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| # Copyright 2023 Google LLC | |
| # | |
| # Licensed under the Apache License, Version 2.0 (the "License"); | |
| # you may not use this file except in compliance with the License. | |
| # You may obtain a copy of the License at | |
| # | |
| # https://www.apache.org/licenses/LICENSE-2.0 | |
| # | |
| # Unless required by applicable law or agreed to in writing, software | |
| # distributed under the License is distributed on an "AS IS" BASIS, | |
| # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| # See the License for the specific language governing permissions and | |
| # limitations under the License. | |
| # | |
| # Authors: spopov@google.com (Stefan Popov), kmaninis@google.com (Kevis-Kokitsi Maninis) | |
| """Functions for computing camera matrices.""" | |
| import math | |
| import torch as t | |
| import torch.nn.functional as F | |
| import transformations | |
| import misc_util | |
| def look_at_rh(eye: t.Tensor, center: t.Tensor, up: t.Tensor) -> t.Tensor: | |
| """Computes a right-handed 4x4 look-at camera matrix. | |
| Args: | |
| eye: The camera location in 3D, float32[3]. | |
| center: The camera faces towards center, float32[3]. | |
| up: The "up" direction of the 3D world. | |
| Returns: | |
| The right-handed look-at matrix, float32[4, 4]. | |
| """ | |
| f = F.normalize(center - eye, dim=-1) | |
| s = F.normalize(t.cross(f, up), dim=-1) | |
| u = t.cross(s, f) | |
| return eye.new_tensor([ | |
| [s[0], s[1], s[2], -t.dot(s, eye)], | |
| [u[0], u[1], u[2], -t.dot(u, eye)], | |
| [-f[0], -f[1], -f[2], t.dot(f, eye)], | |
| [0, 0, 0, 1] | |
| ], dtype=t.float32) | |
| def look_at_lh(eye: t.Tensor, center: t.Tensor, up: t.Tensor) -> t.Tensor: | |
| """Computes a left-handed 4x4 look-at camera matrix. | |
| Args: | |
| eye: The camera location in 3D, float32[3]. | |
| center: The camera faces towards center, float32[3]. | |
| up: The "up" direction of the 3D world. | |
| Returns: | |
| The left-handed look-at matrix, float32[4, 4]. | |
| """ | |
| f = F.normalize(center - eye, dim=-1) | |
| s = F.normalize(t.cross(up, f), dim=-1) | |
| u = t.cross(f, s) | |
| return eye.new_tensor([ | |
| [s[0], s[1], s[2], -t.dot(s, eye)], | |
| [u[0], u[1], u[2], -t.dot(u, eye)], | |
| [f[0], f[1], f[2], -t.dot(f, eye)], | |
| [0, 0, 0, 1], | |
| ], dtype=t.float32) | |
| def perspective_rh(fov_y: t.Tensor, aspect: t.Tensor, z_near: t.Tensor, | |
| z_far: t.Tensor) -> t.Tensor: | |
| """Computes a 4x4 right-handed perspective projection matrix. | |
| Args: | |
| fov_y: The field of view in radians, float32. | |
| aspect: The aspect ratio, float32. | |
| z_near: The near plane, float32. | |
| z_far: The far plane, float32. | |
| Returns: | |
| The right-handed perspective projection matrix, float32[4, 4]. | |
| """ | |
| fov_y = misc_util.to_tensor(fov_y, dtype=t.float32) | |
| tan_half_fov_y = t.tan(fov_y / 2) | |
| fov_mat = [ | |
| [1.0 / (aspect * tan_half_fov_y), 0, 0, 0], | |
| [0, 1.0 / tan_half_fov_y, 0, 0], | |
| [ | |
| 0, 0, -(z_far + z_near) / (z_far - z_near), | |
| -(2 * z_far * z_near) / (z_far - z_near) | |
| ], | |
| [0, 0, -1, 0], | |
| ] | |
| return fov_y.new_tensor(fov_mat, dtype=t.float32) | |
| def perspective_lh(fov_y: t.Tensor, aspect: t.Tensor, z_near: t.Tensor, | |
| z_far: t.Tensor) -> t.Tensor: | |
| """Computes a 4x4 left-handed perspective projection matrix. | |
| Args: | |
| fov_y: The field of view in radians, float32. | |
| aspect: The aspect ratio, float32. | |
| z_near: The near plane, float32. | |
| z_far: The far plane, float32. | |
| Returns: | |
| The left-handed perspective projection matrix, float32[4, 4]. | |
| """ | |
| fov_y = misc_util.to_tensor(fov_y, dtype=t.float32) | |
| tan_half_fov_y = t.tan(fov_y / 2) | |
| fov_mat = [ | |
