import platform 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()