world_model / blender /utils /voxel_render_visualize.py
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"""
Pyrender-based voxel visualization renderer.
Builds colored cube meshes from voxel centers and renders with pyrender
using stored camera intrinsics/extrinsics.
"""
import colorsys
import numpy as np
import trimesh
import pyrender
def build_palette(names):
"""Assign evenly-spaced HSV hues; returns dict[name] -> (R, G, B) uint8."""
n = max(len(names), 1)
palette = {}
for i, name in enumerate(names):
hue = i / n
r, g, b = colorsys.hsv_to_rgb(hue, 200 / 255, 230 / 255)
palette[name] = (int(r * 255), int(g * 255), int(b * 255))
return palette
def compute_intrinsics(intr):
"""Convert Blender camera intrinsics dict to (fx, fy, cx, cy)."""
focal = intr["focal_length"]
sw, sh = intr["sensor_width"], intr["sensor_height"]
res_x, res_y = intr["resolution_x"], intr["resolution_y"]
fit = intr.get("sensor_fit", "AUTO")
if fit == "VERTICAL":
fpx = focal / sh * res_y
elif fit == "HORIZONTAL":
fpx = focal / sw * res_x
else:
fpx = focal / sw * res_x if res_x >= res_y else focal / sh * res_y
fx = fy = float(fpx)
cx, cy = res_x / 2.0, res_y / 2.0
return fx, fy, cx, cy
def blender_cam_to_pyrender_pose(cam_extrinsics):
"""
Normalize Blender's camera-to-world 4x4 for pyrender.
Blender cameras use OpenGL convention (X right, Y up, -Z forward).
"""
cam_mat = np.array(cam_extrinsics, dtype=np.float64)
scale = np.linalg.norm(cam_mat[:3, 0])
if abs(scale - 1.0) > 1e-6:
cam_mat[:3, :3] /= scale
return cam_mat
def build_voxel_mesh(centers_dict, voxel_sizes, palette):
"""
Create a single combined trimesh from per-object voxel centers.
Each object's cubes are sized by its voxel_size and colored by the palette.
"""
all_vertices = []
all_faces = []
all_colors = []
vertex_offset = 0
for name, centers in centers_dict.items():
if centers.shape[0] == 0:
continue
voxel_size = voxel_sizes[name]
r, g, b = palette.get(name, (200, 200, 200))
box = trimesh.creation.box(extents=[voxel_size] * 3)
n_verts_per_box = len(box.vertices)
n_faces_per_box = len(box.faces)
n_voxels = len(centers)
vertices = np.tile(box.vertices, (n_voxels, 1))
vertices += np.repeat(centers.astype(np.float64), n_verts_per_box, axis=0)
faces = np.tile(box.faces, (n_voxels, 1))
faces += np.repeat(np.arange(n_voxels) * n_verts_per_box,
n_faces_per_box).reshape(-1, 1)
faces += vertex_offset
rgba = np.full((n_voxels * n_verts_per_box, 4), 255, dtype=np.uint8)
rgba[:, 0], rgba[:, 1], rgba[:, 2] = r, g, b
all_vertices.append(vertices)
all_faces.append(faces)
all_colors.append(rgba)
vertex_offset += n_voxels * n_verts_per_box
if not all_vertices:
return None
return trimesh.Trimesh(
vertices=np.vstack(all_vertices),
faces=np.vstack(all_faces),
vertex_colors=np.vstack(all_colors),
process=False,
)
def render_frame(mesh, fx, fy, cx, cy, pose, W, H, background=None):
"""
Render a single frame with pyrender offscreen.
Returns an RGB uint8 image (H, W, 3).
If background (RGB) is provided, composites voxels on top.
"""
if mesh is None:
if background is not None:
return background.copy()
return np.zeros((H, W, 3), dtype=np.uint8)
scene = pyrender.Scene(bg_color=[0, 0, 0, 0], ambient_light=[0.3, 0.3, 0.3])
scene.add(pyrender.Mesh.from_trimesh(mesh, smooth=False))
camera = pyrender.IntrinsicsCamera(fx=fx, fy=fy, cx=cx, cy=cy,
znear=0.05, zfar=1000.0)
scene.add(camera, pose=pose)
light = pyrender.DirectionalLight(color=[1.0, 1.0, 1.0], intensity=3.0)
scene.add(light, pose=pose)
r = pyrender.OffscreenRenderer(viewport_width=W, viewport_height=H)
color_rgb, depth = r.render(scene)
r.delete()
if background is not None:
out = background.copy()
mask = depth > 0
out[mask] = color_rgb[mask]
return out
return color_rgb