# Copyright (c) Meta Platforms, Inc. and affiliates. # All rights reserved. # # This source code is licensed under the license found in the # LICENSE file in the root directory of this source tree. import copy import logging from typing import Optional import torch logger = logging.getLogger(__name__) import torch.nn.functional as Fu from pytorch3d.ops import interpolate_face_attributes from pytorch3d.renderer import ( AmbientLights, BlendParams, FoVPerspectiveCameras, HardPhongShader, Materials, MeshRasterizer, MeshRendererWithFragments, PerspectiveCameras, RasterizationSettings, ) from pytorch3d.structures import Meshes from torch import nn from torch.nn import functional as F EPS = 1e-8 MAX_N_FACES_OPENGL = 25_000_000 try: from pytorch3d.renderer.opengl import MeshRasterizerOpenGL _OPENGL_BACKEND = True except ImportError: logger.warning("opengl backend not found") _OPENGL_BACKEND = False class Renderer(nn.Module): def __init__(self, img_size: int, **kwargs): super().__init__() self.img_size = (img_size, img_size) if isinstance(img_size, int) else img_size self.opengl_backend = kwargs.pop("opengl_backend", False) self.lights = AmbientLights() r_kwargs = { "perspective_correct": kwargs.pop("perspective_correct", None), "clip_barycentric_coords": True, "z_clip_value": kwargs.pop("z_clip", None), } raster_settings = RasterizationSettings( image_size=(self.img_size[0] * 2, self.img_size[1] * 2), bin_size=0, # rendering bugs for large number of faces with default # see https://github.com/facebookresearch/pytorch3d/issues/348 max_faces_opengl=MAX_N_FACES_OPENGL, **r_kwargs, ) if self.opengl_backend and _OPENGL_BACKEND: rasterizer_cls = MeshRasterizerOpenGL else: rasterizer_cls = MeshRasterizer s_kwargs = {"cameras": None, "lights": self.lights} s_kwargs["blend_params"] = BlendParams( background_color=kwargs.pop("background_color", (0, 0, 0)), sigma=0, ) shader_cls = HardPhongShaderPlus self.renderer = VizMeshRendererWithFragments( rasterizer_cls(cameras=None, raster_settings=raster_settings), shader_cls(**s_kwargs), ) def to(self, device): super().to(device) self.renderer = self.renderer.to(device) return self def forward( self, meshes: Meshes, cameras: PerspectiveCameras, return_normals: bool = False, ) -> tuple[ torch.Tensor, torch.Tensor, Optional[torch.Tensor], ]: # XXX bug when using perspective_correct, see https://github.com/facebookresearch/pytorch3d/issues/561 # setting eps fixes the issue images, fragments = self.renderer(meshes, eps=EPS, cameras=cameras) images, masks = images.split([3, 1], dim=1) normal = None if return_normals: normal = soft_normal_shading( fragments=fragments, meshes=meshes, cameras=cameras, ) # -- Post-processing masks = masks.clamp(0.0, 1.0) if return_normals: normal = normal.clamp(0.0, 1.0) normal = make_normal_image(masks, normal) return images, masks, normal # BCHW class VizMeshRendererWithFragments(MeshRendererWithFragments): """Renderer for visualization, with anti-aliasing""" @torch.no_grad() def __call__(self, *input, **kwargs): images, fragments = super().__call__(*input, **kwargs) return F.avg_pool2d(images, kernel_size=2, stride=2), fragments class HardPhongShaderPlus(HardPhongShader): """Rewriting to permute output tensor + working `to` method for multi-gpus""" def forward(self, fragments, meshes, **kwargs): return super().forward(fragments, meshes, **kwargs).permute(0, 3, 1, 2) def to(self, device): cameras = self.cameras if cameras is not None: self.cameras = cameras.to(device) self.materials = self.materials.to(device) self.lights = self.lights.to(device) return self def soft_normal_shading( fragments, meshes: Meshes, cameras: PerspectiveCameras, rescale: bool = True, **kwargs, ): """Soft normal shading using interpolated vertex normals for smooth appearance.""" cameras_sphere = copy.copy(cameras) cameras_sphere.T = cameras_sphere.T / 2.0 # Use interpolated vertex normals instead of face normals faces = meshes.faces_packed() # (F, 3) vertex_normals = meshes.verts_normals_packed() # (V, 3) faces_normals = vertex_normals[faces] # (F, 3, 3) # Interpolate normals using barycentric coordinates pixel_normals = interpolate_face_attributes( fragments.pix_to_face, fragments.bary_coords, faces_normals ) shape = pixel_normals.shape pixel_normals = cameras_sphere.get_world_to_view_transform( **kwargs ).transform_points(pixel_normals.view(shape[0], -1, 3), eps=kwargs.get("eps", 1e-7)) pixel_normals = pixel_normals.view(*shape) if rescale: pixel_normals = (F.normalize(pixel_normals, dim=-1) + 1) * 0.5 # (N, H, W, K, 3) -> (N, 3, H, W) - take first face per pixel pixel_normals = pixel_normals[..., 0, :].permute((0, 3, 1, 2)) return pixel_normals def make_normal_image(mask_render: torch.Tensor, normal_render: torch.Tensor): mask_cpu = mask_render.cpu().detach().clone() normal_cpu = normal_render.cpu().detach().clone() normal_resize = Fu.interpolate( normal_cpu, size=mask_cpu.shape[2:], mode="nearest", ) normal_cpu = normal_resize * mask_cpu + (1 - mask_cpu) return normal_cpu