Exemplo n.º 1
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    def test_mesh_renderer_to(self):
        """
        Test moving all the tensors in the mesh renderer to a new device.
        """

        device1 = torch.device("cpu")

        R, T = look_at_view_transform(1500, 0.0, 0.0)

        # Init shader settings
        materials = Materials(device=device1)
        lights = PointLights(device=device1)
        lights.location = torch.tensor([0.0, 0.0, +1000.0], device=device1)[None]

        raster_settings = RasterizationSettings(
            image_size=256, blur_radius=0.0, faces_per_pixel=1
        )
        cameras = FoVPerspectiveCameras(
            device=device1, R=R, T=T, aspect_ratio=1.0, fov=60.0, zfar=100
        )
        rasterizer = MeshRasterizer(cameras=cameras, raster_settings=raster_settings)

        blend_params = BlendParams(
            1e-4,
            1e-4,
            background_color=torch.zeros(3, dtype=torch.float32, device=device1),
        )

        shader = SoftPhongShader(
            lights=lights,
            cameras=cameras,
            materials=materials,
            blend_params=blend_params,
        )
        renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)

        mesh = ico_sphere(2, device1)
        verts_padded = mesh.verts_padded()
        textures = TexturesVertex(
            verts_features=torch.ones_like(verts_padded, device=device1)
        )
        mesh.textures = textures
        self._check_mesh_renderer_props_on_device(renderer, device1)

        # Test rendering on cpu
        output_images = renderer(mesh)
        self.assertEqual(output_images.device, device1)

        # Move renderer and mesh to another device and re render
        # This also tests that background_color is correctly moved to
        # the new device
        device2 = torch.device("cuda:0")
        renderer = renderer.to(device2)
        mesh = mesh.to(device2)
        self._check_mesh_renderer_props_on_device(renderer, device2)
        output_images = renderer(mesh)
        self.assertEqual(output_images.device, device2)
Exemplo n.º 2
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def render(mesh, model_id, shapenet_dataset, device, camera=None):
    # Rendering settings.
    # camera_distance = 1
    # camera_elevation = 0.5 + 100 * random.random()
    # camera_azimuth = 30 + 90 * random.random()
    # R, T = look_at_view_transform(camera_distance, camera_elevation, camera_azimuth)
    # camera = FoVPerspectiveCameras(R=R, T=T, device=device)
    # raster_settings = RasterizationSettings(image_size=512)
    # lights = PointLights(location=torch.tensor([0.0, 1.0, -2.0], device=device)[None],device=device)
    # #rendering_settings = cameras, raster_settings, lights
    # image = shapenet_dataset.render(
    #     model_ids=[model_id],
    #     device=device,
    #     cameras=camera,
    #     raster_settings=raster_settings,
    #     lights=lights,
    # )[..., :3]
    if not camera:
        camera_elevation = 0 + 180 * torch.rand(
            (1))  #torch.linspace(0, 180, batch_size)
        camera_azimuth = -180 + 2 * 180 * torch.rand(
            (1))  #torch.linspace(-180, 180, batch_size)
        #R, T = look_at_view_transform(camera_distance, camera_elevation, camera_azimuth)
        R, T = look_at_view_transform(1.9, camera_elevation, camera_azimuth)
        camera = FoVPerspectiveCameras(R=R, T=T, device=device)
        camera.eval()  #necessary ?
    raster_settings = RasterizationSettings(image_size=224)  # TODO ?????
    lights = PointLights(location=torch.tensor([0.0, 1.0, -2.0],
                                               device=device)[None],
                         device=device)

    renderer = MeshRenderer(rasterizer=MeshRasterizer(
        cameras=camera, raster_settings=raster_settings),
                            shader=HardPhongShader(device=device,
                                                   cameras=camera))
    renderer.eval()
    #rendering_settings = cameras, raster_settings, lights
    #image = shapenet_dataset.render(
    #   model_ids=[model_id],
    #    device=device,
    #  cameras=camera,
    #  raster_settings=raster_settings,
    #  lights=lights,
    #)[..., :3]
    image = renderer(mesh)[..., :3]
    #plt.imshow(image.squeeze().detach().cpu().numpy())
    #plt.show()
    image = image.permute(0, 3, 1, 2)
    return image, camera  #TODO batch of images
Exemplo n.º 3
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    def __init__(self, image_size):
        super(Renderer, self).__init__()

        self.image_size = image_size
        self.dog_obj = load_objs_as_meshes(['data/dog_B/dog_B/dog_B_tpose.obj'])

        raster_settings = RasterizationSettings(
            image_size=self.image_size, 
            blur_radius=0.0, 
            faces_per_pixel=1, 
            bin_size=None
        )

