コード例 #1
0
    def __init__(self, config):
        LoaderInterface.__init__(self, config)

        self._file_path = Utility.resolve_path(
            self.config.get_string("file_path"))

        self._texture_folder = Utility.resolve_path(
            self.config.get_string("texture_folder"))

        # the default unknown texture folder is not included inside of the scenenet texture folder
        default_unknown_texture_folder = os.path.join(self._texture_folder,
                                                      "unknown")
        # the textures in this folder are used, if the object has no available texture
        self._unknown_texture_folder = Utility.resolve_path(
            self.config.get_string("unknown_texture_folder",
                                   default_unknown_texture_folder))

        LabelIdMapping.assign_mapping(
            Utility.resolve_path(
                os.path.join('resources', 'id_mappings', 'nyu_idset.csv')))

        if LabelIdMapping.label_id_map:
            bpy.context.scene.world[
                "category_id"] = LabelIdMapping.label_id_map["void"]
        else:
            print(
                "Warning: The category labeling file could not be found -> no semantic segmentation available!"
            )
コード例 #2
0
ファイル: SuncgLoader.py プロジェクト: shiyoung77/BlenderProc
    def _load_room(node: dict, metadata: dict, material_adjustments: list,
                   transform: Matrix, house_id: str, parent: MeshObject,
                   room_per_object: dict,
                   label_mapping: LabelIdMapping) -> List[MeshObject]:
        """ Load the room specified in the given node.

        :param node: The node dict which contains information from house.json..
        :param metadata: A dict of metadata which will be written into the object's custom data.
        :param material_adjustments: Adjustments to the materials which were specified inside house.json.
        :param transform: The transformation that should be applied to the loaded objects.
        :param house_id: The id of the current house.
        :param parent: The parent object to which the room should be linked
        :param room_per_object: A dict for object -> room lookup (Will be written into)
        :return: The list of loaded mesh objects.
        """
        # Build empty room object which acts as a parent for all objects inside
        room_obj = Entity.create_empty("Room#" + node["id"])
        room_obj.set_cp("type", "Room")
        room_obj.set_cp("bbox", SuncgLoader._correct_bbox_frame(node["bbox"]))
        room_obj.set_cp("roomTypes", node["roomTypes"])
        room_obj.set_parent(parent)
        loaded_objects = [room_obj]

        # Store indices of all contained objects in
        if "nodeIndices" in node:
            for child_id in node["nodeIndices"]:
                room_per_object[child_id] = room_obj

        if "hideFloor" not in node or node["hideFloor"] != 1:
            metadata["type"] = "Floor"
            metadata["category_id"] = label_mapping.id_from_label("floor")
            metadata["fine_grained_class"] = "floor"
            loaded_objects += SuncgLoader._load_obj(
                os.path.join(SuncgLoader._suncg_dir, "room", house_id,
                             node["modelId"] + "f.obj"), metadata,
                material_adjustments, transform, room_obj)

        if "hideCeiling" not in node or node["hideCeiling"] != 1:
            metadata["type"] = "Ceiling"
            metadata["category_id"] = label_mapping.id_from_label("ceiling")
            metadata["fine_grained_class"] = "ceiling"
            loaded_objects += SuncgLoader._load_obj(
                os.path.join(SuncgLoader._suncg_dir, "room", house_id,
                             node["modelId"] + "c.obj"), metadata,
                material_adjustments, transform, room_obj)

        if "hideWalls" not in node or node["hideWalls"] != 1:
            metadata["type"] = "Wall"
            metadata["category_id"] = label_mapping.id_from_label("wall")
            metadata["fine_grained_class"] = "wall"
            loaded_objects += SuncgLoader._load_obj(
                os.path.join(SuncgLoader._suncg_dir, "room", house_id,
                             node["modelId"] + "w.obj"), metadata,
                material_adjustments, transform, room_obj)

        return loaded_objects
コード例 #3
0
ファイル: SuncgLoader.py プロジェクト: SHSF0817/BlenderProc
 def __init__(self, config):
     LoaderInterface.__init__(self, config)
     self.house_path = Utility.resolve_path(self.config.get_string("path"))
     suncg_folder_path = os.path.join(os.path.dirname(self.house_path), "../..")
     self.suncg_dir = self.config.get_string("suncg_path", suncg_folder_path)
     self._collection_of_loaded_objs = {}
     # there are only two types of materials, textures and diffuse
     self._collection_of_loaded_mats = {"texture": {}, "diffuse": {}}
     LabelIdMapping.assign_mapping(Utility.resolve_path(os.path.join('resources', 'id_mappings', 
         'nyu_idset.csv')))
コード例 #4
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    def __init__(self, config):
        LoaderInterface.__init__(self, config)
        self.house_path = Utility.resolve_path(self.config.get_string("path"))
        suncg_folder_path = os.path.join(os.path.dirname(self.house_path),
                                         "../..")
        self.suncg_dir = self.config.get_string("suncg_path",
                                                suncg_folder_path)

