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| import numpy as np
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| from PIL import Image
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| import trimesh
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| from simple_3dviz import Mesh
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| from simple_3dviz.renderables.textured_mesh import Material, TexturedMesh
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| import seaborn as sns
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| def get_textured_objects(bbox_params_t, objects_dataset, classes, diffusion=False, no_texture=False, render_bboxes=False):
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| renderables = []
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| lines_renderables = []
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| trimesh_meshes = []
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| model_jids = []
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| if diffusion:
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| start, end = 0, bbox_params_t.shape[1]
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| else:
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| start, end = 1, bbox_params_t.shape[1]-1
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| color_palette = np.array(sns.color_palette('hls', len(classes)-2))
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| for j in range(start, end):
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| query_size = bbox_params_t[0, j, -4:-1]
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| query_label = classes[bbox_params_t[0, j, :-7].argmax(-1)]
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| furniture = objects_dataset.get_closest_furniture_to_box(
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| query_label, query_size
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| )
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| if no_texture:
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| class_index = bbox_params_t[0, j, :-7].argmax(-1)
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| raw_mesh = Mesh.from_file(furniture.raw_model_path, color=color_palette[class_index, :])
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| else:
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| class_index = bbox_params_t[0, j, :-7].argmax(-1)
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| raw_mesh = Mesh.from_file(furniture.raw_model_path, color=color_palette[class_index, :])
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| raw_mesh.scale(furniture.scale)
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| bbox = raw_mesh.bbox
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| centroid = (bbox[0] + bbox[1])/2
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| translation = bbox_params_t[0, j, -7:-4]
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| theta = bbox_params_t[0, j, -1]
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| R = np.zeros((3, 3))
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| R[0, 0] = np.cos(theta)
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| R[0, 2] = -np.sin(theta)
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| R[2, 0] = np.sin(theta)
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| R[2, 2] = np.cos(theta)
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| R[1, 1] = 1.
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| raw_mesh.affine_transform(t=-centroid)
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| raw_mesh.affine_transform(R=R, t=translation)
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| renderables.append(raw_mesh)
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| tr_mesh = trimesh.load(furniture.raw_model_path, force="mesh")
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| if no_texture:
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| color = color_palette[class_index, :]
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| tr_mesh.visual.vertex_colors = (color[None, :].repeat(tr_mesh.vertices.shape[0], axis=0).reshape(-1, 3) * 255.0).astype(np.uint8)
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| tr_mesh.visual.face_colors = (color[None, :].repeat(tr_mesh.faces.shape[0], axis=0).reshape(-1, 3) * 255.0).astype(np.uint8)
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| else:
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| tr_mesh.visual.material.image = Image.open(furniture.texture_image_path)
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| tr_mesh.visual.vertex_colors = (tr_mesh.visual.to_color()).vertex_colors[:, 0:3]
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| print('convert texture to vertex colors')
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| tr_mesh.vertices *= furniture.scale
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| tr_mesh.vertices -= centroid
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| tr_mesh.vertices[...] = tr_mesh.vertices.dot(R) + translation
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| trimesh_meshes.append(tr_mesh)
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| model_jids.append( (furniture.raw_model_path).split('/')[-2] )
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| return renderables, trimesh_meshes, model_jids
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| def get_textured_objects_based_on_objfeats(bbox_params_t, objects_dataset, classes, diffusion=False, no_texture=False, query_objfeats=None, combine_size=False, render_bboxes=False):
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| renderables = []
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| lines_renderables = []
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| trimesh_meshes = []
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| model_jids = []
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| if diffusion:
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| start, end = 0, bbox_params_t.shape[1]
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| else:
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| start, end = 1, bbox_params_t.shape[1]-1
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| color_palette = np.array(sns.color_palette('hls', len(classes)-2))
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| for j in range(start, end):
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| query_size = bbox_params_t[0, j, -4:-1]
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| query_label = classes[bbox_params_t[0, j, :-7].argmax(-1)]
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| if combine_size:
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| furniture = objects_dataset.get_closest_furniture_to_objfeats_and_size(
