コード例 #1
0
def main():
    try:
        os.makedirs(args.output_directory)
    except:
        pass

    last_file_number = args.initial_file_number + args.total_scenes // args.num_scenes_per_file - 1
    initial_file_number = args.initial_file_number
    if os.path.isdir(args.output_directory):
        files = os.listdir(args.output_directory)
        for name in files:
            number = int(name.replace(".h5", ""))
            if number > last_file_number:
                continue
            if number < args.initial_file_number:
                continue
            if number < initial_file_number:
                continue
            initial_file_number = number + 1
    total_scenes_to_render = args.total_scenes - args.num_scenes_per_file * (
        initial_file_number - args.initial_file_number)

    assert args.num_scenes_per_file <= total_scenes_to_render

    # Colors
    colors = []
    for n in range(args.num_colors):
        hue = n / args.num_colors
        saturation = 1
        lightness = 1
        red, green, blue = colorsys.hsv_to_rgb(hue, saturation, lightness)
        colors.append(np.array((red, green, blue, 1)))

    renderer = OffscreenRenderer(viewport_width=args.image_size,
                                 viewport_height=args.image_size)

    archiver = Archiver(
        directory=args.output_directory,
        num_scenes_per_file=args.num_scenes_per_file,
        image_size=(args.image_size, args.image_size),
        num_observations_per_scene=args.num_observations_per_scene,
        initial_file_number=initial_file_number)

    for scene_index in tqdm(range(total_scenes_to_render)):
        scene = build_scene(floor_textures,
                            wall_textures,
                            fix_light_position=args.fix_light_position)
        place_objects(scene,
                      colors,
                      objects,
                      max_num_objects=args.max_num_objects,
                      discrete_position=args.discrete_position,
                      rotate_object=args.rotate_object)
        camera_distance = 4.5
        camera = PerspectiveCamera(yfov=math.pi / 4)
        camera_node = Node(camera=camera, translation=np.array([0, 1, 1]))
        scene.add_node(camera_node)
        scene_data = SceneData((args.image_size, args.image_size),
                               args.num_observations_per_scene)
        for observation_index in range(args.num_observations_per_scene):
            rand_position_xz = np.random.normal(size=2)
            rand_position_xz = camera_distance * rand_position_xz / np.linalg.norm(
                rand_position_xz)
            # Compute yaw and pitch
            camera_direction = np.array(
                [rand_position_xz[0], 0, rand_position_xz[1]])
            yaw, pitch = compute_yaw_and_pitch(camera_direction)

            camera_node.rotation = genearte_camera_quaternion(yaw, pitch)
            camera_position = np.array(
                [rand_position_xz[0], 1, rand_position_xz[1]])
            camera_node.translation = camera_position

            # Rendering
            flags = RenderFlags.SHADOWS_DIRECTIONAL
            if args.anti_aliasing:
                flags |= RenderFlags.ANTI_ALIASING
            image = renderer.render(scene, flags=flags)[0]
            scene_data.add(image, camera_position, math.cos(yaw),
                           math.sin(yaw), math.cos(pitch), math.sin(pitch))

            if args.visualize:
                plt.clf()
                plt.imshow(image)
                plt.pause(1e-10)

        archiver.add(scene_data)

    renderer.delete()
コード例 #2
0
def main():
    try:
        os.makedirs(args.output_directory)
    except:
        pass

    last_file_number = args.initial_file_number + args.total_scenes // args.num_scenes_per_file - 1
    initial_file_number = args.initial_file_number
    if os.path.isdir(args.output_directory):
        files = os.listdir(args.output_directory)
        for name in files:
            number = int(name.replace(".h5", ""))
            if number > last_file_number:
                continue
            if number < args.initial_file_number:
                continue
            if number < initial_file_number:
                continue
            initial_file_number = number + 1
    total_scenes_to_render = args.total_scenes - args.num_scenes_per_file * (
        initial_file_number - args.initial_file_number)

    assert args.num_scenes_per_file <= total_scenes_to_render

    # Set GPU device
    rtx.set_device(args.gpu_device)

    # Initialize colors
    colors = []
    for n in range(args.num_colors):
        hue = n / args.num_colors
        saturation = 1
        lightness = 1
        red, green, blue = colorsys.hsv_to_rgb(hue, saturation, lightness)
        colors.append((red, green, blue, 1))

