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import os
if platform.system() == "Linux":
os.environ['PYOPENGL_PLATFORM'] = 'egl'
RENDER_ENV = "egl"
from dataclasses import dataclass
from numpy import ndarray
from PIL import Image
from typing import List, Tuple, Dict
from src.rig_package.info.asset import Asset
import imageio
import math
import numpy as np
import pyrender
import random
import trimesh
@dataclass(frozen=False)
class Scene():
lens: float # camera's lens
dis: float # distance from camera to origin
theta: float # polar angle, start from -y(0) and go to +z(pi/2) in blender
phi: float # azimuth angle, start from -y(0) and go to +x(pi/2) in blender
sensor_size: float=36.0
frame: int=0
image: ndarray|None=None
depth: ndarray|None=None
@property
def fov(self) -> float:
return 2 * math.atan(self.sensor_size/(2*self.lens))
@property
def camera(self) -> ndarray:
dis = self.dis
theta = self.theta
phi = self.phi
cth = math.cos(theta)
sth = math.sin(theta)
cph = math.cos(phi)
sph = math.sin(phi)
return np.array([
[cph, -sth*sph, sph*cth, cth*sph*dis],
[sph, sth*cph, -cph*cth, -cth*cph*dis],
[0, cth, sth, sth*dis],
[0, 0, 0, 1],
], dtype=np.float32)
@property
def yfov(self) -> float:
return math.atan(self.sensor_size/(self.lens*2))*2
def get_visibility(
self,
vertices: ndarray,
) -> ndarray:
assert self.depth is not None
camera_pose = self.camera
yfov = self.yfov
N = vertices.shape[0]
# world → cam
T_cw = np.linalg.inv(camera_pose)
V_h = np.concatenate([vertices, np.ones((N,1))], axis=1)
V_cam = (T_cw @ V_h.T).T[:, :3]
z_cam = -V_cam[:,2]
valid = z_cam > 0
# intrinsics
H = self.depth.shape[0]
W = self.depth.shape[1]
fy = 0.5 * H / np.tan(yfov / 2)
fx = fy * (W / H)
cx, cy = W / 2, H / 2
u = fx * (V_cam[:,0] / -V_cam[:,2]) + cx
v = fy * (V_cam[:,1] / -V_cam[:,2]) + cy
v = H - v
inside = (u >= 0) & (u < W) & (v >= 0) & (v < H)
ui = np.round(np.clip(u, 0, W-1)).astype(int)
vi = np.round(np.clip(v, 0, H-1)).astype(int)
offsets = np.array([
[ 0, 0],
[-1, 0],
[ 1, 0],
[ 0, -1],
[ 0, 1],
[-1, -1],
[ 1, -1],
[-1, 1],
[ 1, 1],
])
eps = 0.02
visible = np.zeros(N, dtype=bool)
for du, dv in offsets:
u_n = np.clip(ui+du, 0, W-1)
v_n = np.clip(vi+dv, 0, H-1)
depth_n = self.depth[v_n, u_n]
visible |= (depth_n > 0) & (z_cam <= depth_n + eps)
visible &= valid & inside
return visible
@dataclass(frozen=True)
class Renderer():
resolution: int=512
views: int=1
fixed_views: List[Tuple[float, float]]|None=None
dis: float=3.0
lens: float=32.0
sensor_size: float=36.0
def get_vertex_group(self, asset: Asset) -> Dict[str, ndarray]:
dis = self.dis
lens = self.lens
sensor_size = self.sensor_size
array_scenes = []
matrix_basis = asset.matrix_basis
faces = asset.faces
assert faces is not None
vertex_colors = asset.vertex_colors
texture = asset.texture # make sure vertex_colors is merged into texture in the dataset
uvs = asset.uvs.copy() if asset.uvs is not None else None
if uvs is not None:
uvs[:, 1] = 1 - uvs[:, 1]
resolution = self.resolution
r = pyrender.OffscreenRenderer(viewport_width=resolution, viewport_height=resolution)
if texture is not None and (texture.shape[0]==0 or texture.shape[1]==0):
texture = None
material = None
new_texture = None
new_uvs = None
inverse_indices = None
unique_indices = None
# different intensity
intensity = 1.5 if texture is None else 7.5
for frame, pose in enumerate(matrix_basis):
vertices = asset.vertices_with_pose(matrix_basis=pose, inplace=False, dqs=False)
if texture is not None and uvs is not None:
mesh, material, new_texture, new_uvs, inverse_indices, unique_indices = make_textured_mesh(
vertices=vertices,
faces=faces,
texture=texture,
uvs=uvs,
new_uvs=new_uvs,
new_texture=new_texture,
inverse_indices=inverse_indices,
unique_indices=unique_indices,
cached_material=material,
)
else:
mesh = trimesh.Trimesh(
vertices=vertices,
faces=faces,
vertex_colors=vertex_colors,
process=False,
)
material = None
mesh = pyrender.Mesh.from_trimesh(mesh, smooth=True, material=material)
scene = pyrender.Scene()
scene.add(mesh)
scenes = {}
if self.fixed_views is not None:
for i, (theta, phi) in enumerate(self.fixed_views):
theta = theta / 180.0 * math.pi
phi = phi / 180.0 * math.pi
scenes[i] = Scene(
lens=lens,
dis=dis,
theta=theta,
phi=phi,
sensor_size=sensor_size,
)
else:
views = np.random.randint(1, self.views+1)
for i in range(views):
if i == 0: # main view
theta = 0.0
phi = 0.0
else:
theta = random.uniform(-math.pi/2, math.pi/2)
phi = random.uniform(0, 2*math.pi)
scenes[i] = Scene(
lens=lens,
dis=dis,
theta=theta,
phi=phi,
sensor_size=sensor_size,
)
yfov = math.atan(sensor_size/(lens*2))*2
color = np.ones(3)
