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import os |
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import torch |
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import numpy as np |
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import pyrender |
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import trimesh |
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import cv2 |
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from yacs.config import CfgNode |
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from typing import List, Optional |
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def cam_crop_to_full(cam_bbox, box_center, box_size, img_size, focal_length=5000.): |
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img_w, img_h = img_size[:, 0], img_size[:, 1] |
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cx, cy, b = box_center[:, 0], box_center[:, 1], box_size |
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w_2, h_2 = img_w / 2., img_h / 2. |
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bs = b * cam_bbox[:, 0] + 1e-9 |
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tz = 2 * focal_length / bs |
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tx = (2 * (cx - w_2) / bs) + cam_bbox[:, 1] |
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ty = (2 * (cy - h_2) / bs) + cam_bbox[:, 2] |
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full_cam = torch.stack([tx, ty, tz], dim=-1) |
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return full_cam |
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def get_light_poses(n_lights=5, elevation=np.pi / 3, dist=12): |
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thetas = elevation * np.ones(n_lights) |
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phis = 2 * np.pi * np.arange(n_lights) / n_lights |
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poses = [] |
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trans = make_translation(torch.tensor([0, 0, dist])) |
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for phi, theta in zip(phis, thetas): |
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rot = make_rotation(rx=-theta, ry=phi, order="xyz") |
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poses.append((rot @ trans).numpy()) |
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return poses |
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def make_translation(t): |
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return make_4x4_pose(torch.eye(3), t) |
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def make_rotation(rx=0, ry=0, rz=0, order="xyz"): |
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Rx = rotx(rx) |
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Ry = roty(ry) |
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Rz = rotz(rz) |
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if order == "xyz": |
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R = Rz @ Ry @ Rx |
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elif order == "xzy": |
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R = Ry @ Rz @ Rx |
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elif order == "yxz": |
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R = Rz @ Rx @ Ry |
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elif order == "yzx": |
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R = Rx @ Rz @ Ry |
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elif order == "zyx": |
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R = Rx @ Ry @ Rz |
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elif order == "zxy": |
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R = Ry @ Rx @ Rz |
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return make_4x4_pose(R, torch.zeros(3)) |
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def make_4x4_pose(R, t): |
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""" |
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:param R (*, 3, 3) |
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:param t (*, 3) |
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return (*, 4, 4) |
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""" |
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dims = R.shape[:-2] |
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pose_3x4 = torch.cat([R, t.view(*dims, 3, 1)], dim=-1) |
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bottom = ( |
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torch.tensor([0, 0, 0, 1], device=R.device) |
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.reshape(*(1,) * len(dims), 1, 4) |
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.expand(*dims, 1, 4) |
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) |
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return torch.cat([pose_3x4, bottom], dim=-2) |
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def rotx(theta): |
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return torch.tensor( |
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[ |
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[1, 0, 0], |
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[0, np.cos(theta), -np.sin(theta)], |
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[0, np.sin(theta), np.cos(theta)], |
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], |
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dtype=torch.float32, |
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) |
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def roty(theta): |
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return torch.tensor( |
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[ |
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[np.cos(theta), 0, np.sin(theta)], |
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[0, 1, 0], |
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[-np.sin(theta), 0, np.cos(theta)], |
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], |
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dtype=torch.float32, |
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) |
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def rotz(theta): |
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return torch.tensor( |
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[ |
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[np.cos(theta), -np.sin(theta), 0], |
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[np.sin(theta), np.cos(theta), 0], |
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[0, 0, 1], |
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], |
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dtype=torch.float32, |
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) |
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def create_raymond_lights() -> List[pyrender.Node]: |
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""" |
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Return raymond light nodes for the scene. |
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""" |
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thetas = np.pi * np.array([1.0 / 6.0, 1.0 / 6.0, 1.0 / 6.0]) |
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phis = np.pi * np.array([0.0, 2.0 / 3.0, 4.0 / 3.0]) |
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nodes = [] |
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for phi, theta in zip(phis, thetas): |
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xp = np.sin(theta) * np.cos(phi) |
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yp = np.sin(theta) * np.sin(phi) |
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zp = np.cos(theta) |
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z = np.array([xp, yp, zp]) |
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z = z / np.linalg.norm(z) |
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x = np.array([-z[1], z[0], 0.0]) |
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if np.linalg.norm(x) == 0: |
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x = np.array([1.0, 0.0, 0.0]) |
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x = x / np.linalg.norm(x) |
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y = np.cross(z, x) |
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matrix = np.eye(4) |
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matrix[:3,:3] = np.c_[x,y,z] |
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nodes.append(pyrender.Node( |
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light=pyrender.DirectionalLight(color=np.ones(3), intensity=1.0), |
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matrix=matrix |
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)) |