        LabelIdMapping.assign_mapping(
            Utility.resolve_path(
                os.path.join('resources', 'id_mappings', 'nyu_idset.csv')))
コード例 #5
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    def _set_category_ids(loaded_objects: List[MeshObject],
                          label_mapping: LabelIdMapping):
        """
        Set the category ids for the objs based on the .csv file loaded in LabelIdMapping

        Each object will have a custom property with a label, can be used by the SegMapRenderer.

        :param loaded_objects: objects loaded from the .obj file
        """

        #  Some category names in scenenet objects are written differently than in nyu_idset.csv
        normalize_name = {
            "floor-mat": "floor_mat",
            "refrigerator": "refridgerator",
            "shower-curtain": "shower_curtain",
            "nightstand": "night_stand",
            "Other-structure": "otherstructure",
            "Other-furniture": "otherfurniture",
            "Other-prop": "otherprop",
            "floor_tiles_floor_tiles_0125": "floor",
            "ground": "floor",
            "floor_enclose": "floor",
            "floor_enclose2": "floor",
            "floor_base_object01_56": "floor",
            "walls1_line01_12": "wall",
            "room_skeleton": "wall",
            "ceilingwall": "ceiling"
        }

        for obj in loaded_objects:
            obj_name = obj.get_name().lower().split(".")[0]

            # If it's one of the cases that the category have different names in both idsets.
            if obj_name in normalize_name:
                obj_name = normalize_name[obj_name]  # Then normalize it.

            if label_mapping.has_label(obj_name):
                obj.set_cp("category_id",
                           label_mapping.id_from_label(obj_name))
            # Check whether the object's name without suffixes like 's', '1' or '2' exist in the mapping.
            elif label_mapping.has_label(obj_name[:-1]):
                obj.set_cp("category_id",
                           label_mapping.id_from_label(obj_name[:-1]))
            elif "painting" in obj_name:
                obj.set_cp("category_id",
                           label_mapping.id_from_label("picture"))
            else:
                print("This object was not specified: {} use objects for it.".
                      format(obj_name))
                obj.set_cp(
                    "category_id",
                    label_mapping.id_from_label("otherstructure".lower()))

            # Correct names of floor and ceiling objects to make them later easier to identify (e.g. by the FloorExtractor)
            if obj.get_cp("category_id") == label_mapping.id_from_label(
                    "floor"):
                obj.set_name("floor")
            elif obj.get_cp("category_id") == label_mapping.id_from_label(
                    "ceiling"):
                obj.set_name("ceiling")
コード例 #6
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def switch_mapping(segmap, source_map, destination_map):
	# This assumes label names in different mappings are the same.
	# This function is mainly useful to map from the old class mapping to the now default NYU mapping.
	source_id_label_map, source_label_id_map = LabelIdMapping.read_csv_mapping(source_map)
	destination_id_label_map, destination_label_id_map = LabelIdMapping.read_csv_mapping(destination_map)

	new_segmap = np.zeros_like(segmap)
	unq = np.unique(segmap)

	for id in unq:
		label_name = source_id_label_map[id]
		if label_name in destination_label_id_map:
			destination_id = destination_label_id_map[source_id_label_map[id]]
			new_segmap[segmap == id] = destination_id

	return new_segmap
コード例 #7
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def switch_mapping(segmap, source_map, destination_map):
    # This assumes label names in different mappings are the same.
    # This function is mainly useful to map from the old class mapping to the now default NYU mapping.
    source_label_map = LabelIdMapping.from_csv(source_map)
    destination_label_map = LabelIdMapping.from_csv(destination_map)

    new_segmap = np.zeros_like(segmap)
    unq = np.unique(segmap)

    for id in unq:
        label_name = source_label_map.label_from_id(id)
        if destination_label_map.has_label(label_name):
            destination_id = destination_label_map.id_from_label(
                source_label_map.label_from_id(id))
            new_segmap[segmap == id] = destination_id

