File size: 6,779 Bytes
7088d16
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
# Copyright (c) Meta Platforms, Inc. and affiliates.
# All rights reserved.
#
# This source code is licensed under the BSD-style license found in the
# LICENSE file in the root directory of this source tree.

import os

import numpy as np
import torch
from pytorch3d.io import load_objs_as_meshes
from pytorch3d.renderer import (
    BlendParams,
    FoVPerspectiveCameras,
    look_at_view_transform,
    MeshRasterizer,
    MeshRenderer,
    PointLights,
    RasterizationSettings,
    SoftPhongShader,
    SoftSilhouetteShader,
)


# create the default data directory
current_dir = os.path.dirname(os.path.realpath(__file__))
DATA_DIR = os.path.join(current_dir, "..", "data", "cow_mesh")


def generate_cow_renders(
    num_views: int = 40, data_dir: str = DATA_DIR, azimuth_range: float = 180
):
    """
    This function generates `num_views` renders of a cow mesh.
    The renders are generated from viewpoints sampled at uniformly distributed
    azimuth intervals. The elevation is kept constant so that the camera's
    vertical position coincides with the equator.

    For a more detailed explanation of this code, please refer to the
    docs/tutorials/fit_textured_mesh.ipynb notebook.

    Args:
        num_views: The number of generated renders.
        data_dir: The folder that contains the cow mesh files. If the cow mesh
            files do not exist in the folder, this function will automatically
            download them.
        azimuth_range: number of degrees on each side of the start position to
            take samples

    Returns:
        cameras: A batch of `num_views` `FoVPerspectiveCameras` from which the
            images are rendered.
        images: A tensor of shape `(num_views, height, width, 3)` containing
            the rendered images.
        silhouettes: A tensor of shape `(num_views, height, width)` containing
            the rendered silhouettes.
    """

    # set the paths

    # download the cow mesh if not done before
    cow_mesh_files = [
        os.path.join(data_dir, fl) for fl in ("cow.obj", "cow.mtl", "cow_texture.png")
    ]
    if any(not os.path.isfile(f) for f in cow_mesh_files):
        os.makedirs(data_dir, exist_ok=True)
        os.system(
            f"wget -P {data_dir} "
            + "https://dl.fbaipublicfiles.com/pytorch3d/data/cow_mesh/cow.obj"
        )
        os.system(
            f"wget -P {data_dir} "
            + "https://dl.fbaipublicfiles.com/pytorch3d/data/cow_mesh/cow.mtl"
        )
        os.system(
            f"wget -P {data_dir} "
            + "https://dl.fbaipublicfiles.com/pytorch3d/data/cow_mesh/cow_texture.png"
        )

    # Setup
    if torch.cuda.is_available():
        device = torch.device("cuda:0")
        torch.cuda.set_device(device)
    else:
        device = torch.device("cpu")

    # Load obj file
    obj_filename = os.path.join(data_dir, "cow.obj")
    mesh = load_objs_as_meshes([obj_filename], device=device)

    # We scale normalize and center the target mesh to fit in a sphere of radius 1
    # centered at (0,0,0). (scale, center) will be used to bring the predicted mesh
    # to its original center and scale.  Note that normalizing the target mesh,
    # speeds up the optimization but is not necessary!
    verts = mesh.verts_packed()
    N = verts.shape[0]
    center = verts.mean(0)
    scale = max((verts - center).abs().max(0)[0])
    mesh.offset_verts_(-(center.expand(N, 3)))
    mesh.scale_verts_((1.0 / float(scale)))

    # Get a batch of viewing angles.
    elev = torch.linspace(0, 0, num_views)  # keep constant
    azim = torch.linspace(-azimuth_range, azimuth_range, num_views) + 180.0

    # Place a point light in front of the object. As mentioned above, the front of
    # the cow is facing the -z direction.
    lights = PointLights(device=device, location=[[0.0, 0.0, -3.0]])

    # Initialize an OpenGL perspective camera that represents a batch of different
    # viewing angles. All the cameras helper methods support mixed type inputs and
    # broadcasting. So we can view the camera from the a distance of dist=2.7, and
    # then specify elevation and azimuth angles for each viewpoint as tensors.
    R, T = look_at_view_transform(dist=2.7, elev=elev, azim=azim)
    cameras = FoVPerspectiveCameras(device=device, R=R, T=T)

    # Define the settings for rasterization and shading. Here we set the output
    # image to be of size 128X128. As we are rendering images for visualization
    # purposes only we will set faces_per_pixel=1 and blur_radius=0.0. Refer to
    # rasterize_meshes.py for explanations of these parameters.  We also leave
    # bin_size and max_faces_per_bin to their default values of None, which sets
    # their values using heuristics and ensures that the faster coarse-to-fine
    # rasterization method is used.  Refer to docs/notes/renderer.md for an
    # explanation of the difference between naive and coarse-to-fine rasterization.
    raster_settings = RasterizationSettings(
        image_size=128, blur_radius=0.0, faces_per_pixel=1
    )

    # Create a Phong renderer by composing a rasterizer and a shader. The textured
    # Phong shader will interpolate the texture uv coordinates for each vertex,
    # sample from a texture image and apply the Phong lighting model
    blend_params = BlendParams(sigma=1e-4, gamma=1e-4, background_color=(0.0, 0.0, 0.0))
    renderer = MeshRenderer(
        rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings),
        shader=SoftPhongShader(
            device=device, cameras=cameras, lights=lights, blend_params=blend_params
        ),
    )

    # Create a batch of meshes by repeating the cow mesh and associated textures.
    # Meshes has a useful `extend` method which allows us do this very easily.
    # This also extends the textures.
    meshes = mesh.extend(num_views)

    # Render the cow mesh from each viewing angle
    target_images = renderer(meshes, cameras=cameras, lights=lights)

    # Rasterization settings for silhouette rendering
    sigma = 1e-4
    raster_settings_silhouette = RasterizationSettings(
        image_size=128, blur_radius=np.log(1.0 / 1e-4 - 1.0) * sigma, faces_per_pixel=50
    )

    # Silhouette renderer
    renderer_silhouette = MeshRenderer(
        rasterizer=MeshRasterizer(
            cameras=cameras, raster_settings=raster_settings_silhouette
        ),
        shader=SoftSilhouetteShader(),
    )

    # Render silhouette images.  The 3rd channel of the rendering output is
    # the alpha/silhouette channel
    silhouette_images = renderer_silhouette(meshes, cameras=cameras, lights=lights)

    # binary silhouettes
    silhouette_binary = (silhouette_images[..., 3] > 1e-4).float()

    return cameras, target_images[..., :3], silhouette_binary