    screen_width = args.image_size
    screen_height = args.image_size

    # Setting up a raytracer
    rt_args = rtx.RayTracingArguments()
    rt_args.num_rays_per_pixel = 1024
    rt_args.max_bounce = 3
    rt_args.supersampling_enabled = args.anti_aliasing
    rt_args.next_event_estimation_enabled = True
    rt_args.ambient_light_intensity = 0.1

    cuda_args = rtx.CUDAKernelLaunchArguments()
    cuda_args.num_threads = 64
    cuda_args.num_rays_per_thread = 32

    renderer = rtx.Renderer()
    render_buffer = np.zeros((screen_height, screen_width, 3),
                             dtype=np.float32)

    archiver = Archiver(
        directory=args.output_directory,
        num_scenes_per_file=args.num_scenes_per_file,
        image_size=(args.image_size, args.image_size),
        num_observations_per_scene=args.num_observations_per_scene,
        initial_file_number=initial_file_number)

    camera = rtx.PerspectiveCamera(fov_rad=math.pi / 3,
                                   aspect_ratio=screen_width / screen_height)
    camera_distance = 2

    for _ in tqdm(range(total_scenes_to_render)):
        scene = build_scene(floor_textures,
                            wall_textures,
                            fix_light_position=args.fix_light_position)
        place_objects(scene,
                      colors,
                      max_num_objects=args.max_num_objects,
                      discrete_position=args.discrete_position,
                      rotate_object=args.rotate_object)
        scene_data = SceneData((args.image_size, args.image_size),
                               args.num_observations_per_scene)
        for _ in range(args.num_observations_per_scene):
            # Sample camera position
            rand_position_xz = np.random.normal(size=2)
            rand_position_xz = camera_distance * rand_position_xz / np.linalg.norm(
                rand_position_xz)
            camera_position = np.array(
                (rand_position_xz[0], wall_height / 2, rand_position_xz[1]))
            center = np.array((0, wall_height / 2, 0))

            # Compute yaw and pitch
            camera_direction = camera_position - center
            yaw, pitch = compute_yaw_and_pitch(camera_direction)

            camera.look_at(tuple(camera_position), tuple(center), up=(0, 1, 0))
            renderer.render(scene, camera, rt_args, cuda_args, render_buffer)

            # Convert to sRGB
            image = np.power(np.clip(render_buffer, 0, 1), 1.0 / 2.2)
            image = np.uint8(image * 255)
            image = cv2.bilateralFilter(image, 3, 25, 25)

            scene_data.add(image, camera_position, math.cos(yaw),
                           math.sin(yaw), math.cos(pitch), math.sin(pitch))

            if args.visualize:
                plt.clf()
                plt.imshow(image)
                plt.pause(1e-10)

        archiver.add(scene_data)
コード例 #3
0
def main():
    try:
        os.makedirs(args.output_directory)
    except:
        pass

    last_file_number = args.initial_file_number + args.total_scenes // args.num_scenes_per_file - 1
    initial_file_number = args.initial_file_number
    if os.path.isdir(args.output_directory):
        files = os.listdir(args.output_directory)
        for name in files:
            number = int(name.replace(".h5", ""))
            if number > last_file_number:
                continue
            if number < args.initial_file_number:
                continue
            if number < initial_file_number:
                continue
            initial_file_number = number + 1
    total_scenes_to_render = args.total_scenes - args.num_scenes_per_file * (
        initial_file_number - args.initial_file_number)

    assert args.num_scenes_per_file <= total_scenes_to_render

    # Initialize colors
    color_candidates = []
    for n in range(args.num_colors):
        hue = n / args.num_colors
        saturation = 1
        lightness = 1
        red, green, blue = colorsys.hsv_to_rgb(hue, saturation, lightness)
        color_candidates.append((red, green, blue))

    scene, cube_nodes = build_scene(args.num_cubes, color_candidates)
    camera = OrthographicCamera(xmag=0.9, ymag=0.9)
    camera_node = Node(camera=camera)
    scene.add_node(camera_node)
    renderer = OffscreenRenderer(
        viewport_width=args.image_size, viewport_height=args.image_size)