    return new_segmap
コード例 #8
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    def run(self):
        label_mapping = LabelIdMapping.from_csv(
            Utility.resolve_path(
                os.path.join('resources', 'id_mappings', 'nyu_idset.csv')))
        # Add label mapping to global storage, s.t. it could be used for naming semantic segmentations.
        GlobalStorage.set("label_mapping", label_mapping)

        loaded_objects = SuncgLoader.load(self.house_path, label_mapping,
                                          self.suncg_dir)
        self._set_properties(loaded_objects)
コード例 #9
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    def __init__(self, config: Config):
        LoaderInterface.__init__(self, config)

        self.mapping_file = Utility.resolve_path(
            self.config.get_string(
                "mapping_file",
                os.path.join("resources", "front_3D", "3D_front_mapping.csv")))
        if not os.path.exists(self.mapping_file):
            raise Exception("The mapping file could not be found: {}".format(
                self.mapping_file))
        _, self.mapping = LabelIdMapping.read_csv_mapping(self.mapping_file)
コード例 #10
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ファイル: SceneNetLoader.py プロジェクト: wangg12/BlenderProc
    def __init__(self, config):
        Loader.__init__(self, config)

        self._file_path = Utility.resolve_path(
            self.config.get_string("file_path"))

        self._texture_folder = Utility.resolve_path(
            self.config.get_string("texture_folder"))
        LabelIdMapping.assign_mapping(
            Utility.resolve_path(
                os.path.join('resources', 'id_mappings', 'nyu_idset.csv')))

        if LabelIdMapping.label_id_map:
            bpy.data.scenes["Scene"]["num_labels"] = LabelIdMapping.num_labels
            bpy.context.scene.world[
                "category_id"] = LabelIdMapping.label_id_map["void"]
        else:
            print(
                "Warning: The category labeling file could not be found -> no semantic segmentation available!"
            )
コード例 #11
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    def run(self):
        label_mapping = LabelIdMapping.from_csv(self.mapping_file)
        # Add label mapping to global storage, s.t. it could be used for naming semantic segmentations.
        GlobalStorage.set("label_mapping", label_mapping)

        loaded_objects = Front3DLoader.load(
            json_path=self.config.get_string("json_path"),
            future_model_path=self.config.get_string("3D_future_model_path"),
            front_3D_texture_path=self.config.get_string(
                "3D_front_texture_path"),
            label_mapping=label_mapping,
            ceiling_light_strength=self.config.get_float(
                "ceiling_light_strength", 0.8),
            lamp_light_strength=self.config.get_float("lamp_light_strength",
                                                      7.0))
        self._set_properties(loaded_objects)
コード例 #12
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    def __init__(self, config: Config):
        LoaderInterface.__init__(self, config)
        self.json_path = Utility.resolve_path(
            self.config.get_string("json_path"))
        self.future_model_path = Utility.resolve_path(
            self.config.get_string("3D_future_model_path"))

        self.mapping_file = Utility.resolve_path(
            self.config.get_string(
                "mapping_file",
                os.path.join("resources", "front_3D", "3D_front_mapping.csv")))
        if not os.path.exists(self.mapping_file):
            raise Exception("The mapping file could not be found: {}".format(
                self.mapping_file))
        _, self.mapping = LabelIdMapping.read_csv_mapping(self.mapping_file)
        # a list of all newly created objects
        self.created_objects = []
コード例 #13
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    def run(self):
        """
        Run the module, loads all the objects and set the properties correctly (including the category_id)
        """
        label_mapping = LabelIdMapping.from_csv(
            Utility.resolve_path(
                os.path.join('resources', 'id_mappings', 'nyu_idset.csv')))
        # Add label mapping to global storage, s.t. it could be used for naming semantic segmentations.
        GlobalStorage.set("label_mapping", label_mapping)
        # load the objects (Use use_image_search=False as some image names have a "/" prefix which will lead to blender search the whole root directory recursively!
        loaded_objects = SceneNetLoader.load(
            file_path=self._file_path,
            texture_folder=self._texture_folder,
            label_mapping=label_mapping,
            unknown_texture_folder=self._unknown_texture_folder)

        # add custom properties
        self._set_properties(loaded_objects)
コード例 #14
0
ファイル: SuncgLoader.py プロジェクト: shiyoung77/BlenderProc
    def _load_ground(node: dict, metadata: dict, material_adjustments: list,
                     transform: Matrix, house_id: str, parent: MeshObject,
                     label_mapping: LabelIdMapping) -> List[MeshObject]:
        """ Load the ground specified in the given node.

