""" 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