        R, T = look_at_view_transform(2.7, 0, 0) 
        cameras = OpenGLPerspectiveCameras(device=R.device, R=R, T=T)
        lights = PointLights(device=R.device, location=[[0.0, 1.0, 0.0]])

        self.renderer = MeshRenderer(
            rasterizer=MeshRasterizer(
                cameras=cameras, 
                raster_settings=raster_settings
            ),
            shader=SoftPhongShader(
                device=R.device, 
                cameras=cameras,
                lights=lights
            )
        )
Exemplo n.º 4
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def set_renderer(image_size=512, use_sfm=False):
    # Setup
    device = torch.device("cuda:0")
    torch.cuda.set_device(device)

    # Initialize an OpenGL perspective camera.
    R, T = look_at_view_transform(2.0, 0, 180)
    if use_sfm:
        cameras = SfMPerspectiveCameras(focal_length=580.0,
                                        device=device,
                                        R=R,
                                        T=T)
    else:
        cameras = OpenGLOrthographicCameras(device=device, R=R, T=T)

    raster_settings = RasterizationSettings(image_size=image_size,
                                            blur_radius=0.0,
                                            faces_per_pixel=1,
                                            bin_size=None,
                                            max_faces_per_bin=None)

    lights = PointLights(device=device, location=((2.0, 2.0, 2.0), ))

    rasterizer = MeshRasterizer(cameras=cameras,
                                raster_settings=raster_settings)
    shader = HardPhongShader(device=device, cameras=cameras, lights=lights)
    if use_sfm:
        renderer = MeshRendererWithDepth(rasterizer=rasterizer, shader=shader)
    else:
        renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
    return renderer
Exemplo n.º 5
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def set_renderer():
    # Setup
    device = torch.device("cuda:0")
    torch.cuda.set_device(device)

    # Initialize an OpenGL perspective camera.
    R, T = look_at_view_transform(2.0, 0, 180) 
    cameras = OpenGLOrthographicCameras(device=device, R=R, T=T)

    raster_settings = RasterizationSettings(
        image_size=512, 
        blur_radius=0.0, 
        faces_per_pixel=1, 
        bin_size = None, 
        max_faces_per_bin = None
    )

    lights = PointLights(device=device, location=((2.0, 2.0, 2.0),))

    renderer = MeshRenderer(
        rasterizer=MeshRasterizer(
            cameras=cameras, 
            raster_settings=raster_settings
        ),
        shader=HardPhongShader(
            device=device, 
            cameras=cameras,
            lights=lights
        )
    )
    return renderer
Exemplo n.º 6
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def visualize_pred(img,
                   category,
                   pred,
                   image_name,
                   mesh_path,
                   down_sample_rate=8,
                   device='cuda:0'):
    render_image_size = max(IMAGE_SIZES[category])
    crop_size = IMAGE_SIZES[category]

    cameras = OpenGLPerspectiveCameras(device=device, fov=12.0)
    raster_settings = RasterizationSettings(image_size=render_image_size,
                                            blur_radius=0.0,
                                            faces_per_pixel=1,
                                            bin_size=0)
    raster_settings1 = RasterizationSettings(image_size=render_image_size //
                                             down_sample_rate,
                                             blur_radius=0.0,
                                             faces_per_pixel=1,
                                             bin_size=0)
    rasterizer = MeshRasterizer(cameras=cameras,
                                raster_settings=raster_settings1)
    lights = PointLights(device=device, location=((2.0, 2.0, -2.0), ))
    phong_renderer = MeshRenderer(rasterizer=MeshRasterizer(
        cameras=cameras, raster_settings=raster_settings),
                                  shader=HardPhongShader(device=device,
                                                         lights=lights,
                                                         cameras=cameras))

    theta_pred = pred['theta']
    elevation_pred = pred['elevation']
    azimuth_pred = pred['azimuth']
    distance_pred = pred['distance']
    cad_idx = pred['cad_idx']
    dx = pred['dx'] * down_sample_rate
    dy = pred['dy'] * down_sample_rate

    x3d, xface = load_off(mesh_path + '/%02d.off' % cad_idx)

    verts = torch.from_numpy(x3d).to(device)
    verts = pre_process_mesh_pascal(verts)
    faces = torch.from_numpy(xface).to(device)

    verts_rgb = torch.ones_like(verts)[None]
    textures = Textures(verts_rgb.to(device))
    meshes = Meshes(verts=[verts], faces=[faces], textures=textures)