        :param node: The node dict which contains information from house.json..
        :param metadata: A dict of metadata which will be written into the object's custom data.
        :param material_adjustments: Adjustments to the materials which were specified inside house.json.
        :param transform: The transformation that should be applied to the loaded objects.
        :param house_id: The id of the current house.
        :param parent: The parent object to which the ground should be linked
        :return: The list of loaded mesh objects.
        """
        metadata["type"] = "Ground"
        metadata["category_id"] = label_mapping.id_from_label("floor")
        metadata["fine_grained_class"] = "ground"
        return SuncgLoader._load_obj(
            os.path.join(SuncgLoader._suncg_dir, "room", house_id,
                         node["modelId"] + "f.obj"), metadata,
            material_adjustments, transform, parent)
コード例 #15
0
ファイル: SuncgLoader.py プロジェクト: shiyoung77/BlenderProc
    def _load_box(node: dict, material_adjustments: list, transform: Matrix,
                  parent: MeshObject,
                  label_mapping: LabelIdMapping) -> List[MeshObject]:
        """ Creates a cube inside blender which follows the specifications of the given node.

        :param node: The node dict which contains information from house.json..
        :param material_adjustments: Adjustments to the materials which were specified inside house.json.
        :param transform: The transformation that should be applied to the loaded objects.
        :param parent: The parent object to which the ground should be linked
        :return: The list of loaded mesh objects.
        """
        box = MeshObject.create_primitive("CUBE")
        box.set_name("Box#" + node["id"])
        # Scale the cube to the required dimensions
        box.set_local2world_mat(
            Matrix.Scale(node["dimensions"][0] / 2, 4, (1.0, 0.0, 0.0))
            @ Matrix.Scale(node["dimensions"][1] / 2, 4,
                           (0.0, 1.0, 0.0)) @ Matrix.Scale(
                               node["dimensions"][2] / 2, 4, (0.0, 0.0, 1.0)))

        # Create UV mapping (beforehand we apply the scaling from the previous step, such that the resulting uv mapping has the correct aspect)
        bpy.ops.object.transform_apply(scale=True)
        bpy.ops.object.editmode_toggle()
        bpy.ops.uv.cube_project()
        bpy.ops.object.editmode_toggle()

        # Create an empty material which is filled in the next step
        box.new_material("material_0")

        SuncgLoader._transform_and_colorize_object(box, material_adjustments,
                                                   transform, parent)
        # set class to void
        box.set_cp("category_id", label_mapping.id_from_label("void"))
        # Rotate cube to match objects loaded from .obj, has to be done after transformations have been applied
        box.set_local2world_mat(
            Matrix.Rotation(math.radians(90), 4, "X") @ Matrix(
                box.get_local2world_mat()))

        return [box]
コード例 #16
0
    def generate_coco_annotations(inst_segmaps,
                                  inst_attribute_maps,
                                  image_paths,
                                  supercategory,
                                  mask_encoding_format,
                                  existing_coco_annotations=None,
                                  label_mapping: LabelIdMapping = None):
        """Generates coco annotations for images

        :param inst_segmaps: List of instance segmentation maps
        :param inst_attribute_maps: per-frame mappings with idx, class and optionally supercategory/bop_dataset_name
        :param image_paths: A list of paths which points to the rendered segmentation maps.
        :param supercategory: name of the dataset/supercategory to filter for, e.g. a specific BOP dataset
        :param mask_encoding_format: Encoding format of the binary mask. Type: string.
        :param existing_coco_annotations: If given, the new coco annotations will be appended to the given coco annotations dict.
        :param label_mapping: The label mapping which should be used to label the categories based on their ids.
                              If None, is given then the `name` field in the csv files is used or - if not existing - the category id itself is used.
        :return: dict containing coco annotations
        """

        categories = []
        visited_categories = []
        instance_2_category_maps = []

        for inst_attribute_map in inst_attribute_maps:
            instance_2_category_map = {}
            for inst in inst_attribute_map:
                # skip background
                if int(inst["category_id"]) != 0:
                    # take all objects or objects from specified supercategory is defined
                    inst_supercategory = "coco_annotations"
                    if "bop_dataset_name" in inst:
                        inst_supercategory = inst["bop_dataset_name"]
                    elif "supercategory" in inst:
                        inst_supercategory = inst["supercategory"]

                    if supercategory == inst_supercategory or supercategory == 'coco_annotations':
                        if int(inst["category_id"]) not in visited_categories:
                            cat_dict = {}
                            cat_dict['id'] = int(inst["category_id"])
                            cat_dict['supercategory'] = inst_supercategory