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| query_label, query_objfeats[0, j], query_size
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| )
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| else:
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| furniture = objects_dataset.get_closest_furniture_to_objfeats(
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| query_label, query_objfeats[0, j]
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| )
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| if no_texture:
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| class_index = bbox_params_t[0, j, :-7].argmax(-1)
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| raw_mesh = Mesh.from_file(furniture.raw_model_path, color=color_palette[class_index, :])
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| else:
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| class_index = bbox_params_t[0, j, :-7].argmax(-1)
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| raw_mesh = Mesh.from_file(furniture.raw_model_path, color=color_palette[class_index, :])
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| raw_bbox_vertices = np.load(furniture.path_to_bbox_vertices, mmap_mode="r")
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| raw_sizes = np.array([
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| np.sqrt(np.sum((raw_bbox_vertices[4]-raw_bbox_vertices[0])**2))/2,
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| np.sqrt(np.sum((raw_bbox_vertices[2]-raw_bbox_vertices[0])**2))/2,
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| np.sqrt(np.sum((raw_bbox_vertices[1]-raw_bbox_vertices[0])**2))/2
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| ])
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| raw_mesh.scale(query_size / raw_sizes)
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| bbox = raw_mesh.bbox
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| centroid = (bbox[0] + bbox[1])/2
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| translation = bbox_params_t[0, j, -7:-4]
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| theta = bbox_params_t[0, j, -1]
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| R = np.zeros((3, 3))
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| R[0, 0] = np.cos(theta)
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| R[0, 2] = -np.sin(theta)
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| R[2, 0] = np.sin(theta)
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| R[2, 2] = np.cos(theta)
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| R[1, 1] = 1.
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| raw_mesh.affine_transform(t=-centroid)
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| raw_mesh.affine_transform(R=R, t=translation)
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| renderables.append(raw_mesh)
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| tr_mesh = trimesh.load(furniture.raw_model_path, force="mesh")
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| if no_texture:
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| color=color_palette[class_index, :]
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| tr_mesh.visual.vertex_colors = (color[None, :].repeat(tr_mesh.vertices.shape[0], axis=0).reshape(-1, 3) * 255.0).astype(np.uint8)
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| tr_mesh.visual.face_colors = (color[None, :].repeat(tr_mesh.faces.shape[0], axis=0).reshape(-1, 3) * 255.0).astype(np.uint8)
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| else:
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| tr_mesh.visual.material.image = Image.open(
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| furniture.texture_image_path
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| )
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| tr_mesh.visual.vertex_colors = (tr_mesh.visual.to_color()).vertex_colors[:, 0:3]
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| tr_mesh.vertices *= (query_size / raw_sizes)
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| tr_mesh.vertices -= centroid
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| tr_mesh.vertices[...] = tr_mesh.vertices.dot(R) + translation
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| trimesh_meshes.append(tr_mesh)
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| model_jids.append( (furniture.raw_model_path).split('/')[-2] )
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| return renderables, trimesh_meshes, model_jids
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| def get_floor_plan(scene, floor_textures):
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| """Return the floor plan of the scene as a trimesh mesh and a simple-3dviz
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| TexturedMesh."""
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| vertices, faces = scene.floor_plan
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| vertices = vertices - scene.floor_plan_centroid
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| uv = np.copy(vertices[:, [0, 2]])
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| uv -= uv.min(axis=0)
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| uv /= 0.3
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| texture = np.random.choice(floor_textures)
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|
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| floor = TexturedMesh.from_faces(
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| vertices=vertices,
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| uv=uv,
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| faces=faces,
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| material=Material.with_texture_image(texture)
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| )
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| tr_floor = trimesh.Trimesh(
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| np.copy(vertices), np.copy(faces), process=False
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| )
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| tr_floor.visual = trimesh.visual.TextureVisuals(
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| uv=np.copy(uv),
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| material=trimesh.visual.material.SimpleMaterial(
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| image=Image.open(texture)
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| )
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| )
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| return floor, tr_floor
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|