Exemplo n.º 1
0
    def _get_ndc_grid(self, h, w, device):
        if w >= h:
            range_x = w / h
            range_y = 1.0
        else:
            range_x = 1.0
            range_y = h / w

        half_pix_width = range_x / w
        half_pix_height = range_y / h

        min_x = range_x - half_pix_width
        max_x = -range_x + half_pix_width
        min_y = range_y - half_pix_height
        max_y = -range_y + half_pix_height

        y_grid, x_grid = meshgrid_ij(
            torch.linspace(min_y, max_y, h, dtype=torch.float32),
            torch.linspace(min_x, max_x, w, dtype=torch.float32),
        )

        x_points = x_grid.contiguous().view(-1).to(device)
        y_points = y_grid.contiguous().view(-1).to(device)
        xy = torch.stack((x_points, y_points), dim=1)
        return xy
Exemplo n.º 2
0
    def __init__(
        self,
        *,
        min_x: float,
        max_x: float,
        min_y: float,
        max_y: float,
        image_width: int,
        image_height: int,
        n_pts_per_ray: int,
        min_depth: float,
        max_depth: float,
        n_rays_per_image: Optional[int] = None,
        unit_directions: bool = False,
        stratified_sampling: bool = False,
    ) -> None:
        """
        Args:
            min_x: The leftmost x-coordinate of each ray's source pixel's center.
            max_x: The rightmost x-coordinate of each ray's source pixel's center.
            min_y: The topmost y-coordinate of each ray's source pixel's center.
            max_y: The bottommost y-coordinate of each ray's source pixel's center.
            image_width: The horizontal size of the image grid.
            image_height: The vertical size of the image grid.
            n_pts_per_ray: The number of points sampled along each ray.
            min_depth: The minimum depth of a ray-point.
            max_depth: The maximum depth of a ray-point.
            n_rays_per_image: If given, this amount of rays are sampled from the grid.
            unit_directions: whether to normalize direction vectors in ray bundle.
            stratified_sampling: if set, performs stratified random sampling
                along the ray; otherwise takes ray points at deterministic offsets.
        """
        super().__init__()
        self._n_pts_per_ray = n_pts_per_ray
        self._min_depth = min_depth
        self._max_depth = max_depth
        self._n_rays_per_image = n_rays_per_image
        self._unit_directions = unit_directions
        self._stratified_sampling = stratified_sampling

        # get the initial grid of image xy coords
        _xy_grid = torch.stack(
            tuple(
                reversed(
                    meshgrid_ij(
                        torch.linspace(min_y, max_y, image_height, dtype=torch.float32),
                        torch.linspace(min_x, max_x, image_width, dtype=torch.float32),
                    )
                )
            ),
            dim=-1,
        )

        self.register_buffer("_xy_grid", _xy_grid, persistent=False)
Exemplo n.º 3
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    def _calculate_coordinate_grid(self,
                                   world_coordinates: bool = True
                                   ) -> torch.Tensor:
        """
        Calculate the 3D coordinate grid of the volumetric grid either in
        in local (`world_coordinates=False`) or
        world coordinates (`world_coordinates=True`) .
        """

        densities = self.densities()
        ba, _, de, he, wi = densities.shape
        grid_sizes = self.get_grid_sizes()

        # generate coordinate axes
        vol_axes = [
            torch.linspace(-1.0,
                           1.0,
                           r,
                           dtype=torch.float32,
                           device=self.device) for r in (de, he, wi)
        ]

        # generate per-coord meshgrids
        Z, Y, X = meshgrid_ij(vol_axes)

        # stack the coord grids ... this order matches the coordinate convention
        # of torch.nn.grid_sample
        vol_coords_local = torch.stack((X, Y, Z),
                                       dim=3)[None].repeat(ba, 1, 1, 1, 1)

