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# -*- coding: utf-8 -*-
#
# Max-Planck-Gesellschaft zur Förderung der Wissenschaften e.V. (MPG) is
# holder of all proprietary rights on this computer program.
# Using this computer program means that you agree to the terms
# in the LICENSE file included with this software distribution.
# Any use not explicitly granted by the LICENSE is prohibited.
#
# Copyright©2019 Max-Planck-Gesellschaft zur Förderung
# der Wissenschaften e.V. (MPG). acting on behalf of its Max Planck Institute
# for Intelligent Systems. All rights reserved.
#
# For comments or questions, please email us at deca@tue.mpg.de
# For commercial licensing contact, please contact ps-license@tuebingen.mpg.de
import numpy as np
import torch
import torch.nn as nn
import torch.nn.functional as F
from skimage.io import imread
import imageio
from . import util
def set_rasterizer(type = 'pytorch3d'):
if type == 'pytorch3d':
global Meshes, load_obj, rasterize_meshes
from pytorch3d.structures import Meshes
from pytorch3d.io import load_obj
from pytorch3d.renderer.mesh import rasterize_meshes
elif type == 'standard':
global standard_rasterize, load_obj
import os
from .util import load_obj
# Use JIT Compiling Extensions
# ref: https://pytorch.org/tutorials/advanced/cpp_extension.html
# from torch.utils.cpp_extension import load, CUDA_HOME
# curr_dir = os.path.dirname(__file__)
# standard_rasterize_cuda = \
# load(name='standard_rasterize_cuda',
# sources=[f'{curr_dir}/rasterizer/standard_rasterize_cuda.cpp', f'{curr_dir}/rasterizer/standard_rasterize_cuda_kernel.cu'],
# extra_cuda_cflags = ['-std=c++14', '-ccbin=$$(which gcc-7)']) # cuda10.2 is not compatible with gcc9. Specify gcc 7
# from standard_rasterize_cuda import standard_rasterize
# If JIT does not work, try manually installation first
# 1. see instruction here: pixielib/utils/rasterizer/INSTALL.md
# 2. add this: "from .rasterizer.standard_rasterize_cuda import standard_rasterize" here
from .rasterizer.standard_rasterize_cuda import standard_rasterize
class StandardRasterizer(nn.Module):
""" Alg: https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation
Notice:
x,y,z are in image space, normalized to [-1, 1]
can render non-squared image
not differentiable
"""
def __init__(self, height, width=None):
"""
use fixed raster_settings for rendering faces
"""
super().__init__()
if width is None:
width = height
self.h = h = height; self.w = w = width
def forward(self, vertices, faces, attributes=None, h=None, w=None):
device = vertices.device
if h is None:
h = self.h
if w is None:
w = self.h;
bz = vertices.shape[0]
depth_buffer = torch.zeros([bz, h, w]).float().to(device) + 1e6
triangle_buffer = torch.zeros([bz, h, w]).int().to(device) - 1
baryw_buffer = torch.zeros([bz, h, w, 3]).float().to(device)
vert_vis = torch.zeros([bz, vertices.shape[1]]).float().to(device)
vertices = vertices.clone().float()
# compatibale with pytorch3d ndc, see https://github.com/facebookresearch/pytorch3d/blob/e42b0c4f704fa0f5e262f370dccac537b5edf2b1/pytorch3d/csrc/rasterize_meshes/rasterize_meshes.cu#L232
vertices[...,:2] = -vertices[...,:2]
vertices[...,0] = vertices[..., 0]*w/2 + w/2
vertices[...,1] = vertices[..., 1]*h/2 + h/2
vertices[...,0] = w - 1 - vertices[..., 0]
vertices[...,1] = h - 1 - vertices[..., 1]
vertices[...,0] = -1 + (2*vertices[...,0] + 1)/w
vertices[...,1] = -1 + (2*vertices[...,1] + 1)/h
#
vertices = vertices.clone().float()
vertices[...,0] = vertices[..., 0]*w/2 + w/2
vertices[...,1] = vertices[..., 1]*h/2 + h/2
vertices[...,2] = vertices[..., 2]*w/2
f_vs = util.face_vertices(vertices, faces)
standard_rasterize(f_vs, depth_buffer, triangle_buffer, baryw_buffer, h, w)
pix_to_face = triangle_buffer[:,:,:,None].long()
bary_coords = baryw_buffer[:,:,:,None,:]
vismask = (pix_to_face > -1).float()
D = attributes.shape[-1]
attributes = attributes.clone(); attributes = attributes.view(attributes.shape[0]*attributes.shape[1], 3, attributes.shape[-1])
N, H, W, K, _ = bary_coords.shape
mask = pix_to_face == -1
pix_to_face = pix_to_face.clone()
pix_to_face[mask] = 0
idx = pix_to_face.view(N * H * W * K, 1, 1).expand(N * H * W * K, 3, D)
pixel_face_vals = attributes.gather(0, idx).view(N, H, W, K, 3, D)
pixel_vals = (bary_coords[..., None] * pixel_face_vals).sum(dim=-2)
pixel_vals[mask] = 0 # Replace masked values in output.