    img_ = get_img(theta_pred, elevation_pred, azimuth_pred, distance_pred,
                   meshes, phong_renderer, crop_size, render_image_size,
                   device)
    C = camera_position_from_spherical_angles(distance_pred,
                                              elevation_pred,
                                              azimuth_pred,
                                              degrees=False,
                                              device=device)
    # get_image = np.concatenate((img, alpha_merge_imgs(img, img_)), axis=1)
    img_ = shift_img(img_, dx, dy)
    get_image = alpha_merge_imgs(img, img_)

    img = Image.fromarray(get_image).save(image_name)
Exemplo n.º 7
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def define_render(num):
    shapenet_cam_params_file = '../data/metadata/rendering_metadata.json'
    with open(shapenet_cam_params_file) as f:
        shapenet_cam_params = json.load(f)

    param_num = num
    R, T = look_at_view_transform(
        dist=shapenet_cam_params["distance"][param_num] * 5,
        elev=shapenet_cam_params["elevation"][param_num],
        azim=shapenet_cam_params["azimuth"][param_num])
    cameras = FoVPerspectiveCameras(
        device=device,
        R=R,
        T=T,
        fov=shapenet_cam_params["field_of_view"][param_num])

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

    lights = PointLights(device=device, location=[[0.0, 0.0, -3.0]])

    renderer = MeshRenderer(rasterizer=MeshRasterizer(
        cameras=cameras, raster_settings=raster_settings),
                            shader=SoftPhongShader(device=device,
                                                   cameras=cameras,
                                                   lights=lights))

    return renderer
Exemplo n.º 8
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    def set_renderer(self):
        cameras = OpenGLPerspectiveCameras(device=self.cuda_device,
                                           degrees=True,
                                           fov=VIEW['fov'],
                                           znear=VIEW['znear'],
                                           zfar=VIEW['zfar'])

        raster_settings = RasterizationSettings(image_size=VIEW['viewport'][0],
                                                blur_radius=0.0,
                                                faces_per_pixel=1,
                                                bin_size=0)

        lights = DirectionalLights(
            device=self.cuda_device,
            direction=((-40, 200, 100), ),
            ambient_color=((0.5, 0.5, 0.5), ),
            diffuse_color=((0.5, 0.5, 0.5), ),
            specular_color=((0.0, 0.0, 0.0), ),
        )

        self.renderer = MeshRenderer(
            rasterizer=MeshRasterizer(cameras=cameras,
                                      raster_settings=raster_settings),
            shader=TexturedSoftPhongShader(device=self.cuda_device,
                                           cameras=cameras,
                                           lights=lights))
Exemplo n.º 9
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def render_obj(verts, faces, distance, elevation, azimuth):
    device = torch.device("cuda:0")

    verts_rgb = torch.ones_like(verts)[None]
    textures = Textures(verts_rgb=verts_rgb.to(device))

    cur_mesh = Meshes(verts=[verts.to(device)],
                      faces=[faces.to(device)],
                      textures=textures)

    cameras = OpenGLPerspectiveCameras(device=device)

    blend_params = BlendParams(sigma=1e-4, gamma=1e-4)

    raster_settings = RasterizationSettings(image_size=256,
                                            blur_radius=0.0,
                                            faces_per_pixel=1,
                                            bin_size=0)

    lights = PointLights(device=device, location=((2.0, 2.0, -2.0), ))
    phong_renderer = MeshRenderer(rasterizer=MeshRasterizer(
        cameras=cameras, raster_settings=raster_settings),
                                  shader=PhongShader(device=device,
                                                     lights=lights))

    R, T = look_at_view_transform(distance, elevation, azimuth, device=device)

    return phong_renderer(meshes_world=cur_mesh, R=R, T=T).cpu().numpy()
Exemplo n.º 10
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def createRenderer(image_size,faces_per_pixel,lights_location):
    
    # Function: createRenderer
    # Inputs:   image_size,faces_per_pixel,lights_location
    # Process:  creates an image renderer
    # Output:   returns renderer
        
    cameras = OpenGLPerspectiveCameras()
    
    #Settings for Raster
    raster_settings = RasterizationSettings(
        image_size=image_size, 
        blur_radius=0.0, 
        faces_per_pixel=faces_per_pixel, 
    )

    # We can add a point light in front of the object. 
    lights = PointLights(location=(lights_location,))
    created_renderer = MeshRenderer(
        rasterizer=MeshRasterizer(
            cameras=cameras, 
            raster_settings=raster_settings
        ),
        shader=HardPhongShader(cameras=cameras, lights=lights)
    )
    
    return created_renderer
Exemplo n.º 11
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def render_cubified_voxels(voxels: torch.Tensor,
                           shader_type=HardPhongShader,
                           device="cpu",
                           **kwargs):
    """
    Use the Cubify operator to convert inputs voxels to a mesh and then render that mesh.