        # get grid sizes relative to the maximal volume size
        grid_sizes_relative = (torch.tensor(
            [[de, he, wi]], device=grid_sizes.device, dtype=torch.float32) -
                               1) / (grid_sizes - 1).float()

        if (grid_sizes_relative != 1.0).any():
            # if any of the relative sizes != 1.0, adjust the grid
            grid_sizes_relative_reshape = grid_sizes_relative[:,
                                                              [2, 1, 0]][:,
                                                                         None,
                                                                         None,
                                                                         None]
            vol_coords_local *= grid_sizes_relative_reshape
            vol_coords_local += grid_sizes_relative_reshape - 1

        if world_coordinates:
            vol_coords = self.local_to_world_coords(vol_coords_local)
        else:
            vol_coords = vol_coords_local

        return vol_coords
Exemplo n.º 4
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def cubify(voxels, thresh, device=None, align: str = "topleft") -> Meshes:
    r"""
    Converts a voxel to a mesh by replacing each occupied voxel with a cube
    consisting of 12 faces and 8 vertices. Shared vertices are merged, and
    internal faces are removed.
    Args:
      voxels: A FloatTensor of shape (N, D, H, W) containing occupancy probabilities.
      thresh: A scalar threshold. If a voxel occupancy is larger than
          thresh, the voxel is considered occupied.
      device: The device of the output meshes
      align: Defines the alignment of the mesh vertices and the grid locations.
          Has to be one of {"topleft", "corner", "center"}. See below for explanation.
          Default is "topleft".
    Returns:
      meshes: A Meshes object of the corresponding meshes.


    The alignment between the vertices of the cubified mesh and the voxel locations (or pixels)
    is defined by the choice of `align`. We support three modes, as shown below for a 2x2 grid:

                X---X----         X-------X        ---------
                |   |   |         |   |   |        | X | X |
                X---X----         ---------        ---------
                |   |   |         |   |   |        | X | X |
                ---------         X-------X        ---------

                 topleft           corner            center

    In the figure, X denote the grid locations and the squares represent the added cuboids.
    When `align="topleft"`, then the top left corner of each cuboid corresponds to the
    pixel coordinate of the input grid.
    When `align="corner"`, then the corners of the output mesh span the whole grid.
    When `align="center"`, then the grid locations form the center of the cuboids.
    """

    if device is None:
        device = voxels.device

    if align not in ["topleft", "corner", "center"]:
        raise ValueError(
            "Align mode must be one of (topleft, corner, center).")

    if len(voxels) == 0:
        return Meshes(verts=[], faces=[])

    N, D, H, W = voxels.size()
    # vertices corresponding to a unit cube: 8x3
    cube_verts = torch.tensor(
        [
            [0, 0, 0],
            [0, 0, 1],
            [0, 1, 0],
            [0, 1, 1],
            [1, 0, 0],
            [1, 0, 1],
            [1, 1, 0],
            [1, 1, 1],
        ],
        dtype=torch.int64,
        device=device,
    )

    # faces corresponding to a unit cube: 12x3
    cube_faces = torch.tensor(
        [
            [0, 1, 2],
            [1, 3, 2],  # left face: 0, 1
            [2, 3, 6],
            [3, 7, 6],  # bottom face: 2, 3
            [0, 2, 6],
            [0, 6, 4],  # front face: 4, 5
            [0, 5, 1],
            [0, 4, 5],  # up face: 6, 7
            [6, 7, 5],
            [6, 5, 4],  # right face: 8, 9
            [1, 7, 3],
            [1, 5, 7],  # back face: 10, 11
        ],
        dtype=torch.int64,
        device=device,
    )

    wx = torch.tensor([0.5, 0.5], device=device).view(1, 1, 1, 1, 2)
    wy = torch.tensor([0.5, 0.5], device=device).view(1, 1, 1, 2, 1)
    wz = torch.tensor([0.5, 0.5], device=device).view(1, 1, 2, 1, 1)

    voxelt = voxels.ge(thresh).float()
    # N x 1 x D x H x W
    voxelt = voxelt.view(N, 1, D, H, W)

    # N x 1 x (D-1) x (H-1) x (W-1)
    voxelt_x = F.conv3d(voxelt, wx).gt(0.5).float()
    voxelt_y = F.conv3d(voxelt, wy).gt(0.5).float()
    voxelt_z = F.conv3d(voxelt, wz).gt(0.5).float()

