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import torch
import math
import numpy as np
from pytorch3d.structures import (
Meshes, Pointclouds
)
from pytorch3d.renderer import (
PerspectiveCameras,CamerasBase,
look_at_view_transform, RasterizationSettings,
PointLights, TexturesVertex, BlendParams,TexturesUV,
SoftPhongShader, MeshRasterizer, MeshRenderer,
)
from pytorch3d.transforms.transform3d import _broadcast_bmm
from pytorch3d.renderer.mesh.rasterizer import Fragments,rasterize_meshes
import torch
import matplotlib.pyplot as plt
import trimesh
def show_image(image_tensor, name):
# 转为 [H, W, C] 并归一化
image_np = image_tensor.permute(1, 2, 0).cpu().numpy()
# 保存为 PNG
plt.imsave(f"test_images/{name}.png", image_np)
def get_view_matrix(R, t):
device=R.device
Rt = torch.cat((R, t.view(3,1)),1)
b_row=torch.tensor([0, 0, 0, 1], dtype=torch.float32, device=device).view(1, 4)
#torch.FloatTensor([0,0,0,1],device=device).view(1,4)
view_matrix = torch.cat((Rt, b_row))
return view_matrix
def get_batch_view_matrix(R, t):
"""
R: [B, 3, 3] - batch of rotation matrices
t: [B, 3] or [B, 1, 3] - batch of translation vectors
Returns:
view_matrix: [B, 4, 4]
"""
device = R.device
B = R.shape[0]
# Ensure t is shape [B, 3, 1]
if t.ndim == 2:
t = t.unsqueeze(-1) # [B, 3, 1]
# Concatenate R and t → [B, 3, 4]
Rt = torch.cat((R, t), dim=2)
# Create [0, 0, 0, 1] row for each batch → [B, 1, 4]
b_row = torch.tensor([0, 0, 0, 1], dtype=torch.float32, device=device).view(1, 1, 4).expand(B, 1, 4)
# Concatenate to form full view matrix → [B, 4, 4]
view_matrix = torch.cat((Rt, b_row), dim=1)
return view_matrix
def get_proj_matrix( tanfov,device, z_near=0.01, z_far=100, z_sign=1.0,):
tanHalfFovY = tanfov
tanHalfFovX = tanfov
top = tanHalfFovY * z_near
bottom = -top
right = tanHalfFovX * z_near
left = -right
z_sign = 1.0
proj_matrix = torch.zeros(4, 4).float().to(device)
proj_matrix[0, 0] = 2.0 * z_near / (right - left)
proj_matrix[1, 1] = 2.0 * z_near / (top - bottom)
proj_matrix[0, 2] = (right + left) / (right - left)
proj_matrix[1, 2] = (top + bottom) / (top - bottom)
proj_matrix[3, 2] = z_sign
proj_matrix[2, 2] = z_sign * z_far / (z_far - z_near)
proj_matrix[2, 3] = -(z_far * z_near) / (z_far - z_near)
return proj_matrix
def get_full_proj_matrix(w2c_cam,tanfov):
assert len(w2c_cam.shape)==2
view_matrix=get_view_matrix(w2c_cam[:3,:3],w2c_cam[:3,3]).transpose(0,1).contiguous()
proj_matrix=get_proj_matrix(tanfov,device=w2c_cam.device,z_near=0.01, z_far=100, z_sign=1.0).transpose(0,1).contiguous()
full_proj_matrix = (view_matrix.unsqueeze(0).bmm(proj_matrix.unsqueeze(0))).squeeze(0)#torch.mm(view_matrix, proj_matrix)
return view_matrix,full_proj_matrix
def get_batch_full_proj_matrix(w2c_cam, tanfov):
"""
Args:
w2c_cam: [B, 4, 4] - world-to-camera matrix
tanfov: float or [B] - tangent of half FOV
Returns:
view_matrix: [B, 4, 4]
full_proj_matrix: [B, 4, 4]
"""
device = w2c_cam.device
B = w2c_cam.shape[0]
# Get view matrix from R and t
R = w2c_cam[:, :3, :3]
t = w2c_cam[:, :3, 3]
view_matrix = get_batch_view_matrix(R, t) # [B, 4, 4]
# Get projection matrix per batch
proj_matrix = get_proj_matrix(
tanfov, device=device, z_near=0.01, z_far=100.0, z_sign=1.0
) # Should return [B, 4, 4]
# Ensure shape: [B, 4, 4]
if proj_matrix.ndim == 2: # single matrix
proj_matrix = proj_matrix.unsqueeze(0).expand(B, -1, -1)
# Matrix multiplication in batch
full_proj_matrix = proj_matrix.bmm(view_matrix)
return view_matrix, full_proj_matrix
def dot(x: torch.Tensor, y: torch.Tensor) -> torch.Tensor:
return torch.sum(x*y, -1, keepdim=True)
