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Duplicate from vumichien/generate_human_motion
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import numpy as np
import trimesh
from pyrender import (OffscreenRenderer, PerspectiveCamera, DirectionalLight,
SpotLight, Mesh, Node, Scene)
def test_offscreen_renderer(tmpdir):
# Fuze trimesh
fuze_trimesh = trimesh.load('examples/models/fuze.obj')
fuze_mesh = Mesh.from_trimesh(fuze_trimesh)
# Drill trimesh
drill_trimesh = trimesh.load('examples/models/drill.obj')
drill_mesh = Mesh.from_trimesh(drill_trimesh)
drill_pose = np.eye(4)
drill_pose[0,3] = 0.1
drill_pose[2,3] = -np.min(drill_trimesh.vertices[:,2])
# Wood trimesh
wood_trimesh = trimesh.load('examples/models/wood.obj')
wood_mesh = Mesh.from_trimesh(wood_trimesh)
# Water bottle trimesh
bottle_gltf = trimesh.load('examples/models/WaterBottle.glb')
bottle_trimesh = bottle_gltf.geometry[list(bottle_gltf.geometry.keys())[0]]
bottle_mesh = Mesh.from_trimesh(bottle_trimesh)
bottle_pose = np.array([
[1.0, 0.0, 0.0, 0.1],
[0.0, 0.0, -1.0, -0.16],
[0.0, 1.0, 0.0, 0.13],
[0.0, 0.0, 0.0, 1.0],
])
boxv_trimesh = trimesh.creation.box(extents=0.1 * np.ones(3))
boxv_vertex_colors = np.random.uniform(size=(boxv_trimesh.vertices.shape))
boxv_trimesh.visual.vertex_colors = boxv_vertex_colors
boxv_mesh = Mesh.from_trimesh(boxv_trimesh, smooth=False)
boxf_trimesh = trimesh.creation.box(extents=0.1 * np.ones(3))
boxf_face_colors = np.random.uniform(size=boxf_trimesh.faces.shape)
boxf_trimesh.visual.face_colors = boxf_face_colors
# Instanced
poses = np.tile(np.eye(4), (2,1,1))
poses[0,:3,3] = np.array([-0.1, -0.10, 0.05])
poses[1,:3,3] = np.array([-0.15, -0.10, 0.05])
boxf_mesh = Mesh.from_trimesh(boxf_trimesh, poses=poses, smooth=False)
points = trimesh.creation.icosphere(radius=0.05).vertices
point_colors = np.random.uniform(size=points.shape)
points_mesh = Mesh.from_points(points, colors=point_colors)
direc_l = DirectionalLight(color=np.ones(3), intensity=1.0)
spot_l = SpotLight(color=np.ones(3), intensity=10.0,
innerConeAngle=np.pi / 16, outerConeAngle=np.pi / 6)
cam = PerspectiveCamera(yfov=(np.pi / 3.0))
cam_pose = np.array([
[0.0, -np.sqrt(2) / 2, np.sqrt(2) / 2, 0.5],
[1.0, 0.0, 0.0, 0.0],
[0.0, np.sqrt(2) / 2, np.sqrt(2) / 2, 0.4],
[0.0, 0.0, 0.0, 1.0]
])
scene = Scene(ambient_light=np.array([0.02, 0.02, 0.02]))
fuze_node = Node(mesh=fuze_mesh, translation=np.array([
0.1, 0.15, -np.min(fuze_trimesh.vertices[:,2])
]))
scene.add_node(fuze_node)
boxv_node = Node(mesh=boxv_mesh, translation=np.array([-0.1, 0.10, 0.05]))
scene.add_node(boxv_node)
boxf_node = Node(mesh=boxf_mesh)
scene.add_node(boxf_node)
_ = scene.add(drill_mesh, pose=drill_pose)
_ = scene.add(bottle_mesh, pose=bottle_pose)
_ = scene.add(wood_mesh)
_ = scene.add(direc_l, pose=cam_pose)
_ = scene.add(spot_l, pose=cam_pose)
_ = scene.add(points_mesh)
_ = scene.add(cam, pose=cam_pose)
r = OffscreenRenderer(viewport_width=640, viewport_height=480)
color, depth = r.render(scene)
assert color.shape == (480, 640, 3)
assert depth.shape == (480, 640)
assert np.max(depth.data) > 0.05
assert np.count_nonzero(depth.data) > (0.2 * depth.size)
r.delete()