    archiver = Archiver(
        directory=args.output_directory,
        num_scenes_per_file=args.num_scenes_per_file,
        image_size=(args.image_size, args.image_size),
        num_observations_per_scene=args.num_observations_per_scene,
        initial_file_number=initial_file_number)

    for scene_index in tqdm(range(total_scenes_to_render)):

        camera_distance = 2
        scene_data = SceneData((args.image_size, args.image_size),
                               args.num_observations_per_scene)
        for observation_index in range(args.num_observations_per_scene):
            # Generate random point on a sphere
            camera_position = np.random.normal(size=3)
            camera_position = camera_distance * camera_position / np.linalg.norm(
                camera_position)
            # Compute yaw and pitch
            yaw, pitch = compute_yaw_and_pitch(camera_position)

            camera_node.rotation = genearte_camera_quaternion(yaw, pitch)
            camera_node.translation = camera_position

            # Rendering
            flags = RenderFlags.SHADOWS_DIRECTIONAL
            if args.anti_aliasing:
                flags |= RenderFlags.ANTI_ALIASING
            image = renderer.render(scene, flags=flags)[0]
            scene_data.add(image, camera_position, math.cos(yaw),
                           math.sin(yaw), math.cos(pitch), math.sin(pitch))

            if args.visualize:
                plt.clf()
                plt.imshow(image)
                plt.pause(1e-10)

        archiver.add(scene_data)

        # Change cube color and position
        update_cube_color_and_position(cube_nodes, color_candidates)

        # Transfer changes to the vertex buffer on gpu
        udpate_vertex_buffer(cube_nodes)

    renderer.delete()
コード例 #4
0
def main():
    try:
        os.makedirs(args.output_directory)
    except:
        pass

    # Colors
    colors = []
    for n in range(args.num_colors):
        hue = n / args.num_colors
        saturation = 1
        lightness = 1
        red, green, blue = colorsys.hsv_to_rgb(hue, saturation, lightness)
        colors.append(np.array((red, green, blue, 1)))

    renderer = OffscreenRenderer(viewport_width=args.image_size,
                                 viewport_height=args.image_size)

    archiver = Archiver(
        directory=args.output_directory,
        total_scenes=args.total_scenes,
        num_scenes_per_file=min(args.num_scenes_per_file, args.total_scenes),
        image_size=(args.image_size, args.image_size),
        num_observations_per_scene=args.num_observations_per_scene,
        initial_file_number=args.initial_file_number)

    for scene_index in tqdm(range(args.total_scenes)):
        scene = build_scene(floor_textures,
                            wall_textures,
                            fix_light_position=args.fix_light_position)
        place_objects(scene,
                      colors,
                      objects,
                      max_num_objects=args.max_num_objects,
                      discrete_position=args.discrete_position,
                      rotate_object=args.rotate_object)
        camera_distance = 3
        camera = PerspectiveCamera(yfov=math.pi / 4)
        camera_node = Node(camera=camera, translation=np.array([0, 1, 1]))
        scene.add_node(camera_node)
        scene_data = SceneData((args.image_size, args.image_size),
                               args.num_observations_per_scene)
        for observation_index in range(args.num_observations_per_scene):
            # Sample camera position
            rand_position_xz = np.random.uniform(-3, 3, size=2)
            rand_lookat_xz = np.random.uniform(-6, 6, size=2)
            camera_position = np.array(
                [rand_position_xz[0], 1, rand_position_xz[1]])

            # Compute yaw and pitch
            camera_direction = rand_position_xz - rand_lookat_xz
            camera_direction = np.array(
                [camera_direction[0], 0, camera_direction[1]])
            yaw, pitch = compute_yaw_and_pitch(camera_direction)

            camera_node.rotation = genearte_camera_quaternion(yaw, pitch)
            camera_node.translation = camera_position

