예제 #1
0
파일: rendering.py 프로젝트: neka-nat/csm
    def __init__(self, meshes, image_size=256, device='cuda'):

        super(ColorRenderer, self).__init__()

        self.meshes = meshes
        cameras = OpenGLOrthographicCameras(device=device)

        raster_settings = RasterizationSettings(image_size=image_size,
                                                blur_radius=0.0,
                                                faces_per_pixel=1,
                                                bin_size=0)
        lights = PointLights(device=device, location=((2.0, 2.0, -2.0), ))
        self.renderer = MeshRenderer(
            rasterizer=MeshRasterizer(cameras=cameras,
                                      raster_settings=raster_settings),
            shader=TexturedSoftPhongShader(device=device, lights=lights))
예제 #2
0
    def test_texture_map(self):
        """
        Test a mesh with a texture map is loaded and rendered correctly.
        The pupils in the eyes of the cow should always be looking to the left.
        """
        device = torch.device("cuda:0")
        obj_dir = Path(__file__).resolve().parent.parent / "docs/tutorials/data"
        obj_filename = obj_dir / "cow_mesh/cow.obj"

        # Load mesh + texture
        verts, faces, aux = load_obj(
            obj_filename, device=device, load_textures=True, texture_wrap=None
        )
        tex_map = list(aux.texture_images.values())[0]
        tex_map = tex_map[None, ...].to(faces.textures_idx.device)
        textures = TexturesUV(
            maps=tex_map, faces_uvs=[faces.textures_idx], verts_uvs=[aux.verts_uvs]
        )
        mesh = Meshes(verts=[verts], faces=[faces.verts_idx], textures=textures)

        # Init rasterizer settings
        R, T = look_at_view_transform(2.7, 0, 0)
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)

        raster_settings = RasterizationSettings(
            image_size=512, blur_radius=0.0, faces_per_pixel=1
        )

        # Init shader settings
        materials = Materials(device=device)
        lights = PointLights(device=device)

        # Place light behind the cow in world space. The front of
        # the cow is facing the -z direction.
        lights.location = torch.tensor([0.0, 0.0, 2.0], device=device)[None]

        blend_params = BlendParams(
            sigma=1e-1,
            gamma=1e-4,
            background_color=torch.tensor([1.0, 1.0, 1.0], device=device),
        )
        # Init renderer
        renderer = MeshRenderer(
            rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings),
            shader=TexturedSoftPhongShader(
                lights=lights,
                cameras=cameras,
                materials=materials,
                blend_params=blend_params,
            ),
        )

        # Load reference image
        image_ref = load_rgb_image("test_texture_map_back.png", DATA_DIR)

        for bin_size in [0, None]:
            # Check both naive and coarse to fine produce the same output.
            renderer.rasterizer.raster_settings.bin_size = bin_size
            images = renderer(mesh)
            rgb = images[0, ..., :3].squeeze().cpu()

            if DEBUG:
                Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / "DEBUG_texture_map_back.png"
                )

            # NOTE some pixels can be flaky and will not lead to
            # `cond1` being true. Add `cond2` and check `cond1 or cond2`
            cond1 = torch.allclose(rgb, image_ref, atol=0.05)
            cond2 = ((rgb - image_ref).abs() > 0.05).sum() < 5
            self.assertTrue(cond1 or cond2)

        # Check grad exists
        [verts] = mesh.verts_list()
        verts.requires_grad = True
        mesh2 = Meshes(verts=[verts], faces=mesh.faces_list(), textures=mesh.textures)
        images = renderer(mesh2)
        images[0, ...].sum().backward()
        self.assertIsNotNone(verts.grad)

        ##########################################
        # Check rendering of the front of the cow
        ##########################################

        R, T = look_at_view_transform(2.7, 0, 180)
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)

        # Move light to the front of the cow in world space
        lights.location = torch.tensor([0.0, 0.0, -2.0], device=device)[None]

        # Load reference image
        image_ref = load_rgb_image("test_texture_map_front.png", DATA_DIR)

        for bin_size in [0, None]:
            # Check both naive and coarse to fine produce the same output.
            renderer.rasterizer.raster_settings.bin_size = bin_size

            images = renderer(mesh, cameras=cameras, lights=lights)
            rgb = images[0, ..., :3].squeeze().cpu()

            if DEBUG:
                Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / "DEBUG_texture_map_front.png"
                )

