test / PixHtLab-Src /Demo /PixhtLab /reflect_render.py
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import cv2
import os
import sys
import inspect
import h5py
import matplotlib.pyplot as plt
import numpy as np
from camera import pitch_camera, axis_camera
from tqdm import tqdm
import torch
from torchvision import utils
import matplotlib.pyplot as plt
import scipy as sp
import numpy as np
from meshplot import plot, subplot, interact
import time
import hshadow
def to_numpy(tensor):
return tensor[0].detach().cpu().numpy().transpose(1,2,0)
def test_intersect(rgb, mask, hmap, rechmap, light):
b, c, h, w = rgb.shape
start = time.time()
intersection = hshadow.ray_intersect(rgb, mask, hmap, rechmap, light)
end = time.time()
# print('Reflection rendering: {}s'.format(end-start))
return intersection
intersection = to_numpy(intersection)
return intersection
def compute_normal(xyz):
zx = cv2.Sobel(xyz, cv2.CV_64F, 1, 0, ksize=3)
zy = cv2.Sobel(xyz, cv2.CV_64F, 0, 1, ksize=3)
norm = np.cross(zy, zx)
return norm
def deg2rad(deg):
return deg/180.0 * 3.14159265
def direction(theta, phi):
t, p = deg2rad(theta), deg2rad(phi)
return np.array([np.sin(p)* np.cos(t), np.cos(p), np.sin(p) * np.sin(t)])
def shading(normal, light_dir):
relighted = np.clip(np.dot(normal, light_dir), 0.0, 1.0)
return relighted
def get_camera_mat(cur_camera):
""" return 3 x 3 camera matrix
"""
cam_mat = cur_camera.get_ABC_mat()
return cam_mat
def get_ray_mat(cur_camera):
""" return H x W x 3 vector field
"""
h, w = cur_camera.h, cur_camera.w
u = np.arange(0, w, 1)
v = np.arange(0, h, 1)
uu, vv = np.meshgrid(u, v)
uniform_coord = np.concatenate([uu[..., None], vv[..., None], np.ones_like(uu)[..., None]], axis=2)
cam_mat = get_camera_mat(cur_camera)
ray_mat = np.einsum('ct,hwt->hwc', cam_mat, uniform_coord)
return ray_mat
def project(xyz, cur_camera):
""" xyz: B x 3
return: B x 2
"""
O = cur_camera.O
relative = xyz - O
cam_mat = get_camera_mat(cur_camera) # 3 x 3
inv_cam_mat = np.linalg.inv(cam_mat) # 3 x 3
# M x UV * w = P - O
B = len(xyz)
pp = np.einsum('ct,Bt->Bc', inv_cam_mat, relative) # B x 3
pixel = pp/pp[..., -1:] # B x 3
return pixel[..., :2]
def xyz2xyh(xyz, cur_camera):
""" B x 3 -> B x 3
"""
ori_shape = xyz.shape
xyz = xyz.reshape(-1, 3)
foot_xyz = np.copy(xyz)
foot_xyz[..., 1] = 0.0 # 0.0 is ground
foot_xy = project(foot_xyz, cur_camera) # B x 3
xy = project(xyz, cur_camera) # B x 3
ret = np.copy(xyz) # B x 3
ret[..., :2] = xy
ret[..., 2] = foot_xy[..., 1] - xy[..., 1] # B x 3
ret = ret.reshape(*ori_shape)
xyz = xyz.reshape(*ori_shape)
return ret
def xyh2xyz(xyh, cur_camera):
""" xyh: H x W x 1, pixel height channel
"""
h, w = xyh.shape[:2]
u = np.arange(0, w, 1)
v = np.arange(0, h, 1)
uu, vv = np.meshgrid(u, v) # H x W
h = xyh
coord = np.concatenate([uu[..., None], vv[..., None], h], axis=-1)
coord[..., 1] = coord[..., 1] + coord[..., 2] # foot Y coord
coord[..., 2] = 0.0 # height 0
fu, fv, fh = coord[..., 0], coord[..., 1], coord[..., 2] # H x W
a = cur_camera.right() # 3
b = -cur_camera.up() # 3