| [1.0 / (aspect * tan_half_fov_y), 0, 0, 0], | |
| [0, 1.0 / tan_half_fov_y, 0, 0], | |
| [ | |
| 0, 0, (z_far + z_near) / (z_far - z_near), | |
| -(2 * z_far * z_near) / (z_far - z_near) | |
| ], | |
| [0, 0, 1, 0], | |
| ] | |
| return fov_y.new_tensor(fov_mat, dtype=t.float32) | |
| def cameras_on_tetrahedron_vertices(coordinate_system='RH') -> t.Tensor: | |
| """Computes view matrices of cameras placed at tetrahedron vertices. | |
| Args: | |
| coordinate_system: "RH" (right-handed) or "LH" (left-handed). | |
| Returns: | |
| The 4x4 camera transformation matrices. The first three cameras are above | |
| the coordinate system origin and look at the origin, while the last camera | |
| looks at the origin from above. | |
| Assumes {coordinate_system} coordinate system where Y points up. | |
| """ | |
| tetrahedron_vertices = t.tensor( | |
| [(math.sqrt(8.0 / 9), 1.0 / 3, 0), | |
| (-math.sqrt(2.0 / 9), 1.0 / 3, math.sqrt(2.0 / 3)), | |
| (-math.sqrt(2.0 / 9), 1.0 / 3, -math.sqrt(2.0 / 3)), | |
| (0, 1, 0)], dtype=t.float32) | |
| up_vectors = t.tensor([[0, 1, 0]] * 3 + [[1, -1, 0]], dtype=t.float32) | |
| matrices = [] | |
| if coordinate_system == 'LH': | |
| look_at_fn = look_at_lh | |
| elif coordinate_system == 'RH': | |
| look_at_fn = look_at_rh | |
| else: | |
| raise ValueError ('Choose one of "RH" and "LH" as the coordinate system.') | |
| for camera_origin, up_vector in zip(tetrahedron_vertices, up_vectors): | |
| look_at = look_at_fn(camera_origin, t.zeros(3, dtype=t.float32), up_vector) | |
| matrices.append(look_at) | |
| return t.stack(matrices, 0) | |
| def perspective_projection(aspect_ratio=1.0, znear=0.0001, zfar=10, | |
| fovy_degrees=60, coordinate_system='RH') -> t.Tensor: | |
| """Returns a 4x4 perspective projection matrix.""" | |
| if coordinate_system == 'RH': | |
| perspective_projection_func = perspective_rh | |
| elif coordinate_system == 'LH': | |
| perspective_projection_func = perspective_lh | |
| else: | |
| raise ValueError(f'Invalid coordinate system: {coordinate_system}') | |
| result = perspective_projection_func( | |
| fovy_degrees * math.pi / 180, aspect_ratio, znear, zfar) | |
| # Invert the Y axis, since the origin in 2D in OpenGL is the top left corner. | |
| return t.matmul(transformations.scale((1, -1, 1)), result) | |
| def get_views_for_mesh(vertex_positions: t.Tensor, | |
| move_away_mul=0.7, coordinate_system='RH') -> t.Tensor: | |
| """Computes 4 camera matrices, looking the scene from 4 suitable sides.""" | |
| mesh_min = vertex_positions.reshape([-1, 3]).min(dim=0).values | |
| mesh_max = vertex_positions.reshape([-1, 3]).max(dim=0).values | |
| diagonal = (mesh_max - mesh_min).max() | |
| center = (mesh_min + mesh_max) / 2 | |
| device = vertex_positions.device | |
| tetra_cameras = cameras_on_tetrahedron_vertices( | |
| coordinate_system=coordinate_system).to(device) | |
| center_scene = ( | |
| transformations.translate( | |
| -center).to(device).expand(tetra_cameras.shape)) | |
| move_away = ( | |
| transformations.translate(t.tensor([0, 0, diagonal * move_away_mul])) | |
| .to(device).expand(tetra_cameras.shape)) | |
| project = perspective_projection( | |
| 1, zfar=diagonal * 3, znear=(diagonal + 10) / 1000) | |
| project = project.to(device).expand(tetra_cameras.shape) | |
| return transformations.chain([ | |
| project, | |
| move_away, | |
| tetra_cameras, | |
| center_scene, | |
| ]) | |
| def get_default_camera_for_mesh( | |
| vertex_positions: t.Tensor, move_away_mul=0.7, camera_index=0, | |
| coordinate_system="RH") -> t.Tensor: | |
| """Computes a default camera matrix, looking the object from above.""" | |
| if coordinate_system == 'RH': | |
| move_away_mul *= -1. | |
| return get_views_for_mesh( | |
| vertex_positions, move_away_mul=move_away_mul, | |
| coordinate_system=coordinate_system)[camera_index] | |