def length(x: torch.Tensor, eps: float =1e-20) -> torch.Tensor:
return torch.sqrt(torch.clamp(dot(x,x), min=eps)) # Clamp to avoid nan gradients because grad(sqrt(0)) = NaN
def safe_normalize(x: torch.Tensor, eps: float =1e-20) -> torch.Tensor:
return x / length(x, eps)
# 计算三角面片的局部坐标系(方向/姿态),即每个三角面片的三个正交轴向量
def compute_face_orientation(verts, faces, return_scale=False):
i0 = faces[..., 0].long()
i1 = faces[..., 1].long()
i2 = faces[..., 2].long()
v0 = verts[..., i0, :]
v1 = verts[..., i1, :]
v2 = verts[..., i2, :]
a0 = safe_normalize(v1 - v0)
a1 = safe_normalize(torch.cross(a0, v2 - v0, dim=-1))
a2 = -safe_normalize(torch.cross(a1, a0, dim=-1))
orientation = torch.cat([a0[..., None], a1[..., None], a2[..., None]], dim=-1)
if return_scale:
s0 = length(v1 - v0)
s1 = dot(a2, (v2 - v0)).abs()
scale = (s0 + s1) / 2
return orientation, scale
class VertexPositionShader(torch.nn.Module):
def __init__(self):
super().__init__()
def forward(self, fragments, meshes, **kwargs):
"""
:param fragments: Fragments of the meshes that are rasterized.
:param meshes: Meshes to render.
:param kwargs: Additional arguments passed by the renderer.
:return: The output colors, which in this case will be the vertex positions.
"""
pixel_positions = fragments.pix_to_face # shape (num_pixels, 3)
batch_size, H, W = pixel_positions.shape[0], pixel_positions.shape[1], pixel_positions.shape[2]
bary_coords=fragments.bary_coords.squeeze(-2)
alpha = (pixel_positions!=-1)*1.0
vertex_faces = meshes.faces_packed()[pixel_positions.squeeze(-1)]# # shape (num_pixels, 3)
vertex_positions=(meshes.verts_packed()[vertex_faces]*bary_coords[...,None]).sum(dim=-2)#.mean(dim=-2)
results=torch.cat([vertex_positions,alpha],dim=-1)
extra_result={"vertex_faces":vertex_faces,"bary_coords":bary_coords}
return results,extra_result
class GS_Camera(CamerasBase):
#still obey pytorch 3d coordinate system, adapting to gaussian splatting's projection method
def __init__(
self,
focal_length=1.0,
R: torch.Tensor = torch.eye(3)[None],
T: torch.Tensor = torch.zeros(1, 3),
principal_point=((0.0, 0.0),),#useless
device = "cpu",
in_ndc: bool = True,
image_size = None,
) -> None:
kwargs = {"image_size": image_size} if image_size is not None else {}
super().__init__(
device=device,
focal_length=focal_length,
principal_point=((0.0, 0.0),),
R=R,
T=T,
K=None,
_in_ndc=in_ndc,
**kwargs, # pyre-ignore
)
if image_size is not None:
if (self.image_size < 1).any(): # pyre-ignore
raise ValueError("Image_size provided has invalid values")
else:
self.image_size = None
# When focal length is provided as one value, expand to
# create (N, 2) shape tensor
if self.focal_length.ndim == 1: # (N,)
self.focal_length = self.focal_length[:, None] # (N, 1)
self.focal_length = self.focal_length.expand(-1, 2) # (N, 2)
self.proj_mats=None
def transform_points_to_view(self, points, eps = None, **kwargs):
#from wold to view
R: torch.Tensor = kwargs.get("R", self.R)
T: torch.Tensor = kwargs.get("T", self.T)
self.R = R
self.T = T
if R.dim() == 2 :
Tmat=torch.eye(4,device=R.device)[None]
Tmat[:,:3,:3] = R
Tmat[:,:3,3] = T
else:
Tmat=torch.eye(4,device=R.device)[None].repeat(R.shape[0],1,1)
Tmat[:,:3,:3] = R
Tmat[:,:3,3] = T
points_batch = points.clone()
if points_batch.dim() == 2:
points_batch = points_batch[None] # (P, 3) -> (1, P, 3)
if points_batch.dim() != 3:
msg = "Expected points to have dim = 2 or dim = 3: got shape %r"
raise ValueError(msg % repr(points.shape))
N, P, _3 = points_batch.shape
ones = torch.ones(N, P, 1, dtype=points.dtype, device=points.device)
points_batch = torch.cat([points_batch, ones], dim=2)