    # 12 x N x 1 x D x H x W
    faces_idx = torch.ones((cube_faces.size(0), N, 1, D, H, W), device=device)

    # add left face
    faces_idx[0, :, :, :, :, 1:] = 1 - voxelt_x
    faces_idx[1, :, :, :, :, 1:] = 1 - voxelt_x
    # add bottom face
    faces_idx[2, :, :, :, :-1, :] = 1 - voxelt_y
    faces_idx[3, :, :, :, :-1, :] = 1 - voxelt_y
    # add front face
    faces_idx[4, :, :, 1:, :, :] = 1 - voxelt_z
    faces_idx[5, :, :, 1:, :, :] = 1 - voxelt_z
    # add up face
    faces_idx[6, :, :, :, 1:, :] = 1 - voxelt_y
    faces_idx[7, :, :, :, 1:, :] = 1 - voxelt_y
    # add right face
    faces_idx[8, :, :, :, :, :-1] = 1 - voxelt_x
    faces_idx[9, :, :, :, :, :-1] = 1 - voxelt_x
    # add back face
    faces_idx[10, :, :, :-1, :, :] = 1 - voxelt_z
    faces_idx[11, :, :, :-1, :, :] = 1 - voxelt_z

    faces_idx *= voxelt

    # N x H x W x D x 12
    faces_idx = faces_idx.permute(1, 2, 4, 5, 3, 0).squeeze(1)
    # (NHWD) x 12
    faces_idx = faces_idx.contiguous()
    faces_idx = faces_idx.view(-1, cube_faces.size(0))

    # boolean to linear index
    # NF x 2
    linind = torch.nonzero(faces_idx, as_tuple=False)
    # NF x 4
    nyxz = unravel_index(linind[:, 0], (N, H, W, D))

    # NF x 3: faces
    faces = torch.index_select(cube_faces, 0, linind[:, 1])

    grid_faces = []
    for d in range(cube_faces.size(1)):
        # NF x 3
        xyz = torch.index_select(cube_verts, 0, faces[:, d])
        permute_idx = torch.tensor([1, 0, 2], device=device)
        yxz = torch.index_select(xyz, 1, permute_idx)
        yxz += nyxz[:, 1:]
        # NF x 1
        temp = ravel_index(yxz, (H + 1, W + 1, D + 1))
        grid_faces.append(temp)
    # NF x 3
    grid_faces = torch.stack(grid_faces, dim=1)

    y, x, z = meshgrid_ij(torch.arange(H + 1), torch.arange(W + 1),
                          torch.arange(D + 1))
    y = y.to(device=device, dtype=torch.float32)
    x = x.to(device=device, dtype=torch.float32)
    z = z.to(device=device, dtype=torch.float32)

    if align == "center":
        x = x - 0.5
        y = y - 0.5
        z = z - 0.5

    margin = 0.0 if align == "corner" else 1.0
    y = y * 2.0 / (H - margin) - 1.0
    x = x * 2.0 / (W - margin) - 1.0
    z = z * 2.0 / (D - margin) - 1.0

    # ((H+1)(W+1)(D+1)) x 3
    grid_verts = torch.stack((x, y, z), dim=3).view(-1, 3)

    if len(nyxz) == 0:
        verts_list = [torch.tensor([], dtype=torch.float32, device=device)] * N
        faces_list = [torch.tensor([], dtype=torch.int64, device=device)] * N
        return Meshes(verts=verts_list, faces=faces_list)

    num_verts = grid_verts.size(0)
    grid_faces += nyxz[:, 0].view(-1, 1) * num_verts
    idleverts = torch.ones(num_verts * N, dtype=torch.uint8, device=device)

    indices = grid_faces.flatten()
    if device.type == "cpu":
        indices = torch.unique(indices)
    idleverts.scatter_(0, indices, 0)
    grid_faces -= nyxz[:, 0].view(-1, 1) * num_verts
    split_size = torch.bincount(nyxz[:, 0], minlength=N)
    faces_list = list(torch.split(grid_faces, split_size.tolist(), 0))

    idleverts = idleverts.view(N, num_verts)
    idlenum = idleverts.cumsum(1)