    Args:
        voxels: FloatTensor of shape (N, D, D, D) where N is the batch size and
            D is the number of voxels along each dimension.
        shader_type: shader_type: shader_type: Shader to use for rendering. Examples
            include HardPhongShader (default), SoftPhongShader etc or any other type
            of valid Shader class.
        device: torch.device on which the tensors should be located.
        **kwargs: Accepts any of the kwargs that the renderer supports.
    Returns:
        Batch of rendered images of shape (N, H, W, 3).
    """
    cubified_voxels = cubify(voxels, CUBIFY_THRESH).to(device)
    cubified_voxels.textures = TexturesVertex(verts_features=torch.ones_like(
        cubified_voxels.verts_padded(), device=device))
    cameras = BlenderCamera(device=device)
    renderer = MeshRenderer(
        rasterizer=MeshRasterizer(
            cameras=cameras,
            raster_settings=kwargs.get("raster_settings",
                                       RasterizationSettings()),
        ),
        shader=shader_type(
            device=device,
            cameras=cameras,
            lights=kwargs.get("lights", PointLights()).to(device),
        ),
    )
    return renderer(cubified_voxels)
Exemplo n.º 12
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def main(args):
    mesh_path = args.mesh_path
    mesh_instance = mesh.TriangleMesh(mesh_path=mesh_path)
    mesh_instance.load_pytorch_mesh_from_file()

    camera_instance = Camera()
    camera_instance.lookAt(args.dist, args.elev, args.azim)

    light_instance = Lights()
    light_instance.setup_light([args.light_x, args.light_y, args.light_z])

    rasterizer_instance = Rasterizer()
    rasterizer_instance.init_rasterizer(camera_instance.camera)

    shader_instance = Shader()
    shader_instance.setup_shader(camera_instance.camera, light_instance.light)

    renderer_instance = MeshRenderer(rasterizer=rasterizer_instance.rasterizer,
                                     shader=shader_instance.shader)
    images = renderer_instance(mesh_instance.pytorch_mesh)

    np_image = images[0].cpu().detach().numpy() * 255.0
    np_image = np_image.astype('uint8')
    pil_image = Image.fromarray(np_image)
    pil_image.save(args.out_path)
 def __init__(self,
              dir: str,
              rasterization_settings: dict,
              znear: float = 1.0,
              zfar: float = 1000.0,
              scale_min: float = 0.5,
              scale_max: float = 2.0,
              device: str = 'cuda'):
     super(ToyNeuralGraphicsDataset, self).__init__()
     device = torch.device(device)
     self.device = device
     self.scale_min = scale_min
     self.scale_max = scale_max
     self.scale_range = scale_max - scale_min
     objs = [
         os.path.join(dir, f) for f in os.listdir(dir) if f.endswith('.obj')
     ]
     self.meshes = load_objs_as_meshes(objs, device=device)
     R, T = look_at_view_transform(0, 0, 0)
     self.cameras = FoVPerspectiveCameras(R=R,
                                          T=T,
                                          znear=znear,
                                          zfar=zfar,
                                          device=device)
     self.renderer = MeshRenderer(rasterizer=MeshRasterizer(
         cameras=self.cameras,
         raster_settings=RasterizationSettings(**rasterization_settings),
     ),
                                  shader=HardFlatShader(
                                      device=device,
                                      cameras=self.cameras,
                                  ))
Exemplo n.º 14
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 def render_sil(self, meshes):
     self.renderer = MeshRenderer(
         rasterizer=MeshRasterizer(
             cameras=self.cameras,
             raster_settings=self.text_raster_settings),
         shader=SoftSilhouetteShader(blend_params=self.blend_params))
     return self.renderer(meshes_world=meshes)
def project_mesh(mesh, angle):
    start = time.time()
    m = Metadata()
    R, T = look_at_view_transform(1.75,
                                  -45,
                                  angle,
                                  up=((0, 1, 0), ),
                                  at=((0, -0.25, 0), ))
    cameras = OpenGLPerspectiveCameras(device=m.device, R=R, T=T)
    raster_settings = m.raster_settings
    lights = m.lights
    renderer = MeshRenderer(rasterizer=MeshRasterizer(
        cameras=cameras, raster_settings=raster_settings),
                            shader=HardFlatShader(cameras=cameras,
                                                  device=m.device,
                                                  lights=lights))
    verts = mesh.verts_list()[0]