pixel_vals = pixel_vals[:,:,:,0].permute(0,3,1,2)
pixel_vals = torch.cat([pixel_vals, vismask[:,:,:,0][:,None,:,:]], dim=1)
return pixel_vals
class Pytorch3dRasterizer(nn.Module):
## TODO: add support for rendering non-squared images, since pytorc3d supports this now
""" Borrowed from https://github.com/facebookresearch/pytorch3d
Notice:
x,y,z are in image space, normalized
can only render squared image now
"""
def __init__(self, image_size=224):
"""
use fixed raster_settings for rendering faces
"""
super().__init__()
raster_settings = {
'image_size': image_size,
'blur_radius': 0.0,
'faces_per_pixel': 1,
'bin_size': None,
'max_faces_per_bin': None,
'perspective_correct': False,
}
raster_settings = util.dict2obj(raster_settings)
self.raster_settings = raster_settings
def forward(self, vertices, faces, attributes=None, h=None, w=None):
fixed_vertices = vertices.clone()
fixed_vertices[...,:2] = -fixed_vertices[...,:2]
raster_settings = self.raster_settings
if h is None and w is None:
image_size = raster_settings.image_size
else:
image_size = [h, w]
if h>w:
fixed_vertices[..., 1] = fixed_vertices[..., 1]*h/w
else:
fixed_vertices[..., 0] = fixed_vertices[..., 0]*w/h
meshes_screen = Meshes(verts=fixed_vertices.float(), faces=faces.long())
pix_to_face, zbuf, bary_coords, dists = rasterize_meshes(
meshes_screen,
image_size=image_size,
blur_radius=raster_settings.blur_radius,
faces_per_pixel=raster_settings.faces_per_pixel,
bin_size=raster_settings.bin_size,
max_faces_per_bin=raster_settings.max_faces_per_bin,
perspective_correct=raster_settings.perspective_correct,
)
vismask = (pix_to_face > -1).float()
D = attributes.shape[-1]
attributes = attributes.clone(); attributes = attributes.view(attributes.shape[0]*attributes.shape[1], 3, attributes.shape[-1])
N, H, W, K, _ = bary_coords.shape
mask = pix_to_face == -1
pix_to_face = pix_to_face.clone()
pix_to_face[mask] = 0
idx = pix_to_face.view(N * H * W * K, 1, 1).expand(N * H * W * K, 3, D)
pixel_face_vals = attributes.gather(0, idx).view(N, H, W, K, 3, D)
pixel_vals = (bary_coords[..., None] * pixel_face_vals).sum(dim=-2)
pixel_vals[mask] = 0 # Replace masked values in output.
pixel_vals = pixel_vals[:,:,:,0].permute(0,3,1,2)
pixel_vals = torch.cat([pixel_vals, vismask[:,:,:,0][:,None,:,:]], dim=1)
# print(image_size)
# import ipdb; ipdb.set_trace()
return pixel_vals
class SRenderY(nn.Module):
def __init__(self, image_size, obj_filename, uv_size=256, rasterizer_type='pytorch3d'):
super(SRenderY, self).__init__()
self.image_size = image_size
self.uv_size = uv_size
if rasterizer_type == 'pytorch3d':
self.rasterizer = Pytorch3dRasterizer(image_size)
self.uv_rasterizer = Pytorch3dRasterizer(uv_size)
verts, faces, aux = load_obj(obj_filename)
uvcoords = aux.verts_uvs[None, ...] # (N, V, 2)
uvfaces = faces.textures_idx[None, ...] # (N, F, 3)
faces = faces.verts_idx[None,...]