c = cur_camera.C() # 3
ww = -cur_camera.height/(a[1] * fu + b[1] * fv + c[1]) # H x W
ww[np.isinf(ww)] = 0.0
ww[np.isnan(ww)] = 0.0
cam_origin = cur_camera.O
cam_mat = get_camera_mat(cur_camera) # 3 x 3
uniform_coord = np.concatenate([uu[..., None], vv[..., None], np.ones_like(uu)[..., None]], axis=-1) # H x W x 3
xyz = cam_origin + np.einsum('ct,hwt->hwc', cam_mat, uniform_coord) * ww[..., None] # H x W x 3
return xyz
def normalize_vec3(vec3):
""" vec3: ... x 3
"""
return vec3/np.linalg.norm(vec3, axis=-1, keepdims=True)
def to_tensor(np_img):
device = torch.device("cuda:0")
return torch.tensor(np_img.transpose((2,0,1)))[None, ...].to(device).float()
def sphere_cartesian(theta, phi):
# t, p = deg2rad(theta), deg2rad(phi)
t, p = theta, phi
coord = np.array([np.sin(p)* np.cos(t), np.cos(p), np.sin(p) * np.sin(t)])
return coord.T
def uniform_over_sphere(b, n):
theta = 2 * np.pi * np.random.uniform(0.0, 1.0, (b, n))
phi = np.arccos(2*np.random.uniform(0.0, 1.0, (b, n))-1.0)
coord = sphere_cartesian(theta, phi)
return coord.transpose((1,0,2))
def solid_angle_sampling(cur_dir, ang, n):
h,w = cur_dir.shape[:2]
sphere_samples = uniform_over_sphere(h * w, n)
rad = deg2rad(ang)
dis = 1.0/np.tan(rad)
sphere_samples = sphere_samples.reshape(n, h, w, 3)
samples = sphere_samples + (cur_dir/np.linalg.norm(cur_dir, axis=2, keepdims=True) * dis)
samples = samples/np.linalg.norm(samples, axis=-1, keepdims=True)
return samples
def glossy_samples(reflected_dirs, glossy_ness, sample_n):
""" Inputs:
reflected_dirs: H x W x 3
glossy_ness: [0, 1]
sample_n: [1, N]
Outputs:
[sample_n, H, W, 3]
"""
solid_ang = glossy_ness * 90.0
samples = solid_angle_sampling(reflected_dirs, solid_ang, sample_n)
return samples
def Fresnel(wi, ref_idx):
cosine = np.cos(wi)
r0 = (1.0 - ref_idx)/(1.0 + ref_idx)
r0 = r0 ** 2
return r0 + (1.0-r0) * np.power((1.0-cosine), 5)
def BRDF(wi, wo, n, brdf_type, params=None):
if brdf_type == 'oren_nayar':
sigma = params['sigma']
fr = oren_nayar_reflect(sigma, wi, wo)
elif brdf_type == 'diffuse':
fr = np.ones_like(wo) * 1.0 # 50 x H x W
fr = fr[:, None, ...]
elif brdf_type == 'empirical':
pass
else:
raise NotImplementedError('{} not implemented yet'.format(brdf_type))
ref_idx = params['ref_idx']
# fresnel = (1.0-Fresnel(wi, ref_idx))
fresnel = Fresnel(wi, ref_idx)
return fr, fresnel
def ray_intersect(rgb, mask, hmap, ro, rd, dh):
b, c, h, w = rgb.shape
start = time.time()
intersection = hshadow.ray_scene_intersect(rgb, mask, hmap, ro, rd, dh)
end = time.time()
# print('Ray-Scene intersect: {}s'.format(end-start))
return intersection
def render_reflection(fg_rgba, fg_height, bg_rgba, bg_height, params):
""" Note, samples_n in params should be n * 50
"""
horizon = params['horizon']
ref_idx = params['ref_idx']
samples_n = params['sample_n']
glossness = params['glossness']
dh = params['dh']
batch_size = params['batch_size']
camera_h = params['camera_h']
n = batch_size
batch_size = max(samples_n // batch_size, 1)
device = torch.device("cuda:0")
fg_rgb, fg_mask = fg_rgba[..., :3], fg_rgba[..., -1:]