    # faces = meshes.faces_list()[0]

    verts_rgb = torch.ones_like(verts)[None]  # (1, V, 3)
    # verts_rgb = torch.ones((len(mesh.verts_list()[0]), 1))[None]  # (1, V, 3)
    textures = Textures(verts_rgb=verts_rgb.to(m.device))

    mesh.textures = textures
    mesh.textures._num_faces_per_mesh = mesh._num_faces_per_mesh.tolist()
    mesh.textures._num_verts_per_mesh = mesh._num_verts_per_mesh.tolist()

    image = renderer(mesh)
    return image
    def create_renderer(self):
        self.num_angles = self.config.num_angles
        azim = torch.linspace(-1 * self.config.angle_range,
                              self.config.angle_range, self.num_angles)

        R, T = look_at_view_transform(dist=1.0, elev=0, azim=azim)

        T[:, 1] = -85
        T[:, 2] = 200

        cameras = FoVPerspectiveCameras(device=self.device, R=R, T=T)

        raster_settings = RasterizationSettings(
            image_size=self.config.img_size,
            blur_radius=0.0,
            faces_per_pixel=1,
        )

        lights = PointLights(device=self.device, location=[[0.0, 85, 100.0]])

        renderer = MeshRenderer(rasterizer=MeshRasterizer(
            cameras=cameras, raster_settings=raster_settings),
                                shader=HardPhongShader(device=self.device,
                                                       cameras=cameras,
                                                       lights=lights))
        return renderer
Exemplo n.º 17
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 def render_with_batch_size(self, batch_size, dist, light_location,
                            output_path):
     self.meshes = self.meshes.extend(batch_size)
     self.batch_size = batch_size
     elev = torch.linspace(0, 180, batch_size)
     azim = torch.linspace(-180, 180, batch_size)
     self.R, self.T = look_at_view_transform(dist=dist,
                                             elev=elev,
                                             azim=azim)
     self.cameras = OpenGLPerspectiveCameras(device=self.device,
                                             R=self.R,
                                             T=self.T)
     #set light locatioin
     self.light_location = light_location
     lights = PointLights(device=self.device,
                          location=[self.light_location])
     # call pytorch3d mesh renderer with shong shader
     renderer = MeshRenderer(
         rasterizer=MeshRasterizer(cameras=self.cameras,
                                   raster_settings=self.raster_settings),
         shader=TexturedSoftPhongShader(device=self.device,
                                        cameras=self.cameras,
                                        lights=lights))
     images = renderer(self.meshes, cameras=self.cameras, lights=lights)
     for i in range(self.batch_size):
         img = images[i, ..., :3].cpu().numpy() * 255
         img = img.astype('uint8')
         img = cv2.cvtColor(img, cv2.COLOR_BGR2RGB)
         cv2.imwrite(output_path + 'render-image-' + str(i) + '.png', img)
Exemplo n.º 18
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def render_mesh(verts, faces):
    device = verts[0].get_device()
    N = len(verts)
    num_verts_per_mesh = []
    for i in range(N):
        num_verts_per_mesh.append(verts[i].shape[0])
    verts_rgb = torch.ones((N, np.max(num_verts_per_mesh), 3),
                           requires_grad=False,
                           device=device)
    for i in range(N):
        verts_rgb[i, num_verts_per_mesh[i]:, :] = -1
    textures = Textures(verts_rgb=verts_rgb)

    meshes = Meshes(verts=verts, faces=faces, textures=textures)
    elev = torch.rand(N) * 30 - 15
    azim = torch.rand(N) * 360 - 180
    R, T = look_at_view_transform(dist=2, elev=elev, azim=azim)
    cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
    sigma = 1e-4
    raster_settings = RasterizationSettings(
        image_size=128,
        blur_radius=np.log(1. / 1e-4 - 1.) * sigma,
        faces_per_pixel=40,
        perspective_correct=False)
    renderer = MeshRenderer(rasterizer=MeshRasterizer(
        cameras=cameras, raster_settings=raster_settings),
                            shader=SoftSilhouetteShader())
    return renderer(meshes)
Exemplo n.º 19
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    def _get_renderer(self, device):
        R, T = look_at_view_transform(10, 0, 0)  # camera's position
        cameras = FoVPerspectiveCameras(
            device=device,
            R=R,
            T=T,
            znear=0.01,
            zfar=50,
            fov=2 * np.arctan(self.img_size // 2 / self.focal) * 180. / np.pi)

        lights = PointLights(device=device,
                             location=[[0.0, 0.0, 1e5]],
                             ambient_color=[[1, 1, 1]],
                             specular_color=[[0., 0., 0.]],
                             diffuse_color=[[0., 0., 0.]])