# points_out=_broadcast_bmm(points_batch,Tmat)
points_out=torch.einsum('bij,bnj->bni',Tmat,points_batch)
return points_out[:,:,:3]
def get_projection_transform(self,device):
if self.proj_mats is None: # 构造内参,中心点为 00, focal 为 24
proj_mats=[]
if torch.unique(self.focal_length).numel()==1:
invtanfov=self.focal_length[0,0]
proj_mat=get_proj_matrix(1/invtanfov,device)
proj_mats=proj_mat[None].repeat(self.focal_length.shape[0],1,1)
else:
for invtanfov in self.focal_length:
invtanfov=invtanfov[0]; assert invtanfov[0]==invtanfov[1]
proj_mat=get_proj_matrix(1/invtanfov,device)
proj_mats.append(proj_mat[None])
proj_mats=torch.cat(proj_mats,dim=0)
self.proj_mats=proj_mats
else:
proj_mats=self.proj_mats
return proj_mats
def transform_points_to_ndc(self, points, eps = None, **kwargs):
#from wold to ndc
R: torch.Tensor = kwargs.get("R", self.R)
T: torch.Tensor = kwargs.get("T", self.T)
self.R = R
self.T = T
if R.dim() == 2 :
Tmat=torch.eye(4,device=R.device)[None]
Tmat[:,:3,:3] = R.clone()
Tmat[:,:3,3] = T.clone()
else:
Tmat=torch.eye(4,device=R.device)[None].repeat(R.shape[0],1,1) # true
Tmat[:,:3,:3] = R.clone()
Tmat[:,:3,3] = T.clone()
#points_view=self.transform_points_to_view(points)
N, P, _3 = points.shape
ones = torch.ones(N, P, 1, dtype=points.dtype, device=points.device)
points_h = torch.cat([points, ones], dim=2)
proj_mat=self.get_projection_transform(points.device)#[None].expand(N,-1,-1)
proj_mat=proj_mat.to(R.device)
B = Tmat.shape[0]
if B > self.focal_length.shape[0]: # 第二阶段使用的,concat在一起
proj_mat = proj_mat.repeat(2,1,1)
full_mat=torch.bmm(proj_mat[:Tmat.shape[0]],Tmat) # 防止最后一个batch
points_ndc=torch.einsum('bij,bnj->bni',full_mat,points_h)
points_ndc_xyz=points_ndc[:,:,:3]/(points_ndc[:,:,3:]+1e-7)
# points_ndc_xyz[:,:,2]=points_ndc[:,:,3] #retain z range
return points_ndc_xyz
def transform_points_view_to_ndc(self, points, eps = None, **kwargs):
#from view to ndc
points_view=points.clone()
N, P, _3 = points_view.shape
ones = torch.ones(N, P, 1, dtype=points.dtype, device=points_view.device)
points_view = torch.cat([points_view, ones], dim=2)
proj_mat=self.get_projection_transform(points.device)#[None].expand(N,-1,-1)
# points_ndc=_broadcast_bmm(points_view,proj_mat)
points_ndc=torch.einsum('bij,bnj->bni',proj_mat,points_view)
points_ndc_xyz=points_ndc[:,:,:3]/(points_ndc[:,:,3:]+1e-7)
return points_ndc_xyz
def transform_points_to_screen(self, points, with_xyflip = True, **kwargs):
#from wold to screen
'with_xyflip: obey pytroch 3d coordinate'
R: torch.Tensor = kwargs.get("R", self.R)
T: torch.Tensor = kwargs.get("T", self.T)
self.R = R
self.T = T
points_ndc=self.transform_points_to_ndc(points)
N, P, _3 = points_ndc.shape
image_size=self.image_size[:N]
if not torch.is_tensor(image_size):
image_size = torch.tensor(image_size, device=R.device)
if image_size.dim()==2:
image_size = image_size[:,None]
image_size=image_size[:,:,[1,0]]#width height
points_screen=points_ndc.clone()
# points_ndc[...,:2] 以 (0,0) 为 光心
# points_screen[...,:2]=points_ndc[...,:2] * image_size/2-image_size/2 # x,y in [-1024,0]
points_screen[...,:2]= (points_ndc[...,:2] - 1)* image_size/2 # x,y in [-1024,0]
if with_xyflip: # true
points_screen[...,:2]=points_screen[:,:,:2]*-1 # 转化到 [0,1024],似乎可以前面+1,这里就不用取反了
return points_screen
def transform_points_screen(self, points, with_xyflip = True, **kwargs):
return self.transform_points_to_screen(points, with_xyflip, **kwargs)
def perspective_projection(self, points, with_xyflip = True, **kwargs):
'''
Computes the perspective projection of a set of 3D points.