            # Rendering
            flags = RenderFlags.SHADOWS_DIRECTIONAL
            if args.anti_aliasing:
                flags |= RenderFlags.ANTI_ALIASING
            image = renderer.render(scene, flags=flags)[0]
            scene_data.add(image, camera_position, math.cos(yaw),
                           math.sin(yaw), math.cos(pitch), math.sin(pitch))

            if args.visualize:
                plt.clf()
                plt.imshow(image)
                plt.pause(1e-10)

        archiver.add(scene_data)

    renderer.delete()
コード例 #5
0
def main():
    # Set GPU device
    rtx.set_device(args.gpu_device)

    # Initialize colors
    color_array = []
    for n in range(args.num_colors):
        hue = n / (args.num_colors - 1)
        saturation = 0.9
        lightness = 1
        red, green, blue = colorsys.hsv_to_rgb(hue, saturation, lightness)
        color_array.append((red, green, blue, 1))

    screen_width = args.image_size
    screen_height = args.image_size

    # Setting up a raytracer
    rt_args = rtx.RayTracingArguments()
    rt_args.num_rays_per_pixel = 512
    rt_args.max_bounce = 2
    rt_args.supersampling_enabled = args.anti_aliasing
    rt_args.ambient_light_intensity = 0.05

    cuda_args = rtx.CUDAKernelLaunchArguments()
    cuda_args.num_threads = 64
    cuda_args.num_rays_per_thread = 32

    renderer = rtx.Renderer()
    render_buffer = np.zeros((screen_height, screen_width, 3),
                             dtype=np.float32)

    archiver = Archiver(
        directory=args.output_directory,
        total_scenes=args.total_scenes,
        num_scenes_per_file=min(args.num_scenes_per_file, args.total_scenes),
        image_size=(args.image_size, args.image_size),
        num_observations_per_scene=args.num_observations_per_scene,
        initial_file_number=args.initial_file_number)

    camera = rtx.OrthographicCamera()

    for _ in tqdm(range(args.total_scenes)):
        scene = build_scene(args.num_cubes, color_array)
        scene_data = SceneData((args.image_size, args.image_size),
                               args.num_observations_per_scene)

        camera_distance = 1

        for _ in range(args.num_observations_per_scene):
            # Generate random point on a sphere
            camera_position = np.random.normal(size=3)
            camera_position = camera_distance * camera_position / np.linalg.norm(
                camera_position)
            # Compute yaw and pitch
            yaw, pitch = compute_yaw_and_pitch(camera_position)

            center = (0, 0, 0)
            camera.look_at(tuple(camera_position), center, up=(0, 1, 0))

            renderer.render(scene, camera, rt_args, cuda_args, render_buffer)

            # Convert to sRGB
            image = np.power(np.clip(render_buffer, 0, 1), 1.0 / 2.2)
            image = np.uint8(image * 255)
            image = cv2.bilateralFilter(image, 3, 25, 25)

            if args.visualize:
                plt.clf()
                plt.imshow(image)
                plt.pause(1e-10)

            scene_data.add(image, camera_position, math.cos(yaw),
                           math.sin(yaw), math.cos(pitch), math.sin(pitch))

        archiver.add(scene_data)
コード例 #6
0
def main():
    try:
        os.makedirs(args.output_directory)
    except:
        pass

    # Load MNIST images
    mnist_images = load_mnist_images()

    renderer = OffscreenRenderer(viewport_width=args.image_size,
                                 viewport_height=args.image_size)

    archiver = Archiver(
        directory=args.output_directory,
        total_scenes=args.total_scenes,
        num_scenes_per_file=min(args.num_scenes_per_file, args.total_scenes),
        image_size=(args.image_size, args.image_size),
        num_observations_per_scene=args.num_observations_per_scene,
        initial_file_number=args.initial_file_number)

    for scene_index in tqdm(range(args.total_scenes)):
        scene = build_scene(floor_textures,
                            wall_textures,
                            fix_light_position=args.fix_light_position)
        place_dice(scene,
                   mnist_images,
                   discrete_position=args.discrete_position,
                   rotate_dice=args.rotate_dice)

        camera_distance = 4
        camera = PerspectiveCamera(yfov=math.pi / 4)
        camera_node = Node(camera=camera, translation=np.array([0, 1, 1]))
        scene.add_node(camera_node)
        scene_data = SceneData((args.image_size, args.image_size),
                               args.num_observations_per_scene)
        for observation_index in range(args.num_observations_per_scene):
            rand_position_xz = np.random.normal(size=2)
            rand_position_xz = camera_distance * rand_position_xz / np.linalg.norm(
                rand_position_xz)