    verts_list = [
        # pyre-fixme[16]: `Tensor` has no attribute `index_select`.
        grid_verts.index_select(0,
                                (idleverts[n] == 0).nonzero(as_tuple=False)[:,
                                                                            0])
        for n in range(N)
    ]
    faces_list = [
        nface - idlenum[n][nface] for n, nface in enumerate(faces_list)
    ]

    return Meshes(verts=verts_list, faces=faces_list)
Exemplo n.º 5
0
    def test_ndc_grid_sample_rendering(self):
        """
        Use PyTorch3D point renderer to render a colored point cloud, then
        sample the image at the locations of the point projections with
        `ndc_grid_sample`. Finally, assert that the sampled colors are equal to the
        original point cloud colors.

        Note that, in order to ensure correctness, we use a nearest-neighbor
        assignment point renderer (i.e. no soft splatting).
        """

        # generate a bunch of 3D points on a regular grid lying in the z-plane
        n_grid_pts = 10
        grid_scale = 0.9
        z_plane = 2.0
        image_size = [128, 128]
        point_radius = 0.015
        n_pts = n_grid_pts * n_grid_pts
        pts = torch.stack(
            meshgrid_ij([torch.linspace(-grid_scale, grid_scale, n_grid_pts)] *
                        2, ),
            dim=-1,
        )
        pts = torch.cat([pts, z_plane * torch.ones_like(pts[..., :1])], dim=-1)
        pts = pts.reshape(1, n_pts, 3)

        # color the points randomly
        pts_colors = torch.rand(1, n_pts, 3)

        # make trivial rendering cameras
        cameras = PerspectiveCameras(
            R=eyes(dim=3, N=1),
            device=pts.device,
            T=torch.zeros(1, 3, dtype=torch.float32, device=pts.device),
        )

        # render the point cloud
        pcl = Pointclouds(points=pts, features=pts_colors)
        renderer = NearestNeighborPointsRenderer(
            rasterizer=PointsRasterizer(
                cameras=cameras,
                raster_settings=PointsRasterizationSettings(
                    image_size=image_size,
                    radius=point_radius,
                    points_per_pixel=1,
                ),
            ),
            compositor=AlphaCompositor(),
        )
        im_render = renderer(pcl)

        # sample the render at projected pts
        pts_proj = cameras.transform_points(pcl.points_padded())[..., :2]
        pts_colors_sampled = ndc_grid_sample(
            im_render,
            pts_proj,
            mode="nearest",
            align_corners=False,
        ).permute(0, 2, 1)

        # assert that the samples are the same as original points
        self.assertClose(pts_colors, pts_colors_sampled, atol=1e-4)
Exemplo n.º 6
0
def make_material_atlas(image: torch.Tensor, faces_verts_uvs: torch.Tensor,
                        texture_size: int) -> torch.Tensor:
    r"""
    Given a single texture image and the uv coordinates for all the
    face vertices, create a square texture map per face using
    the formulation from [1].

    For a triangle with vertices (v0, v1, v2) we can create a barycentric coordinate system
    with the x axis being the vector (v0 - v2) and the y axis being the vector (v1 - v2).
    The barycentric coordinates range from [0, 1] in the +x and +y direction so this creates
    a triangular texture space with vertices at (0, 1), (0, 0) and (1, 0).

    The per face texture map is of shape (texture_size, texture_size, 3)
    which is a square. To map a triangular texture to a square grid, each
    triangle is parametrized as follows (e.g. R = texture_size = 3):

    The triangle texture is first divided into RxR = 9 subtriangles which each
    map to one grid cell. The numbers in the grid cells and triangles show the mapping.