elif rasterizer_type == 'standard':
self.rasterizer = StandardRasterizer(image_size)
self.uv_rasterizer = StandardRasterizer(uv_size)
verts, uvcoords, faces, uvfaces = load_obj(obj_filename)
verts = verts[None, ...]
uvcoords = uvcoords[None, ...]
faces = faces[None, ...]
uvfaces = uvfaces[None, ...]
else:
NotImplementedError
# faces
dense_triangles = util.generate_triangles(uv_size, uv_size)
self.register_buffer('dense_faces', torch.from_numpy(dense_triangles).long()[None,:,:])
self.register_buffer('faces', faces)
self.register_buffer('raw_uvcoords', uvcoords)
# uv coords
uvcoords = torch.cat([uvcoords, uvcoords[:,:,0:1]*0.+1.], -1) #[bz, ntv, 3]
uvcoords = uvcoords*2 - 1; uvcoords[...,1] = -uvcoords[...,1]
face_uvcoords = util.face_vertices(uvcoords, uvfaces)
self.register_buffer('uvcoords', uvcoords)
self.register_buffer('uvfaces', uvfaces)
self.register_buffer('face_uvcoords', face_uvcoords)
# shape colors, for rendering shape overlay
colors = torch.tensor([180, 180, 180])[None, None, :].repeat(1, faces.max()+1, 1).float()/255.
face_colors = util.face_vertices(colors, faces)
self.register_buffer('face_colors', face_colors)
## SH factors for lighting
pi = np.pi
constant_factor = torch.tensor([1/np.sqrt(4*pi), ((2*pi)/3)*(np.sqrt(3/(4*pi))), ((2*pi)/3)*(np.sqrt(3/(4*pi))),\
((2*pi)/3)*(np.sqrt(3/(4*pi))), (pi/4)*(3)*(np.sqrt(5/(12*pi))), (pi/4)*(3)*(np.sqrt(5/(12*pi))),\
(pi/4)*(3)*(np.sqrt(5/(12*pi))), (pi/4)*(3/2)*(np.sqrt(5/(12*pi))), (pi/4)*(1/2)*(np.sqrt(5/(4*pi)))]).float()
self.register_buffer('constant_factor', constant_factor)
def forward(self, vertices, transformed_vertices, albedos, lights=None, light_type='point'):
'''
-- Texture Rendering
vertices: [batch_size, V, 3], vertices in world space, for calculating normals, then shading
transformed_vertices: [batch_size, V, 3], range:normalized to [-1,1], projected vertices in image space (that is aligned to the iamge pixel), for rasterization
albedos: [batch_size, 3, h, w], uv map
lights:
spherical homarnic: [N, 9(shcoeff), 3(rgb)]
points/directional lighting: [N, n_lights, 6(xyzrgb)]
light_type:
point or directional
'''
batch_size = vertices.shape[0]
## rasterizer near 0 far 100. move mesh so minz larger than 0
transformed_vertices[:,:,2] = transformed_vertices[:,:,2] + 10
# attributes
face_vertices = util.face_vertices(vertices, self.faces.expand(batch_size, -1, -1))
normals = util.vertex_normals(vertices, self.faces.expand(batch_size, -1, -1)); face_normals = util.face_vertices(normals, self.faces.expand(batch_size, -1, -1))
transformed_normals = util.vertex_normals(transformed_vertices, self.faces.expand(batch_size, -1, -1)); transformed_face_normals = util.face_vertices(transformed_normals, self.faces.expand(batch_size, -1, -1))
attributes = torch.cat([self.face_uvcoords.expand(batch_size, -1, -1, -1),
transformed_face_normals.detach(),
face_vertices.detach(),
face_normals],
-1)
# rasterize
rendering = self.rasterizer(transformed_vertices, self.faces.expand(batch_size, -1, -1), attributes)
####
# vis mask
alpha_images = rendering[:, -1, :, :][:, None, :, :].detach()
# albedo
uvcoords_images = rendering[:, :3, :, :]; grid = (uvcoords_images).permute(0, 2, 3, 1)[:, :, :, :2]
albedo_images = F.grid_sample(albedos, grid, align_corners=False)
# visible mask for pixels with positive normal direction
transformed_normal_map = rendering[:, 3:6, :, :].detach()
pos_mask = (transformed_normal_map[:, 2:, :, :] < -0.05).float()
# shading
normal_images = rendering[:, 9:12, :, :]
if lights is not None:
if lights.shape[1] == 9:
shading_images = self.add_SHlight(normal_images, lights)
else:
if light_type=='point':
vertice_images = rendering[:, 6:9, :, :].detach()
shading = self.add_pointlight(vertice_images.permute(0,2,3,1).reshape([batch_size, -1, 3]), normal_images.permute(0,2,3,1).reshape([batch_size, -1, 3]), lights)
shading_images = shading.reshape([batch_size, albedo_images.shape[2], albedo_images.shape[3], 3]).permute(0,3,1,2)
else:
shading = self.add_directionlight(normal_images.permute(0,2,3,1).reshape([batch_size, -1, 3]), lights)
shading_images = shading.reshape([batch_size, albedo_images.shape[2], albedo_images.shape[3], 3]).permute(0,3,1,2)
images = albedo_images*shading_images
else:
images = albedo_images
shading_images = images.detach()*0.