            # NOTE some pixels can be flaky and will not lead to
            # `cond1` being true. Add `cond2` and check `cond1 or cond2`
            cond1 = torch.allclose(rgb, image_ref, atol=0.05)
            cond2 = ((rgb - image_ref).abs() > 0.05).sum() < 5
            self.assertTrue(cond1 or cond2)

        #################################
        # Add blurring to rasterization
        #################################
        R, T = look_at_view_transform(2.7, 0, 180)
        cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
        blend_params = BlendParams(sigma=5e-4, gamma=1e-4)
        raster_settings = RasterizationSettings(
            image_size=512,
            blur_radius=np.log(1.0 / 1e-4 - 1.0) * blend_params.sigma,
            faces_per_pixel=100,
            clip_barycentric_coords=True,
            perspective_correct=False,
        )

        # Load reference image
        image_ref = load_rgb_image("test_blurry_textured_rendering.png", DATA_DIR)

        for bin_size in [0, None]:
            # Check both naive and coarse to fine produce the same output.
            renderer.rasterizer.raster_settings.bin_size = bin_size

            images = renderer(
                mesh.clone(),
                cameras=cameras,
                raster_settings=raster_settings,
                blend_params=blend_params,
            )
            rgb = images[0, ..., :3].squeeze().cpu()

            if DEBUG:
                Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                    DATA_DIR / "DEBUG_blurry_textured_rendering.png"
                )

            self.assertClose(rgb, image_ref, atol=0.05)
예제 #3
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    def test_texture_map(self):
        """
        Test a mesh with a texture map is loaded and rendered correctly.
        The pupils in the eyes of the cow should always be looking to the left.
        """
        device = torch.device("cuda:0")
        DATA_DIR = (Path(__file__).resolve().parent.parent /
                    "docs/tutorials/data")
        obj_filename = DATA_DIR / "cow_mesh/cow.obj"

        # Load mesh + texture
        mesh = load_objs_as_meshes([obj_filename], device=device)

        # Init rasterizer settings
        R, T = look_at_view_transform(2.7, 0, 0)
        cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)
        raster_settings = RasterizationSettings(image_size=512,
                                                blur_radius=0.0,
                                                faces_per_pixel=1,
                                                bin_size=0)

        # Init shader settings
        materials = Materials(device=device)
        lights = PointLights(device=device)

        # Place light behind the cow in world space. The front of
        # the cow is facing the -z direction.
        lights.location = torch.tensor([0.0, 0.0, 2.0], device=device)[None]

        # Init renderer
        renderer = MeshRenderer(
            rasterizer=MeshRasterizer(cameras=cameras,
                                      raster_settings=raster_settings),
            shader=TexturedSoftPhongShader(lights=lights,
                                           cameras=cameras,
                                           materials=materials),
        )
        images = renderer(mesh)
        rgb = images[0, ..., :3].squeeze().cpu()

        # Load reference image
        image_ref = load_rgb_image("test_texture_map_back.png")

        if DEBUG:
            Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                DATA_DIR / "DEBUG_texture_map_back.png")

        self.assertTrue(torch.allclose(rgb, image_ref, atol=0.05))

        # Check grad exists
        [verts] = mesh.verts_list()
        verts.requires_grad = True
        mesh2 = Meshes(verts=[verts],
                       faces=mesh.faces_list(),
                       textures=mesh.textures)
        images = renderer(mesh2)
        images[0, ...].sum().backward()
        self.assertIsNotNone(verts.grad)

        ##########################################
        # Check rendering of the front of the cow
        ##########################################

        R, T = look_at_view_transform(2.7, 0, 180)
        cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)

        # Move light to the front of the cow in world space
        lights.location = torch.tensor([0.0, 0.0, -2.0], device=device)[None]
        images = renderer(mesh, cameras=cameras, lights=lights)
        rgb = images[0, ..., :3].squeeze().cpu()