    ..code-block::python

        Triangular Texture Space:

              1
                |\
                |6 \
                |____\
                |\  7 |\
                |3 \  |4 \
                |____\|____\
                |\ 8  |\  5 |\
                |0 \  |1 \  |2 \
                |____\|____\|____\
               0                   1

        Square per face texture map:

               R ____________________
                |      |      |      |
                |  6   |  7   |  8   |
                |______|______|______|
                |      |      |      |
                |  3   |  4   |  5   |
                |______|______|______|
                |      |      |      |
                |  0   |  1   |  2   |
                |______|______|______|
               0                      R


    The barycentric coordinates of each grid cell are calculated using the
    xy coordinates:

    ..code-block::python

            The cartesian coordinates are:

            Grid 1:

               R ____________________
                |      |      |      |
                |  20  |  21  |  22  |
                |______|______|______|
                |      |      |      |
                |  10  |  11  |  12  |
                |______|______|______|
                |      |      |      |
                |  00  |  01  |  02  |
                |______|______|______|
               0                      R

            where 02 means y = 0, x = 2

        Now consider this subset of the triangle which corresponds to
        grid cells 0 and 8:

        ..code-block::python

            1/R  ________
                |\    8  |
                |  \     |
                | 0   \  |
                |_______\|
               0          1/R

        The centroids of the triangles are:
            0: (1/3, 1/3) * 1/R
            8: (2/3, 2/3) * 1/R

    For each grid cell we can now calculate the centroid `(c_y, c_x)`
    of the corresponding texture triangle:
        - if `(x + y) < R`, then offset the centroid of
            triangle 0 by `(y, x) * (1/R)`
        - if `(x + y) > R`, then offset the centroid of
            triangle 8 by `((R-1-y), (R-1-x)) * (1/R)`.

    This is equivalent to updating the portion of Grid 1
    above the diagonal, replacing `(y, x)` with `((R-1-y), (R-1-x))`:

    ..code-block::python

              R _____________________
                |      |      |      |
                |  20  |  01  |  00  |
                |______|______|______|
                |      |      |      |
                |  10  |  11  |  10  |
                |______|______|______|
                |      |      |      |
                |  00  |  01  |  02  |
                |______|______|______|
               0                      R

    The barycentric coordinates (w0, w1, w2) are then given by:

    ..code-block::python

        w0 = c_x
        w1 = c_y
        w2 = 1- w0 - w1

    Args:
        image: FloatTensor of shape (H, W, 3)
        faces_verts_uvs: uv coordinates for each vertex in each face  (F, 3, 2)
        texture_size: int

    Returns:
        atlas: a FloatTensor of shape (F, texture_size, texture_size, 3) giving a
            per face texture map.

    [1] Liu et al, 'Soft Rasterizer: A Differentiable Renderer for Image-based
        3D Reasoning', ICCV 2019
    """
    R = texture_size
    device = faces_verts_uvs.device
    rng = torch.arange(R, device=device)

    # Meshgrid returns (row, column) i.e (Y, X)
    # Change order to (X, Y) to make the grid.
    Y, X = meshgrid_ij(rng, rng)
    # pyre-fixme[28]: Unexpected keyword argument `axis`.
    grid = torch.stack([X, Y], axis=-1)  # (R, R, 2)

    # Grid cells below the diagonal: x + y < R.
    below_diag = grid.sum(-1) < R

    # map a [0, R] grid -> to a [0, 1] barycentric coordinates of
    # the texture triangle centroids.
    bary = torch.zeros((R, R, 3), device=device)  # (R, R, 3)
    slc = torch.arange(2, device=device)[:, None]
    # w0, w1
    bary[below_diag, slc] = ((grid[below_diag] + 1.0 / 3.0) / R).T
    # w0, w1 for above diagonal grid cells.
    # pyre-fixme[16]: `float` has no attribute `T`.
    bary[~below_diag,
         slc] = (((R - 1.0 - grid[~below_diag]) + 2.0 / 3.0) / R).T
    # w2 = 1. - w0 - w1
    bary[..., -1] = 1 - bary[..., :2].sum(dim=-1)

    # Calculate the uv position in the image for each pixel
    # in the per face texture map
    # (F, 1, 1, 3, 2) * (R, R, 3, 1) -> (F, R, R, 3, 2) -> (F, R, R, 2)
    uv_pos = (faces_verts_uvs[:, None, None] * bary[..., None]).sum(-2)

    # bi-linearly interpolate the textures from the images
    # using the uv coordinates given by uv_pos.
    textures = _bilinear_interpolation_grid_sample(image, uv_pos)

    return textures