outputs = {
'images': images*alpha_images,
'albedo_images': albedo_images*alpha_images,
'alpha_images': alpha_images,
'pos_mask': pos_mask,
'shading_images': shading_images,
'grid': grid,
'normals': normals,
'normal_images': normal_images*alpha_images,
'transformed_normals': transformed_normals,
}
return outputs
def add_SHlight(self, normal_images, sh_coeff):
'''
sh_coeff: [bz, 9, 3]
'''
N = normal_images
sh = torch.stack([
N[:,0]*0.+1., N[:,0], N[:,1], \
N[:,2], N[:,0]*N[:,1], N[:,0]*N[:,2],
N[:,1]*N[:,2], N[:,0]**2 - N[:,1]**2, 3*(N[:,2]**2) - 1
],
1) # [bz, 9, h, w]
sh = sh*self.constant_factor[None,:,None,None]
shading = torch.sum(sh_coeff[:,:,:,None,None]*sh[:,:,None,:,:], 1) # [bz, 9, 3, h, w]
return shading
def add_pointlight(self, vertices, normals, lights):
'''
vertices: [bz, nv, 3]
lights: [bz, nlight, 6]
returns:
shading: [bz, nv, 3]
'''
light_positions = lights[:,:,:3]; light_intensities = lights[:,:,3:]
directions_to_lights = F.normalize(light_positions[:,:,None,:] - vertices[:,None,:,:], dim=3)
# normals_dot_lights = torch.clamp((normals[:,None,:,:]*directions_to_lights).sum(dim=3), 0., 1.)
normals_dot_lights = (normals[:,None,:,:]*directions_to_lights).sum(dim=3)
shading = normals_dot_lights[:,:,:,None]*light_intensities[:,:,None,:]
return shading.mean(1)
def add_directionlight(self, normals, lights):
'''
normals: [bz, nv, 3]
lights: [bz, nlight, 6]
returns:
shading: [bz, nv, 3]
'''
light_direction = lights[:,:,:3]; light_intensities = lights[:,:,3:]
directions_to_lights = F.normalize(light_direction[:,:,None,:].expand(-1,-1,normals.shape[1],-1), dim=3)
# normals_dot_lights = torch.clamp((normals[:,None,:,:]*directions_to_lights).sum(dim=3), 0., 1.)
# normals_dot_lights = (normals[:,None,:,:]*directions_to_lights).sum(dim=3)
normals_dot_lights = torch.clamp((normals[:,None,:,:]*directions_to_lights).sum(dim=3), 0., 1.)