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return nodes |
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class Renderer: |
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def __init__(self, cfg: CfgNode, faces: np.array): |
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""" |
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Wrapper around the pyrender renderer to render SMPL meshes. |
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Args: |
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cfg (CfgNode): Model config file. |
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faces (np.array): Array of shape (F, 3) containing the mesh faces. |
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""" |
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self.cfg = cfg |
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self.focal_length = cfg.EXTRA.FOCAL_LENGTH |
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self.img_res = cfg.MODEL.IMAGE_SIZE |
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self.camera_center = [self.img_res // 2, self.img_res // 2] |
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self.faces = faces |
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def __call__(self, |
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vertices: np.array, |
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camera_translation: np.array, |
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image: torch.Tensor, |
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full_frame: bool = False, |
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imgname: Optional[str] = None, |
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side_view=False, rot_angle=90, |
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mesh_base_color=(1.0, 1.0, 0.9), |
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scene_bg_color=(0,0,0), |
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return_rgba=False, |
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) -> np.array: |
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""" |
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Render meshes on input image |
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Args: |
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vertices (np.array): Array of shape (V, 3) containing the mesh vertices. |
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camera_translation (np.array): Array of shape (3,) with the camera translation. |
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image (torch.Tensor): Tensor of shape (3, H, W) containing the image crop with normalized pixel values. |
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full_frame (bool): If True, then render on the full image. |
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imgname (Optional[str]): Contains the original image filenamee. Used only if full_frame == True. |
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""" |
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if full_frame: |
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image = cv2.imread(imgname).astype(np.float32)[:, :, ::-1] / 255. |
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else: |
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image = image.clone() * torch.tensor(self.cfg.MODEL.IMAGE_STD, device=image.device).reshape(3,1,1) |
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image = image + torch.tensor(self.cfg.MODEL.IMAGE_MEAN, device=image.device).reshape(3,1,1) |
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image = image.permute(1, 2, 0).cpu().numpy() |
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renderer = pyrender.OffscreenRenderer(viewport_width=image.shape[1], |
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viewport_height=image.shape[0], |
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point_size=1.0) |
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material = pyrender.MetallicRoughnessMaterial( |
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metallicFactor=0.0, |
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alphaMode='OPAQUE', |
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baseColorFactor=(*mesh_base_color, 1.0)) |
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camera_translation[0] *= -1. |
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mesh = trimesh.Trimesh(vertices.copy(), self.faces.copy()) |
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if side_view: |
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rot = trimesh.transformations.rotation_matrix( |
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np.radians(rot_angle), [0, 1, 0]) |
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mesh.apply_transform(rot) |
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rot = trimesh.transformations.rotation_matrix( |
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np.radians(180), [1, 0, 0]) |
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mesh.apply_transform(rot) |
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mesh = pyrender.Mesh.from_trimesh(mesh, material=material) |
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scene = pyrender.Scene(bg_color=[*scene_bg_color, 0.0], |
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ambient_light=(0.3, 0.3, 0.3)) |
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scene.add(mesh, 'mesh') |
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camera_pose = np.eye(4) |
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camera_pose[:3, 3] = camera_translation |
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camera_center = [image.shape[1] / 2., image.shape[0] / 2.] |
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camera = pyrender.IntrinsicsCamera(fx=self.focal_length, fy=self.focal_length, |
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cx=camera_center[0], cy=camera_center[1], zfar=1e12) |
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scene.add(camera, pose=camera_pose) |
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light_nodes = create_raymond_lights() |
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for node in light_nodes: |
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scene.add_node(node) |
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color, rend_depth = renderer.render(scene, flags=pyrender.RenderFlags.RGBA) |
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color = color.astype(np.float32) / 255.0 |
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renderer.delete() |
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if return_rgba: |
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return color |
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valid_mask = (color[:, :, -1])[:, :, np.newaxis] |
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if not side_view: |
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output_img = (color[:, :, :3] * valid_mask + (1 - valid_mask) * image) |
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else: |
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output_img = color[:, :, :3] |
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output_img = output_img.astype(np.float32) |
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return output_img |
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def vertices_to_trimesh(self, vertices, camera_translation, mesh_base_color=(1.0, 1.0, 0.9), |
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rot_axis=[1,0,0], rot_angle=0,): |
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vertex_colors = np.array([(*mesh_base_color, 1.0)] * vertices.shape[0]) |
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print(vertices.shape, camera_translation.shape) |
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mesh = trimesh.Trimesh(vertices.copy() + camera_translation, self.faces.copy(), vertex_colors=vertex_colors) |
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rot = trimesh.transformations.rotation_matrix( |
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np.radians(rot_angle), rot_axis) |
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mesh.apply_transform(rot) |
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rot = trimesh.transformations.rotation_matrix( |
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np.radians(180), [1, 0, 0]) |
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mesh.apply_transform(rot) |
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return mesh |
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def render_rgba( |
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self, |
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vertices: np.array, |
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cam_t = None, |