        raster_settings = RasterizationSettings(
            image_size=self.img_size,
            blur_radius=0.0,
            faces_per_pixel=1,
        )
        blend_params = blending.BlendParams(background_color=[0, 0, 0])

        renderer = MeshRenderer(
            rasterizer=MeshRasterizer(cameras=cameras,
                                      raster_settings=raster_settings),
            shader=SoftPhongShader(device=device,
                                   cameras=cameras,
                                   lights=lights,
                                   blend_params=blend_params))
        return renderer
Exemplo n.º 20
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 def setup(self, device):
     R, T = look_at_view_transform(self.viewpoint_distance,
                                   self.viewpoint_elevation,
                                   self.viewpoint_azimuth,
                                   device=device)
     cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
     raster_settings = RasterizationSettings(
         image_size=self.opt.fast_image_size,
         blur_radius=self.opt.raster_blur_radius,
         faces_per_pixel=self.opt.raster_faces_per_pixel,
     )
     rasterizer = MeshRasterizer(cameras=cameras,
                                 raster_settings=raster_settings)
     lights = PointLights(device=device,
                          location=[self.opt.lights_location])
     lights = DirectionalLights(device=device,
                                direction=[self.opt.lights_direction])
     shader = SoftPhongShader(
         device=device,
         cameras=cameras,
         lights=lights,
         blend_params=BlendParams(
             self.opt.blend_params_sigma,
             self.opt.blend_params_gamma,
             self.opt.blend_params_background_color,
         ),
     )
     self.renderer = MeshRenderer(
         rasterizer=rasterizer,
         shader=shader,
     )
Exemplo n.º 21
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    def __get_renderer(self, render_size, lights):

        cameras = FoVOrthographicCameras(
            device=self.device,
            znear=0.1,
            zfar=10.0,
            max_y=1.0,
            min_y=-1.0,
            max_x=1.0,
            min_x=-1.0,
            scale_xyz=((1.0, 1.0, 1.0), ),  # (1, 3)
        )

        raster_settings = RasterizationSettings(
            image_size=render_size,
            blur_radius=0,
            faces_per_pixel=1,
        )
        blend_params = BlendParams(sigma=1e-4,
                                   gamma=1e-4,
                                   background_color=(0, 0, 0))

        renderer = MeshRenderer(
            rasterizer=MeshRasterizer(cameras=cameras,
                                      raster_settings=raster_settings),
            shader=SoftPhongShader(device=self.device,
                                   cameras=cameras,
                                   lights=lights,
                                   blend_params=blend_params))

        return renderer
Exemplo n.º 22
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    def init_renderer(self):
        # nsh_face_mesh = meshio.Mesh('data/mesh/nsh_bfm_face.obj')
        # self.nsh_face_tri = torch.from_numpy(nsh_face_mesh.triangles).type(
        #     torch.int64).to(self.device)

        R, T = look_at_view_transform(10, 0, 0)
        cameras = OpenGLPerspectiveCameras(znear=0.001,
                                           zfar=30.0,
                                           aspect_ratio=1.0,
                                           fov=12.5936,
                                           degrees=True,
                                           R=R,
                                           T=T,
                                           device=self.device)
        raster_settings = RasterizationSettings(image_size=self.im_size,
                                                blur_radius=0.0,
                                                faces_per_pixel=1,
                                                bin_size=0,
                                                cull_backfaces=True)
        self.rasterizer = MeshRasterizer(cameras=cameras,
                                         raster_settings=raster_settings)
        lights = DirectionalLights(device=self.device)
        shader = TexturedSoftPhongShader(device=self.device,
                                         cameras=cameras,
                                         lights=lights)
        self.renderer = MeshRenderer(rasterizer=self.rasterizer, shader=shader)
Exemplo n.º 23
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def test_zbuffer_render():
    zbuffer_renderer = MeshRenderer(rasterizer=MeshRasterizer(
        cameras=cameras,
        raster_settings=raster_settings,
    ),
                                    shader=IdentityShader())

    plot_channels(render(zbuffer_renderer, scene))
Exemplo n.º 24
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def test_sampler():
    heatmap = torch.zeros(1, 1, 5, 5)
    heatmap[0, 0, 2, 2] = 1.0
    from filter import sample_particles_from_heatmap_2d
    hws, alphas = sample_particles_from_heatmap_2d(heatmap, {'cup': 1},
                                                   deterministic=True,
                                                   h_min=-4.0,
                                                   h_max=4.0,
                                                   w_min=-4.0,
                                                   w_max=4.0)

    vert = torch.tensor(
        [[-1, -1.1, 0], [1, -1.1, 0], [1, 1.1, 0], [-1, 1.1, 0]],
        dtype=torch.float)

    face = torch.LongTensor([[0, 1, 2], [0, 2, 3]])

    white = torch.ones_like(vert)

    from tracker import World

    world = World()
    world.add_mesh('cup', vert, face, white)
    scene = world.create_scene(hws, alphas, 1)
    print(hws['cup'])
    print(scene.verts_padded().shape)
    plt.scatter(scene.verts_padded()[0, :, 0], scene.verts_padded()[0, :, 1])
    plt.show()