shading = normals_dot_lights[:,:,:,None]*light_intensities[:,:,None,:]
return shading.mean(1)
def render_shape(self, vertices, transformed_vertices, colors = None, images=None, detail_normal_images=None,
lights=None, return_grid=False, uv_detail_normals=None, h=None, w=None):
'''
-- rendering shape with detail normal map
'''
batch_size = vertices.shape[0]
# set lighting
if lights is None:
light_positions = torch.tensor(
[
[-1,1,1],
[1,1,1],
[-1,-1,1],
[1,-1,1],
[0,0,1]
]
)[None,:,:].expand(batch_size, -1, -1).float()
light_intensities = torch.ones_like(light_positions).float()*1.7
lights = torch.cat((light_positions, light_intensities), 2).to(vertices.device)
transformed_vertices[:,:,2] = transformed_vertices[:,:,2] + 10
# Attributes
face_vertices = util.face_vertices(vertices, self.faces.expand(batch_size, -1, -1))
normals = util.vertex_normals(vertices, self.faces.expand(batch_size, -1, -1)); face_normals = util.face_vertices(normals, self.faces.expand(batch_size, -1, -1))
transformed_normals = util.vertex_normals(transformed_vertices, self.faces.expand(batch_size, -1, -1)); transformed_face_normals = util.face_vertices(transformed_normals, self.faces.expand(batch_size, -1, -1))
if colors is None:
colors = self.face_colors.expand(batch_size, -1, -1, -1)
attributes = torch.cat([colors,
transformed_face_normals.detach(),
face_vertices.detach(),
face_normals,
self.face_uvcoords.expand(batch_size, -1, -1, -1)],
-1)
# rasterize
# import ipdb; ipdb.set_trace()
rendering = self.rasterizer(transformed_vertices, self.faces.expand(batch_size, -1, -1), attributes, h, w)
####
alpha_images = rendering[:, -1, :, :][:, None, :, :].detach()
# albedo
albedo_images = rendering[:, :3, :, :]
# mask
transformed_normal_map = rendering[:, 3:6, :, :].detach()
pos_mask = (transformed_normal_map[:, 2:, :, :] < 0.15).float()
# shading
normal_images = rendering[:, 9:12, :, :].detach()
vertice_images = rendering[:, 6:9, :, :].detach()
if detail_normal_images is not None:
normal_images = detail_normal_images
shading = self.add_directionlight(normal_images.permute(0,2,3,1).reshape([batch_size, -1, 3]), lights)
shading_images = shading.reshape([batch_size, albedo_images.shape[2], albedo_images.shape[3], 3]).permute(0,3,1,2).contiguous()
shaded_images = albedo_images*shading_images
alpha_images = alpha_images*pos_mask
if images is None:
shape_images = shaded_images*alpha_images + torch.zeros_like(shaded_images).to(vertices.device)*(1-alpha_images)
else:
shape_images = shaded_images*alpha_images + images*(1-alpha_images)
if return_grid:
uvcoords_images = rendering[:, 12:15, :, :];
grid = (uvcoords_images).permute(0, 2, 3, 1)[:, :, :, :2]
return shape_images, normal_images, grid, alpha_images
else:
return shape_images
def render_depth(self, transformed_vertices):
'''
-- rendering depth
'''
batch_size = transformed_vertices.shape[0]
transformed_vertices[:,:,2] = transformed_vertices[:,:,2] - transformed_vertices[:,:,2].min()
z = -transformed_vertices[:,:,2:].repeat(1,1,3).clone()
z = z-z.min()
z = z/z.max()
# Attributes
attributes = util.face_vertices(z, self.faces.expand(batch_size, -1, -1))
# rasterize
transformed_vertices[:,:,2] = transformed_vertices[:,:,2] + 10
rendering = self.rasterizer(transformed_vertices, self.faces.expand(batch_size, -1, -1), attributes)
####
alpha_images = rendering[:, -1, :, :][:, None, :, :].detach()
depth_images = rendering[:, :1, :, :]
return depth_images
def render_colors(self, transformed_vertices, colors):
'''
-- rendering colors: could be rgb color/ normals, etc
colors: [bz, num of vertices, 3]
'''
batch_size = colors.shape[0]
# Attributes
attributes = util.face_vertices(colors, self.faces.expand(batch_size, -1, -1))
# rasterize
rendering = self.rasterizer(transformed_vertices, self.faces.expand(batch_size, -1, -1), attributes)
####
alpha_images = rendering[:, [-1], :, :].detach()
images = rendering[:, :3, :, :]* alpha_images
return images
def world2uv(self, vertices):
'''
warp vertices from world space to uv space
vertices: [bz, V, 3]
uv_vertices: [bz, 3, h, w]
'''
batch_size = vertices.shape[0]
face_vertices = util.face_vertices(vertices, self.faces.expand(batch_size, -1, -1))
uv_vertices = self.uv_rasterizer(self.uvcoords.expand(batch_size, -1, -1), self.uvfaces.expand(batch_size, -1, -1), face_vertices)[:, :3]
return uv_vertices