https://github.com/shubham-goel/4D-Humans/blob/6ec79656a23c33237c724742ca2a0ec00b398b53/hmr2/utils/geometry.py#L64-L102
'''
# from wold to screen
'with_xyflip: obey pytroch 3d coordinate'
rotation: torch.Tensor = kwargs.get("R", self.R)
translation: torch.Tensor = kwargs.get("T", self.T)
B = points.shape[0]
if rotation is None:
rotation = torch.tensor([
[-1.0, 0.0, 0.0],
[ 0.0, -1.0, 0.0],
[ 0.0, 0.0, 1.0]
], device=points.device, dtype=points.dtype).unsqueeze(0).expand(B, -1, -1)
# rotation = torch.eye(3, device=points.device, dtype=points.dtype).unsqueeze(0).expand(B, -1, -1)
camera_center = torch.zeros(B, 2, device=points.device, dtype=points.dtype)
# Populate intrinsic camera matrix K.
K = torch.zeros([B, 3, 3], device=points.device, dtype=points.dtype)
K[:, 0, 0] = 24
K[:, 1, 1] = 24
K[:, 2, 2] = 1.
K[:, :-1, -1] = camera_center
# Transform points
points = torch.einsum('bij, bkj -> bki', rotation, points)
points = points + translation.unsqueeze(1)
# Apply perspective distortion
projected_points = points / points[:, :, -1].unsqueeze(-1)
# Apply camera intrinsics
projected_points = torch.einsum('bij, bkj -> bki', K, projected_points)
points_screen = projected_points.clone()
# points_ndc[...,:2] 以 (0,0) 为 光心
# points_screen[...,:2]=points_ndc[...,:2] * image_size/2-image_size/2 # x,y in [-1024,0]
points_screen[...,:2]= (projected_points[...,:2] - 1) * 1024 / 2 # x,y in [-1024,0]
if with_xyflip: # true
points_screen[...,:2] = points_screen[:,:,:2]*-1 # 转化到 [0,1024],似乎可以前面+1,这里就不用取反了
return points_screen # [B,N,3]
class GS_MeshRasterizer(MeshRasterizer):
"""
adapted to GS_camera
This class implements methods for rasterizing a batch of heterogeneous
Meshes.
"""
def __init__(self, cameras:GS_Camera=None, raster_settings=None) -> None:
"""
Args:
cameras: A cameras object which has a `transform_points` method
which returns the transformed points after applying the
world-to-view and view-to-ndc transformations.
raster_settings: the parameters for rasterization. This should be a
named tuple.
All these initial settings can be overridden by passing keyword
arguments to the forward function.
"""
super().__init__()
if raster_settings is None:
raster_settings = RasterizationSettings()
self.cameras = cameras
self.raster_settings = raster_settings
def to(self, device):
# Manually move to device cameras as it is not a subclass of nn.Module
if self.cameras is not None:
self.cameras = self.cameras.to(device)
return self
def transform(self, meshes_world, **kwargs) -> torch.Tensor:
#adapted to GS_camera
cameras = kwargs.get("cameras", self.cameras)
if cameras is None:
msg = "Cameras must be specified either at initialization \
or in the forward pass of MeshRasterizer"
raise ValueError(msg)
n_cameras = len(cameras)
if n_cameras != 1 and n_cameras != len(meshes_world):
msg = "Wrong number (%r) of cameras for %r meshes"
raise ValueError(msg % (n_cameras, len(meshes_world)))
verts_world = meshes_world.verts_padded()
# NOTE: Retaining view space z coordinate for now.
# TODO: Revisit whether or not to transform z coordinate to [-1, 1] or
# [0, 1] range.
eps = kwargs.get("eps", None)
verts_view = cameras.transform_points_to_view(verts_world, eps=eps,**kwargs)
verts_ndc = cameras.transform_points_view_to_ndc(verts_view, eps=eps,**kwargs)
verts_ndc[..., 2] = verts_view[..., 2]
meshes_ndc = meshes_world.update_padded(new_verts_padded=verts_ndc)
return meshes_ndc
def forward(self, meshes_world, **kwargs) -> Fragments:
"""
Args:
meshes_world: a Meshes object representing a batch of meshes with
coordinates in world space.
Returns:
Fragments: Rasterization outputs as a named tuple.