# render !!!
light = pyrender.DirectionalLight(color=color, intensity=intensity)
light_node = scene.add(light)
for id, s in scenes.items():
camera = pyrender.PerspectiveCamera(yfov=yfov)
scene.add(camera, name=f"{id}", pose=s.camera)
camera_nodes = [node for node in scene.get_nodes() if isinstance(node, pyrender.Node) and node.camera is not None]
for cam_node in camera_nodes:
scene.main_camera_node = cam_node
name = cam_node.name
light_node.matrix = cam_node.matrix
if RENDER_ENV == "osmesa":
color, depth = r.render(scene)
else:
color, depth = r.render(scene, flags=pyrender.constants.RenderFlags.OFFSCREEN)
scenes[int(name)].image = color
scenes[int(name)].depth = depth
scenes[int(name)].frame = frame
for id in range(len(scenes)):
array_scenes.append(scenes[id])
r.delete()
if asset.meta is None:
asset.meta = {}
asset.meta['render'] = array_scenes
return {}
def make_textured_mesh(
vertices: ndarray,
faces: ndarray,
texture: ndarray,
uvs: ndarray,
new_texture=None,
new_uvs=None,
inverse_indices=None,
unique_indices=None,
cached_material=None,
):
unrolled_vertices = vertices[faces.flatten()] # (F*3, 3)
combined = np.hstack((unrolled_vertices, uvs))
if inverse_indices is None or unique_indices is None:
unique_combined, unique_indices, inverse_indices = np.unique(combined, axis=0, return_index=True, return_inverse=True)
else:
unique_combined = combined[unique_indices]
new_vertices = unique_combined[:, :3]
new_faces = inverse_indices.reshape(-1, 3) # (F, 3)
if new_texture is None:
new_uvs = unique_combined[:, 3:]
if texture.dtype != np.uint8:
texture_uint8 = (np.clip(texture, 0, 1) * 255).astype(np.uint8)
else:
texture_uint8 = texture
h, w = texture_uint8.shape[0], texture_uint8.shape[1]
num_images = w // h
cols = int(math.ceil(math.sqrt(num_images)))
if num_images == cols:
rows = (num_images + cols - 1) // cols
atlas = np.zeros((rows*h, cols*h, 3), dtype=np.uint8)
for i in range(num_images):
row = num_images//cols - i//cols - 1
col = i % cols
src_x0 = i * h
src_x1 = (i + 1) * h
dst_y0 = row * h
dst_y1 = (row + 1) * h
dst_x0 = col * h
dst_x1 = (col + 1) * h
atlas[dst_y0:dst_y1, dst_x0:dst_x1] = texture_uint8[:, src_x0:src_x1]
texture_uint8 = atlas
uvs_new = new_uvs.copy()
v = uvs_new[:, 1]
u = uvs_new[:, 0]
tile_id = np.floor(u * num_images).astype(int)
tile_id = np.clip(tile_id, 0, num_images - 1)
local_u = u * num_images - tile_id
row = tile_id // cols
col = tile_id % cols
uvs_new[:, 1] = (row + v) / rows
uvs_new[:, 0] = (col + local_u) / cols
new_uvs = uvs_new
else:
pass
new_texture = Image.fromarray(texture_uint8).resize((512, 512)) # downsample to speed up
if cached_material is None:
material = pyrender.MetallicRoughnessMaterial(
baseColorTexture=pyrender.Texture(source=new_texture, source_channels='RGB'),
doubleSided=True,
alphaMode='OPAQUE',
)
else:
material = cached_material
visuals = trimesh.visual.TextureVisuals(uv=new_uvs, image=new_texture)
mesh = trimesh.Trimesh(
vertices=new_vertices,
faces=new_faces,
visual=visuals,
process=False,
)
return mesh, material, new_texture, new_uvs, inverse_indices, unique_indices
def save_color_video(
colors,
path: str,
fps: int=30,
s: float=1.0,
normalize: bool=False,
):
assert len(colors) > 0, "empty list"
frames = []
for color in colors:
if normalize:
color = (color-color.min()) / (color.max()-color.min()+1e-8)
color = np.clip(color*s, 0, 255).astype(np.uint8)
frames.append(color)
if os.path.dirname(path) != "":
os.makedirs(os.path.dirname(path), exist_ok=True)
imageio.mimsave(
path,
frames,
fps=fps,
codec="libx264",
quality=5,
macro_block_size=None,
)
def main():
renderer = Renderer()
data = np.load("mobjaverse/004444/raw_data.npz", allow_pickle=True)
# unwrap None object to None
def unwrap(x):
if isinstance(x, ndarray) and x.shape==() and x.dtype==object:
return x.item()
return x
data = {k: unwrap(v) for k, v in data.items()}
asset = Asset(**data)
assert asset.matrix_basis is not None
asset.matrix_basis[:, 0, :3, 3] = 0 # remove root translation
asset.normalize_vertices((-1.0, 1.0))
_ = renderer.get_vertex_group(asset)
images = []
assert asset.meta is not None
for scene in asset.meta['render']:
images.append(scene.image)
save_color_video(images, "res.mp4", fps=30)
if __name__ == "__main__":
main()
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