    cameras = FoVOrthographicCameras(device=device,
                                     max_x=2.5,
                                     max_y=2.5,
                                     min_x=-2.5,
                                     min_y=-2.5,
                                     scale_xyz=((1, 1, 1), ))

    raster_settings = RasterizationSettings(
        image_size=5,
        blur_radius=0,
        faces_per_pixel=6,
    )

    renderer = MeshRenderer(rasterizer=MeshRasterizer(
        cameras=cameras,
        raster_settings=raster_settings,
    ),
                            shader=IdentityShader())

    distance, elevation, azimuth = 30, 0.0, 0
    R, T = look_at_view_transform(distance, elevation, azimuth, device=device)
    image = renderer(meshes_world=scene.to(device), R=R, T=T)

    fig = plt.figure(figsize=(10, 10))
    for i in range(image.size(-2)):
        panel = fig.add_subplot(3, 3, i + 1)
        panel.imshow(image[..., i, 0:3].squeeze().cpu())
    plt.grid(False)
    plt.show()
Exemplo n.º 25
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def test_bounding_box():
    verts = torch.tensor([[-2, -1, 0], [2, -1, 0], [2, 1, 0], [-2, 1, 0]],
                         dtype=torch.float) * 20.0

    faces = torch.LongTensor([[0, 1, 2], [0, 2, 3]])

    white = torch.ones_like(verts)
    red = white * torch.tensor([1.0, 0.0, 0.0])
    green = white * torch.tensor([0.0, 1.0, 0.0])
    blue = white * torch.tensor([0.0, 0.0, 1.0])

    meshes = Meshes(verts=[verts],
                    faces=[faces],
                    textures=TexturesVertex([blue]))

    distance = 30
    elevation = 0.0
    azimuth = 0

    R, T = look_at_view_transform(distance, elevation, azimuth)
    cameras = FoVOrthographicCameras(max_x=64.0,
                                     max_y=64.0,
                                     min_x=-64.0,
                                     min_y=-64.0,
                                     scale_xyz=((1, 1, 1), ),
                                     R=R,
                                     T=T)

    bb = BoundingBoxes(meshes, cameras, screen_size=(128, 128))

    raster_settings = RasterizationSettings(
        image_size=128,
        blur_radius=0,
        faces_per_pixel=6,
    )

    renderer = MeshRenderer(rasterizer=MeshRasterizer(
        cameras=cameras,
        raster_settings=raster_settings,
    ),
                            shader=IdentityShader())

    fig, ax = plt.subplots(ncols=1,
                           nrows=1,
                           figsize=(10, 10),
                           constrained_layout=False)
    ax.imshow(renderer(meshes)[0, :, :, 0, :])

    boxes_rect = patches.Rectangle(bb.bottom_left(0),
                                   width=bb.width(0),
                                   height=bb.height(0),
                                   linewidth=4,
                                   edgecolor='r',
                                   facecolor='none')
    ax.add_patch(boxes_rect)
    plt.show()
Exemplo n.º 26
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def createRenderer(device, camera, light, imageSize):
    '''
    It creates a pytorch3D renderer with the given camera pose, light source
    and output image size.

    Parameters
    ----------
    device : 
        Device on which the renderer is created.
    camera : 
        Camera pose.
    light  : 
        Position of the light source.
    imageSize : 
        The size of the rendered image.

    Returns
    -------
    renderer : 
        Pytorch3D renderer.

    '''
    if camera is None:
        camera = (2.0, -20.0, 180.0)
    if light is None:
        light = (0.0, 2.0, 0.0)

    # Initialize an OpenGL perspective camera.
    # With world coordinates +Y up, +X left and +Z into the screen.
    R, T = look_at_view_transform(camera[0], camera[1], camera[2])
    cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)

    # Define the settings for rasterization and shading. Here we set the output image to be of size
    # 512x512. As we are rendering images for visualization purposes only we will set faces_per_pixel=1
    # and blur_radius=0.0. We also set bin_size and max_faces_per_bin to None which ensure that
    # the faster coarse-to-fine rasterization method is used. Refer to rasterize_meshes.py for
    # explanations of these parameters. Refer to docs/notes/renderer.md for an explanation of
    # the difference between naive and coarse-to-fine rasterization.
    raster_settings = RasterizationSettings(
        image_size=imageSize,
        blur_radius=0.0,
        faces_per_pixel=1,
    )

    # Place a point light at -y direction.
    lights = PointLights(device=device,
                         location=[[light[0], light[1], light[2]]])