bg_rgb, bg_mask = bg_rgba[..., :3], bg_rgba[..., -1:]
h, w = fg_rgba.shape[:2]
cur_camera = axis_camera(80.0, h, w, camera_h)
cur_camera.align_horizon(horizon)
xyz = xyh2xyz(bg_height, cur_camera)
normal = normalize_vec3(compute_normal(xyz)) * bg_mask
normal[np.isnan(normal)] = 0.0
ray_mat = get_ray_mat(cur_camera) # H x W x 3
ray_mat_normal = normalize_vec3(ray_mat)
rr = ray_mat_normal - 2.0 * (ray_mat_normal * normal).sum(axis=2, keepdims=True) * normal
wi = np.arccos(-(ray_mat_normal * np.array([0.0, 1.0, 0.0])[None, None, ...]).sum(axis=-1)) # for BRDF, 1 x H x W
h,w = ray_mat_normal.shape[:2]
result = np.zeros((h, w, 3))
alpha = np.zeros((h, w, 1))
cur_rgb = torch.tensor(fg_rgb.transpose((2,0,1)))[None, ...].repeat(n, 1, 1, 1).float().to(device)
cur_mask = torch.tensor(fg_mask.transpose((2,0,1)))[None, ...].repeat(n, 1, 1, 1).float().to(device)
cur_hmap = torch.tensor(fg_height.transpose((2,0,1)))[None, ...].repeat(n, 1, 1, 1).float().to(device)
cur_rechmap = torch.tensor(bg_height.transpose((2,0,1)))[None, ...].repeat(n, 1, 1, 1).float().to(device)
cur_rgb_np = np.repeat(bg_rgba[..., :3].transpose((2,0,1))[None, ...], n, axis=0)
ro_np = xyz2xyh(xyz, cur_camera)
ro = torch.tensor(ro_np.transpose((2,0,1)))[None, ...].repeat(n, 1, 1, 1).float().to(device)
for i in tqdm(range(batch_size), desc='Render'):
rr_samples = glossy_samples(rr, glossness, n) # 5 x H x W x 3
wo = np.arccos((rr_samples * np.array([[0.0, 1.0, 0.0]])).sum(axis=-1)) # n x H x W
fr, frenel = BRDF(wi, wo, normal, brdf_type='diffuse', params={'ref_idx': ref_idx}) # n x H x W
# # compute reflected xyh
scale = 1.0
reflected_xyz = xyz[None, ...] + rr_samples * scale
reflected_xyh = xyz2xyh(reflected_xyz, cur_camera)
rd = reflected_xyh - ro_np
rd = torch.tensor(rd.transpose((0, 3, 1, 2))).float().contiguous().to(device)
intersect = ray_intersect(cur_rgb, cur_mask, cur_hmap, ro, rd, dh).detach().cpu().numpy()
rgb_channel = intersect[:, :3] # n x 3 x H x W
rgb_channel = rgb_channel * fr
alpha_channel = intersect[:, -1:]
missing_pos = alpha_channel[0, 0] == 0
rgb_channel[:, :, missing_pos] = cur_rgb_np[:, :, missing_pos]
alpha_channel = intersect[:, -1:] * fr * frenel
result += rgb_channel.sum(axis=0).transpose((1,2,0))
alpha += alpha_channel.sum(axis=0).transpose((1,2,0))
torch.cuda.empty_cache()
rgb_channel = result / (n * batch_size)
alpha_channel = alpha/(n * batch_size)
return rgb_channel, alpha_channel
def reflection_layer(fg_rgba, fg_height, bg_rgba, bg_height, bg_reflection_layer, params):
""" Example:
params = {
'sample_n': 1,
'horizon': h//2,
'ref_idx': 0.8,
'glossness': 0.01,
'dh': 5.0,
'batch_size': 1
}
bg_reflection_layer = np.copy(bg_height)
bg_reflection_layer[bg_reflection_layer>0.0] = 1.0
bg_reflection_layer = 1.0 - bg_reflection_layer
# fg_rgba, fg_height = glass_rgba, glass_height
fg_rgba, fg_height = flower_rgba, flower_height
reflection_rgb = reflection_layer(fg_rgba, fg_height, bg_rgba, bg_height, bg_reflection_layer, params)
show(reflection_rgb)
"""
reflect_alpha = params['reflect_alpha']