                            # Determine name of category based on label_mapping, name or category_id
                            if label_mapping is not None:
                                cat_dict["name"] = label_mapping.label_from_id(
                                    cat_dict['id'])
                            elif "name" in inst:
                                cat_dict["name"] = inst["name"]
                            else:
                                cat_dict["name"] = inst["category_id"]

                            categories.append(cat_dict)
                            visited_categories.append(cat_dict['id'])
                        instance_2_category_map[int(inst["idx"])] = int(
                            inst["category_id"])
            instance_2_category_maps.append(instance_2_category_map)

        licenses = [{
            "id": 1,
            "name": "Attribution-NonCommercial-ShareAlike License",
            "url": "http://creativecommons.org/licenses/by-nc-sa/2.0/"
        }]
        info = {
            "description": supercategory,
            "url": "https://github.com/waspinator/pycococreator",
            "version": "0.1.0",
            "year": 2020,
            "contributor": "Unknown",
            "date_created": datetime.datetime.utcnow().isoformat(' ')
        }

        images = []
        annotations = []

        for inst_segmap, image_path, instance_2_category_map in zip(
                inst_segmaps, image_paths, instance_2_category_maps):

            # Add coco info for image
            image_id = len(images)
            images.append(
                CocoWriterUtility.create_image_info(image_id, image_path,
                                                    inst_segmap.shape))

            # Go through all objects visible in this image
            instances = np.unique(inst_segmap)
            # Remove background
            instances = np.delete(instances, np.where(instances == 0))
            for inst in instances:
                if inst in instance_2_category_map:
                    # Calc object mask
                    binary_inst_mask = np.where(inst_segmap == inst, 1, 0)
                    # Add coco info for object in this image
                    annotation = CocoWriterUtility.create_annotation_info(
                        len(annotations), image_id,
                        instance_2_category_map[inst], binary_inst_mask,
                        mask_encoding_format)
                    if annotation is not None:
                        annotations.append(annotation)

        new_coco_annotations = {
            "info": info,
            "licenses": licenses,
            "categories": categories,
            "images": images,
            "annotations": annotations
        }

        if existing_coco_annotations is not None:
            new_coco_annotations = CocoWriterUtility.merge_coco_annotations(
                existing_coco_annotations, new_coco_annotations)

        return new_coco_annotations
コード例 #17
0
ファイル: SuncgLoader.py プロジェクト: shiyoung77/BlenderProc
    def load(house_path: str,
             label_mapping: LabelIdMapping,
             suncg_dir: str = None) -> List[MeshObject]:
        """ Loads a house.json file into blender.

        - Loads all objects files specified in the house.json file.
        - Orders them hierarchically (level -> room -> object)
        - Writes metadata into the custom properties of each object

        :param house_path: The path to the house.json file which should be loaded.
        :param suncg_dir: The path to the suncg root directory which should be used for loading objects, rooms, textures etc.
        :return: The list of loaded mesh objects.
        """
        # If not suncg root directory has been given, determine it via the given house directory.
        if suncg_dir is None:
            suncg_dir = os.path.join(os.path.dirname(house_path), "../..")

        SuncgLoader._suncg_dir = suncg_dir
        SuncgLoader._collection_of_loaded_objs = {}
        # there are only two types of materials, textures and diffuse
        SuncgLoader._collection_of_loaded_mats = {"texture": {}, "diffuse": {}}

        with open(Utility.resolve_path(house_path), "r") as f:
            config = json.load(f)

        object_label_map, object_fine_grained_label_map, object_coarse_grained_label_map = SuncgLoader._read_model_category_mapping(
            os.path.join('resources', 'suncg', 'Better_labeling_for_NYU.csv'))

        house_id = config["id"]
        loaded_objects = []

        for level in config["levels"]:
            # Build empty level object which acts as a parent for all rooms on the level
            level_obj = Entity.create_empty("Level#" + level["id"])
            level_obj.set_cp("type", "Level")
            if "bbox" in level:
                level_obj.set_cp(
                    "bbox", SuncgLoader._correct_bbox_frame(level["bbox"]))
            else:
                print(
                    "Warning: The level with id " + level["id"] +
                    " is missing the bounding box attribute in the given house.json file!"
                )
            loaded_objects.append(level_obj)

            room_per_object = {}

            for node in level["nodes"]:
                # Skip invalid nodes (This is the same behavior as in the SUNCG Toolbox)
                if "valid" in node and node["valid"] == 0:
                    continue