        # Load reference image
        image_ref = load_rgb_image("test_texture_map_front.png")

        if DEBUG:
            Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                DATA_DIR / "DEBUG_texture_map_front.png")

        #################################
        # Add blurring to rasterization
        #################################
        R, T = look_at_view_transform(2.7, 0, 180)
        cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)
        blend_params = BlendParams(sigma=5e-4, gamma=1e-4)
        raster_settings = RasterizationSettings(
            image_size=512,
            blur_radius=np.log(1.0 / 1e-4 - 1.0) * blend_params.sigma,
            faces_per_pixel=100,
            bin_size=0,
        )

        images = renderer(
            mesh.clone(),
            cameras=cameras,
            raster_settings=raster_settings,
            blend_params=blend_params,
        )
        rgb = images[0, ..., :3].squeeze().cpu()

        # Load reference image
        image_ref = load_rgb_image("test_blurry_textured_rendering.png")

        if DEBUG:
            Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                DATA_DIR / "DEBUG_blurry_textured_rendering.png")

        self.assertTrue(torch.allclose(rgb, image_ref, atol=0.05))
예제 #4
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    # マテリアルの作成
    materials = Materials(device=device,
                          specular_color=[[0.2, 0.2, 0.2]],
                          shininess=10.0)

    # シェーダーの作成
    if (args.shader == "soft_silhouette_shader"):
        shader = SoftSilhouetteShader()
    elif (args.shader == "soft_phong_shader"):
        shader = SoftPhongShader(device=device,
                                 cameras=cameras,
                                 lights=lights,
                                 materials=materials)
    elif (args.shader == "textured_soft_phong_shader"):
        shader = TexturedSoftPhongShader(device=device,
                                         cameras=cameras,
                                         lights=lights,
                                         materials=materials)
    else:
        NotImplementedError()

    # レンダラーの作成
    renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)

    #================================
    # レンダリングループ処理
    #================================
    camera_dist = args.camera_dist
    camera_elev = args.camera_elev
    camera_azim = args.camera_azim

    for step in tqdm(range(args.render_steps), desc="render"):
예제 #5
0
    def test_texture_map(self):
        """
        Test a mesh with a texture map is loaded and rendered correctly
        """
        device = torch.device("cuda:0")
        DATA_DIR = (Path(__file__).resolve().parent.parent /
                    "docs/tutorials/data")
        obj_filename = DATA_DIR / "cow_mesh/cow.obj"

        # Load mesh + texture
        mesh = load_objs_as_meshes([obj_filename], device=device)

        # Init rasterizer settings
        R, T = look_at_view_transform(2.7, 10, 20)
        cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)
        raster_settings = RasterizationSettings(image_size=512,
                                                blur_radius=0.0,
                                                faces_per_pixel=1,
                                                bin_size=0)

        # Init shader settings
        materials = Materials(device=device)
        lights = PointLights(device=device)
        lights.location = torch.tensor([0.0, 0.0, -2.0], device=device)[None]
        raster_settings = RasterizationSettings(image_size=512,
                                                blur_radius=0.0,
                                                faces_per_pixel=1,
                                                bin_size=0)

        # Init renderer
        renderer = MeshRenderer(
            rasterizer=MeshRasterizer(cameras=cameras,
                                      raster_settings=raster_settings),
            shader=TexturedSoftPhongShader(lights=lights,
                                           cameras=cameras,
                                           materials=materials),
        )
        images = renderer(mesh)
        rgb = images[0, ..., :3].squeeze().cpu()

        # Load reference image
        image_ref = load_rgb_image("test_texture_map.png")

        if DEBUG:
            Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
                DATA_DIR / "DEBUG_texture_map.png")

        # There's a calculation instability on the corner of the ear of the cow.
        # We ignore that pixel.
        image_ref[137, 166] = 0
        rgb[137, 166] = 0

        self.assertTrue(torch.allclose(rgb, image_ref, atol=0.05))

        # Check grad exists
        [verts] = mesh.verts_list()
        verts.requires_grad = True
        mesh2 = Meshes(verts=[verts],
                       faces=mesh.faces_list(),
                       textures=mesh.textures)
        images = renderer(mesh2)
        images[0, ...].sum().backward()
        self.assertIsNotNone(verts.grad)