs
]

scene = Scene(ambient_light=np.array([1.0, 1.0, 1.0, 1.0]),
              bg_color=[255, 0, 255],
              background_texture=background_texs[0])
scene.add(duckmesh)


def on_background_toggle(vwr):
    global bg_idx
    bg_idx = (bg_idx + 1) % 3
    scene.background_texture = background_texs[bg_idx]


Viewer(scene,
       registered_keys={"b": on_background_toggle},
       run_in_thread=False,
       viewport_size=(640, 480))
# at_x, at_y, at_z = 0,0,0

# Create camera pose and add it to the scene
new_campose, _ = lookAt(distance=distance, alpha=alpha, beta=beta, at_x=at_x, at_y=at_y, at_z=at_z)
cam_node = scene.add(camera, pose=new_campose)

# A light pointing from the camera's perspective could also be added 
# point_l_node = scene.add(point_l_cam, pose=new_campose)

#==============================================================================
# Use viewer to display scene
#==============================================================================

# View the scene
view_render_flags = {'cull_faces': False, 'vertex_normals': False}
v = Viewer(scene, render_flags=view_render_flags, viewport_size=(IMAGE_WIDTH, IMAGE_HEIGHT))

#==============================================================================
# Prepare for dataset generation
#==============================================================================

flags = RenderFlags.SKIP_CULL_FACES
r = OffscreenRenderer(viewport_width=IMAGE_WIDTH, viewport_height=IMAGE_HEIGHT)
# color, _ = r.render(scene, flags=flags)

# Generate dataset ?
choice = input("Generate dataset? [y/n]: ")
accepted_inputs = ['y','n']
while (not (choice in accepted_inputs)):
    choice = input("Generate dataset? [y/n]: ")
Exemple #14
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    #==============================================================================

    scene = Scene(ambient_light=np.array([0.02, 0.02, 0.02, 1.0]))
    cam_node = scene.add(cam, pose=cam_pose)

    scene.main_camera_node = cam_node

    #==============================================================================
    drill_node = scene.add(drill_mesh)
    r = OffscreenRenderer(viewport_width=640, viewport_height=480)

    rf = pyrender.RenderFlags.NONE
    rf |= pyrender.RenderFlags.USE_RAW_DEPTH
    color, raw_depth = r.render(scene, flags=rf)
    r.delete()

    # unproject to get point cloud
    pcd = unproj(inv_mvp, raw_depth)

    #==============================================================================
    #------------------------------------------------------------------------------
    # Creating meshes from point clouds
    #------------------------------------------------------------------------------
    points_mesh = Mesh.from_points(pcd, colors=np.array((0.0, 1.0, 0.0, 1.0)))
    pcd_node = scene.add(points_mesh)

    #==============================================================================
    # Using the viewer with a pre-specified camera
    #==============================================================================
    v = Viewer(scene, render_flags={'point_size': 5})
Exemple #15
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    vec = np.array([0, point_size_ndc])
    vertices[0, 0:2] = vec
    vertices[1, 0:2] = _rot_mat(np.radians(120)) @ vec
    vertices[2, 0:2] = _rot_mat(np.radians(-120)) @ vec
    mat = MetallicRoughnessMaterial(doubleSided=True,
                                    baseColorFactor=[1.0, 0, 0, 1])

    instances = [np.eye(4) for i in range(pts_2d.shape[0])]
    for i in range(pts_2d.shape[0]):
        instances[i][0, 3] = (2 * pts_2d[i][0] - width) / height
        instances[i][1, 3] = pts_2d[i][1] / height * 2 - 1
        instances[i][2, 3] = -1
    prim = Primitive(positions=vertices,
                     mode=GLTF.TRIANGLES,
                     material=mat,
                     poses=instances)
    return Mesh(primitives=[prim])


pts_mesh = create_2d_point_mesh(640,
                                480, [[0, 0], [320, 240], [640, 480]],
                                point_size_px=15)

duck_node = scene.add(duckmesh)
dn = scene.add_hud_node(Node(name="hud", mesh=pts_mesh))

Viewer(scene,
       run_in_thread=False,
       viewer_flags={"use_direct_lighting": True},
       viewport_size=(640, 480))
            e = subjectVertex
            if inside(e):
                if not inside(s):
                    outputList.append(computeIntersection())
                outputList.append(e)
            elif inside(s):
                outputList.append(computeIntersection())
            s = e
        cp1 = cp2
    return (outputList)


# View the scene
view_render_flags = {'cull_faces': False}
v = Viewer(scene,
           viewport_size=(width, height),
           render_flags=view_render_flags)
r = OffscreenRenderer(viewport_width=width, viewport_height=height)
color, depth = r.render(scene, flags=RenderFlags.SKIP_CULL_FACES)
# color = cvtColor(color, COLOR_RGB2BGR)


def draw_point(img, imgpts):
    for point in imgpts:
        img = circle(img, tuple(point), 4, (255, 0, 0), 2)
    return img


# draw the computed (x,y) coords on the image
color = draw_point(color, points)
plt.imshow(color)
Exemple #17
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    obj_points_numpy)  # Values close to 0 are 0
obj_points_numpy = obj_points_numpy.astype('float32')

# Add spheres at the object points in obj_spoints
# ball_trimesh = trimesh.creation.icosphere(subdivisions=3)
# ball_mesh = Mesh.from_trimesh(ball_trimesh)
# for row in obj_points:
#     scene.add(ball_mesh, pose=spatial_transform_Matrix(scale=0.005, t_x=row[0], t_y=row[1], t_z=row[2]))

#==============================================================================
# Attempt to convert 3D to 2D position
#==============================================================================

# View the scene
view_render_flags = {'cull_faces': False}
v = Viewer(scene, render_flags=view_render_flags)

#==============================================================================
# Rendering offscreen from that camera
#==============================================================================

dimensions = 600
# dimensions = 1280
r = OffscreenRenderer(viewport_width=dimensions, viewport_height=dimensions)

# Generate dataset ?
question_string = "Generate chess board dataset? (select no because it's already there) [y/n]: "
choice = input(question_string)
accepted_inputs = ['y', 'n']
while (not (choice in accepted_inputs)):
    choice = input(question_string)