    # Create a phong renderer by composing a rasterizer and a shader.
    renderer = MeshRenderer(rasterizer=MeshRasterizer(
        cameras=cameras, raster_settings=raster_settings),
                            shader=HardPhongShader(device=device,
                                                   cameras=cameras,
                                                   lights=lights))

    return renderer
Exemplo n.º 27
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    def _set_renderer(self):
        if self.cameras is None:
            raise ValueError('cameras is None in pytorch3D renderer!')

        rasterizer = MeshRasterizer(cameras=self.cameras,
                                    raster_settings=self.raster_settings)

        texture_shader = TexturedSoftPhongShader(device=self.device,
                                                 cameras=self.cameras,
                                                 lights=self.lights)

        silhouette_shader = SoftSilhouetteShader(
            blend_params=BlendParams(sigma=1e-4, gamma=1e-4))

        self.mesh_renderer = MeshRenderer(rasterizer=rasterizer,
                                          shader=texture_shader)

        self.mask_renderer = MeshRenderer(rasterizer=rasterizer,
                                          shader=silhouette_shader)
Exemplo n.º 28
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    def _set_renderer(self):
        if self.cameras is None:
            raise ValueError('cameras is None in pytorch3D renderer!')

        rasterizer = MeshRasterizer(cameras=self.cameras,
                                    raster_settings=self.raster_settings)

        silhouette_shader = SoftSilhouetteShader(blend_params=BlendParams(sigma=1e-4, gamma=1e-4))
        self.mask_renderer = MeshRenderer(rasterizer=rasterizer,
                                          shader=silhouette_shader)
Exemplo n.º 29
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def test_scene():
    world = engine.World()

    world.add_mesh('red_box', verts, faces, red)
    world.add_mesh('green_box', verts, faces, green)
    world.add_mesh('blue_box', verts, faces, blue)

    scene_spec = [
        {'red_box_0': 'red_box', 'green_box_0': 'green_box'},
        {'blue_box_0': 'blue_box', 'blue_box_1': 'blue_box'}
    ]

    world.create_scenes(scene_spec)

    poses = [
        [Translate(0, -30, 0), Translate(-10, -10, 0)],
        [Translate(40, 0, 0), Translate(-10, -10, 0)]
    ]

    world.update_scenes(poses)

    batch = world.batch()
    labels = world.labels()

    distance = 30
    elevation = 0.0
    azimuth = 0

    R, T = look_at_view_transform(distance, elevation, azimuth)
    cameras = FoVOrthographicCameras(max_x=64.0, max_y=64.0,
                                     min_x=-64.0, min_y=-64.0,
                                     scale_xyz=((1, 1, 1),),
                                     R=R, T=T)

    raster_settings = RasterizationSettings(
        image_size=128,
        blur_radius=0,
        faces_per_pixel=6,
    )

    renderer = MeshRenderer(
        rasterizer=MeshRasterizer(
            cameras=cameras,
            raster_settings=raster_settings,
        ),
        shader=IdentityShader()
    )

    boxes = world.bounding_boxes(cameras, (128, 128))
    image = renderer(batch)
    fig, ax = plt.subplots(nrows=1, ncols=1)
    ax.imshow(image[0, :, :, 0, :])
    for box in boxes[0]:
        ax.add_patch(box.get_patch())
    plt.show()
Exemplo n.º 30
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    def __init__(self, image_size, device):
        super(Renderer, self).__init__()

        self.image_size = image_size
        R, T = look_at_view_transform(2.7, 0, 0, device=device) 
        self.cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)
        self.mesh_color = torch.FloatTensor(config.MESH_COLOR).to(device)[None, None, :] / 255.0

        blend_params = BlendParams(sigma=1e-4, gamma=1e-4)
        raster_settings = RasterizationSettings(
            image_size=self.image_size, 
            blur_radius=np.log(1. / 1e-4 - 1.) * blend_params.sigma, 
            faces_per_pixel=100, 
        )

        self.silhouette_renderer = MeshRenderer(
            rasterizer=MeshRasterizer(
                cameras=self.cameras, 
                raster_settings=raster_settings
            ),
            shader=SoftSilhouetteShader(blend_params=blend_params)
        )

        raster_settings_color = RasterizationSettings(
            image_size=self.image_size, 
            blur_radius=0.0, 
            faces_per_pixel=1, 
        )
        
        lights = PointLights(device=device, location=[[0.0, 0.0, 3.0]])

        self.color_renderer = MeshRenderer(
            rasterizer=MeshRasterizer(
                cameras=self.cameras, 
                raster_settings=raster_settings_color
            ),
            shader=HardPhongShader(
                device=device, 
                cameras=self.cameras,
                lights=lights,
            )
        )