                # Metadata is directly stored in the objects custom data
                metadata = {"type": node["type"], "is_suncg": True}

                if "modelId" in node:
                    metadata["modelId"] = node["modelId"]

                    if node["modelId"] in object_fine_grained_label_map:
                        metadata[
                            "fine_grained_class"] = object_fine_grained_label_map[
                                node["modelId"]]
                        metadata[
                            "coarse_grained_class"] = object_coarse_grained_label_map[
                                node["modelId"]]
                        metadata["category_id"] = label_mapping.id_from_label(
                            object_label_map[node["modelId"]])

                if "bbox" in node:
                    metadata["bbox"] = SuncgLoader._correct_bbox_frame(
                        node["bbox"])

                if "transform" in node:
                    transform = Matrix([
                        node["transform"][i * 4:(i + 1) * 4] for i in range(4)
                    ])
                    # Transpose, as given transform matrix was col-wise, but blender expects row-wise
                    transform.transpose()
                else:
                    transform = None

                if "materials" in node:
                    material_adjustments = node["materials"]
                else:
                    material_adjustments = []

                # Lookup if the object belongs to a room
                object_id = int(node["id"].split("_")[-1])
                if object_id in room_per_object:
                    parent = room_per_object[object_id]
                else:
                    parent = level_obj

                if node["type"] == "Room":
                    loaded_objects += SuncgLoader._load_room(
                        node, metadata, material_adjustments, transform,
                        house_id, level_obj, room_per_object, label_mapping)
                elif node["type"] == "Ground":
                    loaded_objects += SuncgLoader._load_ground(
                        node, metadata, material_adjustments, transform,
                        house_id, parent, label_mapping)
                elif node["type"] == "Object":
                    loaded_objects += SuncgLoader._load_object(
                        node, metadata, material_adjustments, transform,
                        parent)
                elif node["type"] == "Box":
                    loaded_objects += SuncgLoader._load_box(
                        node, material_adjustments, transform, parent,
                        label_mapping)
        SuncgLoader._rename_materials()
        return loaded_objects
コード例 #18
0
import os

parser = argparse.ArgumentParser()
parser.add_argument(
    'house', help="Path to the house.json file of the SUNCG scene to load")
parser.add_argument('output_dir',
                    nargs='?',
                    default="examples/datasets/suncg_with_cam_sampling/output",
                    help="Path to where the final files, will be saved")
args = parser.parse_args()

Initializer.init()

# load the objects into the scene
label_mapping = LabelIdMapping.from_csv(
    Utility.resolve_path(
        os.path.join('resources', 'id_mappings', 'nyu_idset.csv')))
objs = SuncgLoader.load(args.house, label_mapping)

# makes Suncg objects emit light
SuncgLighting.light()

# Init sampler for sampling locations inside the loaded suncg house
point_sampler = SuncgPointInRoomSampler(objs)
# Init bvh tree containing all mesh objects
bvh_tree = MeshObject.create_bvh_tree_multi_objects(
    [o for o in objs if isinstance(o, MeshObject)])

poses = 0
tries = 0
while tries < 10000 and poses < 5:
コード例 #19
0
parser.add_argument("front", help="Path to the 3D front file")
parser.add_argument("future_folder",
                    help="Path to the 3D Future Model folder.")
parser.add_argument("front_3D_texture_path",
                    help="Path to the 3D FRONT texture folder.")
parser.add_argument("output_dir",
                    help="Path to where the data should be saved")
args = parser.parse_args()

if not os.path.exists(args.front) or not os.path.exists(args.future_folder):
    raise Exception("One of the two folders does not exist!")

Initializer.init()
mapping_file = Utility.resolve_path(
    os.path.join("resources", "front_3D", "3D_front_mapping.csv"))
mapping = LabelIdMapping.from_csv(mapping_file)

# set the light bounces
RendererUtility.set_light_bounces(diffuse_bounces=200,
                                  glossy_bounces=200,
                                  ao_bounces_render=200,
                                  max_bounces=200,
                                  transmission_bounces=200,
                                  transparent_max_bounces=200,
                                  volume_bounces=0)

# load the front 3D objects
loaded_objects = Front3DLoader.load(
    json_path=args.front,
    future_model_path=args.future_folder,
    front_3D_texture_path=args.front_3D_texture_path,