コード例 #1
0
ファイル: CameraInterface.py プロジェクト: eugval/BlenderProc
    def _cam2world_matrix_from_cam_extrinsics(self,
                                              config: Config) -> np.ndarray:
        """ Determines camera extrinsics by using the given config and returns them in form of a cam to world frame transformation matrix.

        :param config: The configuration object.
        :return: The 4x4 cam to world transformation matrix.
        """
        if not config.has_param("cam2world_matrix"):
            position = MathUtility.change_coordinate_frame_of_point(
                config.get_vector3d("location", [0, 0, 0]), self.source_frame)
            # position = Vector((-0.01111459918320179, -0.051188092678785324, 0.19301876425743103))

            rotation_format = config.get_string("rotation/format", "euler")
            value = config.get_vector3d("rotation/value", [0, 0, 0])
            # Transform to blender coord frame
            value = MathUtility.change_coordinate_frame_of_point(
                value, self.source_frame)
            if rotation_format == "euler":
                # Rotation, specified as euler angles
                rotation_matrix = Euler(value, 'XYZ').to_matrix()
            elif rotation_format == "forward_vec":
                # Convert forward vector to euler angle (Assume Up = Z)
                rotation_matrix = CameraUtility.rotation_from_forward_vec(
                    value)
            elif rotation_format == "look_at":
                # Convert forward vector to euler angle (Assume Up = Z)
                rotation_matrix = CameraUtility.rotation_from_forward_vec(
                    value - position)
            else:
                raise Exception("No such rotation format:" +
                                str(rotation_format))

            if rotation_format == "look_at" or rotation_format == "forward_vec":
                inplane_rot = config.get_float("rotation/inplane_rot", 0.0)
                rotation_matrix = np.matmul(
                    rotation_matrix,
                    Euler((0.0, 0.0, inplane_rot)).to_matrix())

                extra_rot = config.get_vector("rotation/extra_rot",
                                              mathutils.Vector([0., 0., 0.]))
                #extra_rot = Vector([0.3,-0.3,-0.7841])
                rotation_matrix = rotation_matrix @ Euler(
                    extra_rot).to_matrix()

            # cam2world_matrix = Matrix.Translation(Vector(position)) @ rotation_matrix.to_4x4()

            cam2world_matrix = MathUtility.build_transformation_mat(
                position, rotation_matrix)

        else:
            cam2world_matrix = np.array(
                config.get_list("cam2world_matrix")).reshape(4, 4).astype(
                    np.float32)
            cam2world_matrix = MathUtility.change_target_coordinate_frame_of_transformation_matrix(
                cam2world_matrix, self.source_frame)
        return cam2world_matrix
コード例 #2
0
    def _cam2world_matrix_from_cam_extrinsics(self, config):
        """ Determines camera extrinsics by using the given config and returns them in form of a cam to world frame transformation matrix.

        :param config: The configuration object.
        :return: The cam to world transformation matrix.
        """
        if not config.has_param("cam2world_matrix"):
            position = MathUtility.transform_point_to_blender_coord_frame(
                config.get_vector3d("location", [0, 0, 0]), self.source_frame)

            # Rotation
            rotation_format = config.get_string("rotation/format", "euler")
            value = config.get_vector3d("rotation/value", [0, 0, 0])
            # Transform to blender coord frame
            value = MathUtility.transform_point_to_blender_coord_frame(
                Vector(value), self.source_frame)
            if rotation_format == "euler":
                # Rotation, specified as euler angles
                rotation_matrix = Euler(value, 'XYZ').to_matrix()
            elif rotation_format == "forward_vec":
                # Convert forward vector to euler angle (Assume Up = Z)
                rotation_matrix = CameraUtility.rotation_from_forward_vec(
                    value)
            elif rotation_format == "look_at":
                # Convert forward vector to euler angle (Assume Up = Z)
                rotation_matrix = CameraUtility.rotation_from_forward_vec(
                    (value - position).normalized())
            else:
                raise Exception("No such rotation format:" +
                                str(rotation_format))

            if rotation_format == "look_at" or rotation_format == "forward_vec":
                inplane_rot = config.get_float("rotation/inplane_rot", 0.0)
                rotation_matrix = rotation_matrix @ Euler(
                    (0.0, 0.0, inplane_rot)).to_matrix()

            cam2world_matrix = Matrix.Translation(
                Vector(position)) @ rotation_matrix.to_4x4()
        else:
            cam2world_matrix = Matrix(
                np.array(config.get_list("cam2world_matrix")).reshape(
                    4, 4).astype(np.float32))
            cam2world_matrix = Utility.transform_matrix_to_blender_coord_frame(
                cam2world_matrix, self.source_frame)
        return cam2world_matrix
コード例 #3
0
CameraUtility.set_intrinsics_from_blender_params(1,
                                                 512,
                                                 512,
                                                 pixel_aspect_x=1.333333333,
                                                 lens_unit="FOV")

# read the camera positions file and convert into homogeneous camera-world transformation
with open(args.camera, "r") as f:
    for line in f.readlines():
        line = [float(x) for x in line.split()]
        position = MathUtility.change_coordinate_frame_of_point(
            line[:3], ["X", "-Z", "Y"])
        rotation = MathUtility.change_coordinate_frame_of_point(
            line[3:6], ["X", "-Z", "Y"])
        matrix_world = MathUtility.build_transformation_mat(
            position, CameraUtility.rotation_from_forward_vec(rotation))
        CameraUtility.add_camera_pose(matrix_world)

# makes Suncg objects emit light
SuncgLighting.light()

# activate normal and distance rendering
RendererUtility.enable_normals_output()
RendererUtility.enable_distance_output()
MaterialLoaderUtility.add_alpha_channel_to_textures(blurry_edges=True)

# render the whole pipeline
data = RendererUtility.render()

data.update(
    SegMapRendererUtility.render(Utility.get_temporary_directory(),
コード例 #4
0
ファイル: main.py プロジェクト: shiyoung77/BlenderProc
objs = ObjectLoader.load(args.scene)

# define a light and set its location and energy level
light = Light()
light.set_type("POINT")
light.set_location([5, -5, 5])
light.set_energy(1000)

# Find point of interest, all cam poses should look towards it
poi = MeshObject.compute_poi(objs)
# Sample five camera poses
for i in range(5):
    # Sample random camera location above objects
    location = np.random.uniform([-10, -10, 12], [10, 10, 8])
    # Compute rotation based on vector going from location towards poi
    rotation_matrix = CameraUtility.rotation_from_forward_vec(poi - location, inplane_rot=np.random.uniform(-0.7854, 0.7854))
    # Add homog cam pose based on location an rotation
    cam2world_matrix = MathUtility.build_transformation_mat(location, rotation_matrix)
    CameraUtility.add_camera_pose(cam2world_matrix)

# activate normal and distance rendering
RendererUtility.enable_normals_output()
RendererUtility.enable_distance_output()
# set the amount of samples, which should be used for the color rendering
RendererUtility.set_samples(350)

# render the whole pipeline
data = RendererUtility.render()

# write the data to a .hdf5 container
WriterUtility.save_to_hdf5(args.output_dir, data)