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))
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)
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))
# 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"):
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)