bg_rgba, bg_height = bg_rgba, bg_height
h, w = bg_rgba.shape[:2]
reflection_rgb, reflection_alpha = render_reflection(fg_rgba, fg_height, bg_rgba, bg_height, params)
reflection_alpha = reflect_alpha * reflection_alpha * bg_reflection_layer
reflection_rgb = reflection_rgb * reflection_alpha + bg_rgba[..., :3] * (1.0-reflection_alpha)
return reflection_rgb
def render_refraction(fg_rgba, fg_height, bg_rgba, bg_height, params):
etai_over_etat = params['etai_over_etat']
horizon = params['horizon']
dh = params['dh']
h, w = fg_rgba.shape[:2]
cur_camera = axis_camera(80.0, h, w)
cur_camera.align_horizon(horizon)
fg_mask = fg_rgba[..., -1:]
fg_mask[fg_mask<0.999] = 0.0
fg_mask[fg_mask>0.999] = 1.0
# ray intersection
xyz = xyh2xyz(fg_height, cur_camera)
normal = compute_normal(xyz)
normal = normalize_vec3(normal)
# ray refraction
rays = get_ray_mat(cur_camera)
rays = normalize_vec3(rays)
"""
auto cos_theta = fmin(dot(-uv, n), 1.0);
vec3 r_out_perp = etai_over_etat * (uv + cos_theta*n);
vec3 r_out_parallel = -sqrt(fabs(1.0 - r_out_perp.length_squared())) * n;
return r_out_perp + r_out_parallel;
"""
cos_theta = (-rays * normal).sum(axis=-1, keepdims=True)
cos_theta[cos_theta>=1.0] = 1.0
ray_out_perp = etai_over_etat * (rays + cos_theta * normal)
ray_out_parallel = -np.sqrt(np.abs(1.0-(ray_out_perp*ray_out_perp).sum(axis=-1, keepdims=True))) * normal
ray_out = ray_out_perp + ray_out_parallel
ray_out[np.isnan(ray_out)] = 0.0
ray_out = normalize_vec3(ray_out)
ray_out = ray_out * fg_mask
# everything needs to be transformed into xyh domain
ray_out_xyz = xyz + ray_out
ray_out_xyh = xyz2xyh(ray_out_xyz, cur_camera)
xyh = xyz2xyh(xyz, cur_camera)
ray_out_xyh = ray_out_xyh - xyh
ray_out_xyh[np.isnan(ray_out_xyh)] = 0.0
device = torch.device('cuda:0')
cur_rgb = torch.tensor(bg_rgba[..., :3].transpose((2,0,1)))[None, ...].float().contiguous().to(device)
cur_mask = torch.tensor(bg_rgba[..., -1:].transpose((2,0,1)))[None, ...].float().contiguous().to(device)
cur_hmap = torch.tensor(bg_height.transpose((2,0,1)))[None, ...].float().contiguous().to(device)
ro = torch.tensor(xyh.transpose((2, 0, 1))).float()[None, ...].contiguous().to(device)
rd = torch.tensor(ray_out_xyh.transpose((2, 0, 1))).float()[None, ...].contiguous().to(device)
intersect = ray_intersect(cur_rgb, cur_mask, cur_hmap, ro, rd, dh)
refracted = intersect[0, :3].detach().cpu().numpy().transpose((1,2,0))
return refracted
def refraction_composite(fg_rgba, fg_height, bg_rgba, bg_height, refract_layer, params):
""" Example:
params = {
'etai_over_etat': 1.0/1.5,
'horizon': 395.0,
'dh': 30.0
}
refract_layer = fg_rgba[..., -1:]
final_comp = refraction_composite(fg_rgba, fg_height, bg_rgba, bg_height, refract_layer, params)
show(final_comp)
"""
fg_mask = fg_rgba[..., -1:]
fg_rgb = fg_rgba[..., :3]
bg_rgb = bg_rgba[..., :3]
bg_mask = bg_rgba[..., -1:]
refracted = render_refraction(fg_rgba, fg_height, bg_rgba, bg_height, params)
fg_mask = fg_mask * refract_layer
final_comp = fg_mask * refracted + (1.0-fg_mask) * bg_rgb
return final_comp