File size: 4,815 Bytes
2fa4776
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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
import random
from dataclasses import dataclass, field

import envlight
import numpy as np
import nvdiffrast.torch as dr
import torch
import torch.nn as nn
import torch.nn.functional as F

import threestudio
from threestudio.models.materials.base import BaseMaterial
from threestudio.utils.ops import get_activation
from threestudio.utils.typing import *


@threestudio.register("pbr-material")
class PBRMaterial(BaseMaterial):
    @dataclass
    class Config(BaseMaterial.Config):
        material_activation: str = "sigmoid"
        environment_texture: str = "load/lights/mud_road_puresky_1k.hdr"
        environment_scale: float = 2.0
        min_metallic: float = 0.0
        max_metallic: float = 0.9
        min_roughness: float = 0.08
        max_roughness: float = 0.9
        use_bump: bool = True

    cfg: Config

    def configure(self) -> None:
        self.requires_normal = True
        self.requires_tangent = self.cfg.use_bump

        self.light = envlight.EnvLight(
            self.cfg.environment_texture, scale=self.cfg.environment_scale
        )

        FG_LUT = torch.from_numpy(
            np.fromfile("load/lights/bsdf_256_256.bin", dtype=np.float32).reshape(
                1, 256, 256, 2
            )
        )
        self.register_buffer("FG_LUT", FG_LUT)

    def forward(
        self,
        features: Float[Tensor, "*B Nf"],
        viewdirs: Float[Tensor, "*B 3"],
        shading_normal: Float[Tensor, "B ... 3"],
        tangent: Optional[Float[Tensor, "B ... 3"]] = None,
        **kwargs,
    ) -> Float[Tensor, "*B 3"]:
        prefix_shape = features.shape[:-1]

        material: Float[Tensor, "*B Nf"] = get_activation(self.cfg.material_activation)(
            features
        )
        albedo = material[..., :3]
        metallic = (
            material[..., 3:4] * (self.cfg.max_metallic - self.cfg.min_metallic)
            + self.cfg.min_metallic
        )
        roughness = (
            material[..., 4:5] * (self.cfg.max_roughness - self.cfg.min_roughness)
            + self.cfg.min_roughness
        )

        if self.cfg.use_bump:
            assert tangent is not None
            # perturb_normal is a delta to the initialization [0, 0, 1]
            perturb_normal = (material[..., 5:8] * 2 - 1) + torch.tensor(
                [0, 0, 1], dtype=material.dtype, device=material.device
            )
            perturb_normal = F.normalize(perturb_normal.clamp(-1, 1), dim=-1)

            # apply normal perturbation in tangent space
            bitangent = F.normalize(torch.cross(tangent, shading_normal), dim=-1)
            shading_normal = (
                tangent * perturb_normal[..., 0:1]
                - bitangent * perturb_normal[..., 1:2]
                + shading_normal * perturb_normal[..., 2:3]
            )
            shading_normal = F.normalize(shading_normal, dim=-1)

        v = -viewdirs
        n_dot_v = (shading_normal * v).sum(-1, keepdim=True)
        reflective = n_dot_v * shading_normal * 2 - v

        diffuse_albedo = (1 - metallic) * albedo

        fg_uv = torch.cat([n_dot_v, roughness], -1).clamp(0, 1)
        fg = dr.texture(
            self.FG_LUT,
            fg_uv.reshape(1, -1, 1, 2).contiguous(),
            filter_mode="linear",
            boundary_mode="clamp",
        ).reshape(*prefix_shape, 2)
        F0 = (1 - metallic) * 0.04 + metallic * albedo
        specular_albedo = F0 * fg[:, 0:1] + fg[:, 1:2]

        diffuse_light = self.light(shading_normal)
        specular_light = self.light(reflective, roughness)

        color = diffuse_albedo * diffuse_light + specular_albedo * specular_light
        color = color.clamp(0.0, 1.0)

        return color

    def export(self, features: Float[Tensor, "*N Nf"], **kwargs) -> Dict[str, Any]:
        material: Float[Tensor, "*N Nf"] = get_activation(self.cfg.material_activation)(
            features
        )
        albedo = material[..., :3]
        metallic = (
            material[..., 3:4] * (self.cfg.max_metallic - self.cfg.min_metallic)
            + self.cfg.min_metallic
        )
        roughness = (
            material[..., 4:5] * (self.cfg.max_roughness - self.cfg.min_roughness)
            + self.cfg.min_roughness
        )

        out = {
            "albedo": albedo,
            "metallic": metallic,
            "roughness": roughness,
        }

        if self.cfg.use_bump:
            perturb_normal = (material[..., 5:8] * 2 - 1) + torch.tensor(
                [0, 0, 1], dtype=material.dtype, device=material.device
            )
            perturb_normal = F.normalize(perturb_normal.clamp(-1, 1), dim=-1)
            perturb_normal = (perturb_normal + 1) / 2
            out.update(
                {
                    "bump": perturb_normal,
                }
            )

        return out