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rot=None, |
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rot_axis=[1,0,0], |
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rot_angle=0, |
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camera_z=3, |
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mesh_base_color=(1.0, 1.0, 0.9), |
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scene_bg_color=(0,0,0), |
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render_res=[256, 256], |
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): |
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renderer = pyrender.OffscreenRenderer(viewport_width=render_res[0], |
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viewport_height=render_res[1], |
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point_size=1.0) |
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if cam_t is not None: |
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camera_translation = cam_t.copy() |
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else: |
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camera_translation = np.array([0, 0, camera_z * self.focal_length/render_res[1]]) |
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mesh = self.vertices_to_trimesh(vertices, camera_translation, mesh_base_color, rot_axis, rot_angle) |
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mesh = pyrender.Mesh.from_trimesh(mesh) |
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scene = pyrender.Scene(bg_color=[*scene_bg_color, 0.0], |
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ambient_light=(0.3, 0.3, 0.3)) |
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scene.add(mesh, 'mesh') |
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camera_pose = np.eye(4) |
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camera_center = [render_res[0] / 2., render_res[1] / 2.] |
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camera = pyrender.IntrinsicsCamera(fx=self.focal_length, fy=self.focal_length, |
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cx=camera_center[0], cy=camera_center[1], zfar=1e12) |
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camera_node = pyrender.Node(camera=camera, matrix=camera_pose) |
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scene.add_node(camera_node) |
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self.add_point_lighting(scene, camera_node) |
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self.add_lighting(scene, camera_node) |
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light_nodes = create_raymond_lights() |
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for node in light_nodes: |
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scene.add_node(node) |
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color, rend_depth = renderer.render(scene, flags=pyrender.RenderFlags.RGBA) |
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color = color.astype(np.float32) / 255.0 |
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renderer.delete() |
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return color |
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def render_rgba_multiple( |
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self, |
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vertices: List[np.array], |
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cam_t: List[np.array], |
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rot_axis=[1,0,0], |
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rot_angle=0, |
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mesh_base_color=(1.0, 1.0, 0.9), |
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scene_bg_color=(0,0,0), |
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render_res=[256, 256], |
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focal_length=None, |
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): |
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renderer = pyrender.OffscreenRenderer(viewport_width=render_res[0], |
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viewport_height=render_res[1], |
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point_size=1.0) |
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mesh_list = [pyrender.Mesh.from_trimesh(self.vertices_to_trimesh(vvv, ttt.copy(), mesh_base_color, rot_axis, rot_angle)) for vvv,ttt in zip(vertices, cam_t)] |
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scene = pyrender.Scene(bg_color=[*scene_bg_color, 0.0], |
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ambient_light=(0.3, 0.3, 0.3)) |
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for i,mesh in enumerate(mesh_list): |
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scene.add(mesh, f'mesh_{i}') |
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camera_pose = np.eye(4) |
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camera_center = [render_res[0] / 2., render_res[1] / 2.] |
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focal_length = focal_length if focal_length is not None else self.focal_length |
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camera = pyrender.IntrinsicsCamera(fx=focal_length, fy=focal_length, |
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cx=camera_center[0], cy=camera_center[1], zfar=1e12) |
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camera_node = pyrender.Node(camera=camera, matrix=camera_pose) |
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scene.add_node(camera_node) |
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self.add_point_lighting(scene, camera_node) |
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self.add_lighting(scene, camera_node) |
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light_nodes = create_raymond_lights() |
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for node in light_nodes: |
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scene.add_node(node) |
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color, rend_depth = renderer.render(scene, flags=pyrender.RenderFlags.RGBA) |
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color = color.astype(np.float32) / 255.0 |
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renderer.delete() |
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return color |
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def add_lighting(self, scene, cam_node, color=np.ones(3), intensity=1.0): |
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light_poses = get_light_poses() |
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light_poses.append(np.eye(4)) |
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cam_pose = scene.get_pose(cam_node) |
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for i, pose in enumerate(light_poses): |
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matrix = cam_pose @ pose |
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node = pyrender.Node( |
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name=f"light-{i:02d}", |
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light=pyrender.DirectionalLight(color=color, intensity=intensity), |
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matrix=matrix, |
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) |
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if scene.has_node(node): |
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continue |
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scene.add_node(node) |
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def add_point_lighting(self, scene, cam_node, color=np.ones(3), intensity=1.0): |
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light_poses = get_light_poses(dist=0.5) |
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light_poses.append(np.eye(4)) |
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cam_pose = scene.get_pose(cam_node) |
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for i, pose in enumerate(light_poses): |
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matrix = cam_pose @ pose |
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node = pyrender.Node( |
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name=f"plight-{i:02d}", |
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light=pyrender.PointLight(color=color, intensity=intensity), |
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matrix=matrix, |
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) |
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if scene.has_node(node): |
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continue |
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scene.add_node(node) |
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