Straw6D / scripts /visualization.py
Woojung Son
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"""
Visualize 6D pose annotations by projecting local frame axes onto RGB images.
Coordinate conventions
----------------------
- All matrices are **row-major** (Isaac Sim / USD convention).
Transforms are applied as: p_out = p_in @ M (row vector on the left)
- World / object space uses a **right-handed, Y-up** frame (OpenGL convention).
+X : right
+Y : up
-Z : into the scene (camera looks toward -Z in camera space)
- Camera space also follows **OpenGL**:
+X : right, +Y : up, -Z : into the scene
- Screen space follows **OpenCV / image** convention:
+u : right, +v : down, origin at top-left
Conversion from OpenGL camera space → OpenCV screen space:
x_cv = x_gl
y_cv = -y_gl (flip Y)
z_cv = -z_gl (flip Z; positive depth is in front)
Matrix fields in the JSON
--------------------------
- camera_view_matrix (4x4, row-major) : world → camera
- local_to_world_transform (4x4, row-major) : object-local → world
- intrinsics : {fx, fy, cx, cy} in pixels
"""
import json
import numpy as np
from PIL import Image, ImageDraw
import argparse
def project_world_point_to_screen(world_point, view_matrix, intrinsics):
"""Project a homogeneous world-space point to pixel coordinates.
Uses row-major convention: cam = world_point @ view_matrix.
Converts OpenGL camera space (y-up, -z forward) to OpenCV screen space (y-down, +z forward).
Returns None if the point is behind the camera (z_cv <= 0).
"""
p = np.array([*world_point[:3], 1.0]) if len(world_point) == 3 else np.array(world_point)
cam = p @ view_matrix # row-major: point on the left
x, y, z = cam[0], -cam[1], -cam[2] # OpenGL → OpenCV axis flip
if z <= 0:
return None
u = intrinsics['fx'] * x / z + intrinsics['cx']
v = intrinsics['fy'] * y / z + intrinsics['cy']
return round(u), round(v)
def draw_local_frame_axes(draw, local_to_world_transform, camera_view_matrix, intrinsics, size_local, origin_local, axes_length_perc=1.5):
"""Draw X/Y/Z axes of the object's local frame onto the image.
Axis length is scaled by the mean object size * axes_length_perc.
Pipeline: local → world (@ L), world → screen (project_world_point_to_screen).
"""
L = np.array(local_to_world_transform) # row-major local→world (4x4)
V = np.array(camera_view_matrix) # row-major world→camera (4x4)
ax_len = np.mean(size_local) * axes_length_perc
ox, oy, oz = origin_local
points_local = {
'origin': [ox, oy, oz, 1],
'x': [ox + ax_len, oy, oz, 1],
'y': [ox, oy + ax_len, oz, 1],
'z': [ox, oy, oz + ax_len, 1],
}
pts2d = {k: project_world_point_to_screen(np.array(v) @ L, V, intrinsics)
for k, v in points_local.items()}
o = pts2d['origin']
for key, color in [('x', 'red'), ('y', 'green'), ('z', 'blue')]:
if o is not None and pts2d[key] is not None:
draw.line([o, pts2d[key]], fill=color, width=5)
def draw_world_frame_axes_bottom_left(draw, camera_view_matrix, intrinsics, screen_size, axes_scale=0.1, margin_percentage=0.05):
"""Draw world-frame X/Y/Z axes in the bottom-left corner as a reference gizmo.
Places a virtual origin 1 unit in front of the camera (OpenGL: z=-1 in camera space),
converts it to world space via the inverse view matrix, then re-projects to screen.
The axes are offset so they appear anchored to the bottom-left corner.
"""
V = np.array(camera_view_matrix)
V_inv = np.linalg.inv(V)
# z=-1 in OpenGL camera space = 1 unit in front of the camera
origin_world = np.array([0, 0, -1.0, 1]) @ V_inv # camera → world
pts2d = {}
pts2d['origin'] = project_world_point_to_screen(origin_world, V, intrinsics)
for key, delta in [('x', [axes_scale, 0, 0, 0]), ('y', [0, axes_scale, 0, 0]), ('z', [0, 0, axes_scale, 0])]:
pts2d[key] = project_world_point_to_screen(origin_world + np.array(delta), V, intrinsics)
if any(v is None for v in pts2d.values()):
return
# Shift projected axes to bottom-left corner
margin = int(margin_percentage * min(screen_size))
all_x = [pts2d[k][0] for k in pts2d]
all_y = [pts2d[k][1] for k in pts2d]
ox = margin - min(all_x)
oy = screen_size[1] - margin - max(all_y)
o = (pts2d['origin'][0] + ox, pts2d['origin'][1] + oy)
for key, color in [('x', 'red'), ('y', 'green'), ('z', 'blue')]:
end = (pts2d[key][0] + ox, pts2d[key][1] + oy)
draw.line([o, end], fill=color, width=3)
def main(image_path, json_path, output_path):
rgb_img = Image.open(image_path)
draw = ImageDraw.Draw(rgb_img)
with open(json_path, 'r') as f:
data = json.load(f)
camera_data = data["camera_data"]
V = camera_data["camera_view_matrix"] # row-major world→camera (4x4)
intrinsics = camera_data["intrinsics"] # {fx, fy, cx, cy} in pixels
screen_size = tuple(camera_data["resolution"]) # (width, height)
for obj in data["objects"]:
b = obj["bbox_3d_local"]
size_local = [b["x_max"] - b["x_min"], b["y_max"] - b["y_min"], b["z_max"] - b["z_min"]]
center_local = [(b["x_min"] + b["x_max"]) / 2, (b["y_min"] + b["y_max"]) / 2, (b["z_min"] + b["z_max"]) / 2]
draw_local_frame_axes(draw, obj["local_to_world_transform"], V, intrinsics, size_local, center_local)
draw_world_frame_axes_bottom_left(draw, V, intrinsics, screen_size)
rgb_img.save(output_path)
print(f"Overlay image saved to: {output_path}")
if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument("--image", type=str, required=True)
parser.add_argument("--json", type=str, required=True)
parser.add_argument("--output", type=str, required=True)
args = parser.parse_args()
main(args.image, args.json, args.output)