            # Compute yaw and pitch
            camera_direction = np.array(
                [rand_position_xz[0], 0, rand_position_xz[1]])
            yaw, pitch = compute_yaw_and_pitch(camera_direction)

            camera_node.rotation = genearte_camera_quaternion(yaw, pitch)
            camera_position = np.array(
                [rand_position_xz[0], 1, rand_position_xz[1]])
            camera_node.translation = camera_position

            # Rendering
            flags = RenderFlags.SHADOWS_DIRECTIONAL
            if args.anti_aliasing:
                flags |= RenderFlags.ANTI_ALIASING
            image = renderer.render(scene, flags=flags)[0]
            scene_data.add(image, camera_position, math.cos(yaw),
                           math.sin(yaw), math.cos(pitch), math.sin(pitch))

            if args.visualize:
                plt.clf()
                plt.imshow(image)
                plt.pause(1e-10)

        archiver.add(scene_data)

    renderer.delete()
コード例 #7
0
def main():
    try:
        os.makedirs(args.output_directory)
    except:
        pass

    # Load MNIST images
    mnist_images = load_mnist_images()

    # Set GPU device
    rtx.set_device(args.gpu_device)

    screen_width = args.image_size
    screen_height = args.image_size

    # Setting up a raytracer
    rt_args = rtx.RayTracingArguments()
    rt_args.num_rays_per_pixel = 1024
    rt_args.max_bounce = 3
    rt_args.supersampling_enabled = args.anti_aliasing
    rt_args.next_event_estimation_enabled = True
    rt_args.ambient_light_intensity = 0.1

    cuda_args = rtx.CUDAKernelLaunchArguments()
    cuda_args.num_threads = 64
    cuda_args.num_rays_per_thread = 32

    renderer = rtx.Renderer()
    render_buffer = np.zeros((screen_height, screen_width, 3),
                             dtype=np.float32)

    archiver = Archiver(
        directory=args.output_directory,
        total_scenes=args.total_scenes,
        num_scenes_per_file=min(args.num_scenes_per_file, args.total_scenes),
        image_size=(args.image_size, args.image_size),
        num_observations_per_scene=args.num_observations_per_scene,
        initial_file_number=args.initial_file_number)

    camera = rtx.PerspectiveCamera(fov_rad=math.pi / 3,
                                   aspect_ratio=screen_width / screen_height)
    camera_distance = 2

    for _ in tqdm(range(args.total_scenes)):
        scene = build_scene(floor_textures,
                            wall_textures,
                            fix_light_position=args.fix_light_position)
        place_dice(scene,
                   mnist_images,
                   discrete_position=args.discrete_position,
                   rotate_dice=args.rotate_dice)
        scene_data = SceneData((args.image_size, args.image_size),
                               args.num_observations_per_scene)
        for _ in range(args.num_observations_per_scene):
            # Sample camera position
            rand_position_xz = np.random.normal(size=2)
            rand_position_xz = camera_distance * rand_position_xz / np.linalg.norm(
                rand_position_xz)
            camera_position = np.array(
                (rand_position_xz[0], wall_height / 2, rand_position_xz[1]))
            center = np.array((0, wall_height / 2, 0))

            # Compute yaw and pitch
            camera_direction = camera_position - center
            yaw, pitch = compute_yaw_and_pitch(camera_direction)

            camera.look_at(tuple(camera_position), tuple(center), up=(0, 1, 0))
            renderer.render(scene, camera, rt_args, cuda_args, render_buffer)

            # Convert to sRGB
            image = np.power(np.clip(render_buffer, 0, 1), 1.0 / 2.2)
            image = np.uint8(image * 255)
            image = cv2.bilateralFilter(image, 3, 25, 25)

            scene_data.add(image, camera_position, math.cos(yaw),
                           math.sin(yaw), math.cos(pitch), math.sin(pitch))

            if args.visualize:
                plt.clf()
                plt.imshow(image)
                plt.pause(1e-10)

        archiver.add(scene_data)