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Running
on
Zero
import torch | |
import pytorch3d | |
import torch.nn.functional as F | |
from pytorch3d.ops import interpolate_face_attributes | |
from pytorch3d.renderer import ( | |
look_at_view_transform, | |
FoVPerspectiveCameras, | |
AmbientLights, | |
PointLights, | |
DirectionalLights, | |
Materials, | |
RasterizationSettings, | |
MeshRenderer, | |
MeshRasterizer, | |
SoftPhongShader, | |
SoftSilhouetteShader, | |
HardPhongShader, | |
TexturesVertex, | |
TexturesUV, | |
Materials, | |
) | |
from pytorch3d.renderer.blending import BlendParams, hard_rgb_blend | |
from pytorch3d.renderer.utils import convert_to_tensors_and_broadcast, TensorProperties | |
from pytorch3d.renderer.mesh.shader import ShaderBase | |
def get_cos_angle(points, normals, camera_position): | |
""" | |
calculate cosine similarity between view->surface and surface normal. | |
""" | |
if points.shape != normals.shape: | |
msg = "Expected points and normals to have the same shape: got %r, %r" | |
raise ValueError(msg % (points.shape, normals.shape)) | |
# Ensure all inputs have same batch dimension as points | |
matched_tensors = convert_to_tensors_and_broadcast( | |
points, camera_position, device=points.device | |
) | |
_, camera_position = matched_tensors | |
# Reshape direction and color so they have all the arbitrary intermediate | |
# dimensions as points. Assume first dim = batch dim and last dim = 3. | |
points_dims = points.shape[1:-1] | |
expand_dims = (-1,) + (1,) * len(points_dims) | |
if camera_position.shape != normals.shape: | |
camera_position = camera_position.view(expand_dims + (3,)) | |
normals = F.normalize(normals, p=2, dim=-1, eps=1e-6) | |
# Calculate the cosine value. | |
view_direction = camera_position - points | |
view_direction = F.normalize(view_direction, p=2, dim=-1, eps=1e-6) | |
cos_angle = torch.sum(view_direction * normals, dim=-1, keepdim=True) | |
cos_angle = cos_angle.clamp(0, 1) | |
# Cosine of the angle between the reflected light ray and the viewer | |
return cos_angle | |
def _geometry_shading_with_pixels( | |
meshes, fragments, lights, cameras, materials, texels | |
): | |
""" | |
Render pixel space vertex position, normal(world), depth, and cos angle | |
Args: | |
meshes: Batch of meshes | |
fragments: Fragments named tuple with the outputs of rasterization | |
lights: Lights class containing a batch of lights | |
cameras: Cameras class containing a batch of cameras | |
materials: Materials class containing a batch of material properties | |
texels: texture per pixel of shape (N, H, W, K, 3) | |
Returns: | |
colors: (N, H, W, K, 3) | |
pixel_coords: (N, H, W, K, 3), camera coordinates of each intersection. | |
""" | |
verts = meshes.verts_packed() # (V, 3) | |
faces = meshes.faces_packed() # (F, 3) | |
vertex_normals = meshes.verts_normals_packed() # (V, 3) | |
faces_verts = verts[faces] | |
faces_normals = vertex_normals[faces] | |
pixel_coords_in_camera = interpolate_face_attributes( | |
fragments.pix_to_face, fragments.bary_coords, faces_verts | |
) | |
pixel_normals = interpolate_face_attributes( | |
fragments.pix_to_face, fragments.bary_coords, faces_normals | |
) | |
cos_angles = get_cos_angle( | |
pixel_coords_in_camera, pixel_normals, cameras.get_camera_center() | |
) | |
return pixel_coords_in_camera, pixel_normals, fragments.zbuf[..., None], cos_angles | |
class HardGeometryShader(ShaderBase): | |
""" | |
renders common geometric informations. | |
""" | |
def forward(self, fragments, meshes, **kwargs): | |
cameras = super()._get_cameras(**kwargs) | |
texels = self.texel_from_uv(fragments, meshes) | |
lights = kwargs.get("lights", self.lights) | |
materials = kwargs.get("materials", self.materials) | |
blend_params = kwargs.get("blend_params", self.blend_params) | |
verts, normals, depths, cos_angles = _geometry_shading_with_pixels( | |
meshes=meshes, | |
fragments=fragments, | |
texels=texels, | |
lights=lights, | |
cameras=cameras, | |
materials=materials, | |
) | |
texels = meshes.sample_textures(fragments) | |
verts = hard_rgb_blend(verts, fragments, blend_params) | |
normals = hard_rgb_blend(normals, fragments, blend_params) | |
depths = hard_rgb_blend(depths, fragments, blend_params) | |
cos_angles = hard_rgb_blend(cos_angles, fragments, blend_params) | |
from IPython import embed | |
embed() | |
texels = hard_rgb_blend(texels, fragments, blend_params) | |
return verts, normals, depths, cos_angles, texels, fragments | |
def texel_from_uv(self, fragments, meshes): | |
texture_tmp = meshes.textures | |
maps_tmp = texture_tmp.maps_padded() | |
uv_color = [[[1, 0], [1, 1]], [[0, 0], [0, 1]]] | |
uv_color = ( | |
torch.FloatTensor(uv_color).to(maps_tmp[0].device).type(maps_tmp[0].dtype) | |
) | |
uv_texture = TexturesUV( | |
[uv_color.clone() for t in maps_tmp], | |
texture_tmp.faces_uvs_padded(), | |
texture_tmp.verts_uvs_padded(), | |
sampling_mode="bilinear", | |
) | |
meshes.textures = uv_texture | |
texels = meshes.sample_textures(fragments) | |
meshes.textures = texture_tmp | |
texels = torch.cat((texels, texels[..., -1:] * 0), dim=-1) | |
return texels | |