"""
meshes_proj = self.transform(meshes_world, **kwargs)
raster_settings = kwargs.get("raster_settings", self.raster_settings)
# By default, turn on clip_barycentric_coords if blur_radius > 0.
# When blur_radius > 0, a face can be matched to a pixel that is outside the
# face, resulting in negative barycentric coordinates.
clip_barycentric_coords = raster_settings.clip_barycentric_coords
if clip_barycentric_coords is None:
clip_barycentric_coords = raster_settings.blur_radius > 0.0
# If not specified, infer perspective_correct and z_clip_value from the camera
cameras = kwargs.get("cameras", self.cameras)
perspective_correct=False
z_clip = None
if raster_settings.perspective_correct is not None:
perspective_correct = raster_settings.perspective_correct
else:
perspective_correct = True
# if raster_settings.z_clip_value is not None:
# z_clip = raster_settings.z_clip_value
# else:
# znear = cameras.get_znear()
# if isinstance(znear, torch.Tensor):
# znear = znear.min().item()
# z_clip = None if not perspective_correct or znear is None else znear / 2
# By default, turn on clip_barycentric_coords if blur_radius > 0.
# When blur_radius > 0, a face can be matched to a pixel that is outside the
# face, resulting in negative barycentric coordinates.
pix_to_face, zbuf, bary_coords, dists = rasterize_meshes(
meshes_proj,
image_size=raster_settings.image_size, # 512
blur_radius=raster_settings.blur_radius, # 0
faces_per_pixel=raster_settings.faces_per_pixel, # 1
bin_size=raster_settings.bin_size, # None Bin size was too small in the coarse rasterization phase.
max_faces_per_bin=raster_settings.max_faces_per_bin, # None
clip_barycentric_coords=clip_barycentric_coords, # False
perspective_correct=perspective_correct, # True
cull_backfaces=raster_settings.cull_backfaces, # false
z_clip_value=z_clip, # None
cull_to_frustum=raster_settings.cull_to_frustum, # flase
)
return Fragments(
pix_to_face=pix_to_face, # 每个像素最近的面片索引(-1 表示无)
zbuf=zbuf, # 每个像素对应的深度值
bary_coords=bary_coords, # 每个像素相对于三角形的重心坐标
dists=dists, # 像素距离面片的距离(用于模糊/soft raster)
)
class BaseMeshRenderer():
def __init__(self, faces,image_size=512,lbs_weights=None, skin_color=[252, 224, 203], bg_color=[0, 0, 0],
faces_uvs=None,verts_uvs=None,focal_length=24,inverse_light=False):
super(BaseMeshRenderer, self).__init__()
self.image_size = image_size
self.skin_color = np.array(skin_color)
self.bg_color = bg_color
self.focal_length = focal_length
bin_size=None
# if image_size==296:
# bin_size=20
self.raster_settings = RasterizationSettings(image_size=image_size, blur_radius=0.0, faces_per_pixel=1,
bin_size=bin_size)#bin_size=0 max_faces_per_bin=20_000_0
if inverse_light:
self.lights = PointLights( location=[[0.0, -1.0, -10.0]])
else:
self.lights = PointLights( location=[[0.0, 1.0, 10.0]])
self.manual_lights = PointLights(
location=((0.0, 0.0, 5.0), ),
ambient_color=((0.5, 0.5, 0.5), ),
diffuse_color=((0.5, 0.5, 0.5), ),
specular_color=((0.01, 0.01, 0.01), )
)
self.blend = BlendParams(background_color=np.array(bg_color)/225.)
self.faces = torch.nn.Parameter(faces, requires_grad=False)
if faces_uvs is not None:
self.faces_uvs = torch.nn.Parameter(faces_uvs, requires_grad=False)
if verts_uvs is not None:
self.verts_uvs = torch.nn.Parameter(verts_uvs.clone(), requires_grad=False)
#SoftPhongShader will flip the v, so we need to flip it back
self.verts_uvs[:,1]=1-self.verts_uvs[:,1]
self.lbs_weights = None
if lbs_weights is not None: self.lbs_weights = torch.nn.Parameter(lbs_weights, requires_grad=False)
def _build_cameras(self, transform_matrix, focal_length):
device = transform_matrix.device
batch_size = transform_matrix.shape[0]
screen_size = torch.tensor(
[self.image_size, self.image_size], device=device
).float()[None].repeat(batch_size, 1)
cameras_kwargs = {
'principal_point': torch.zeros(batch_size, 2, device=device).float(), 'focal_length': focal_length,
'image_size': screen_size, 'device': device,
}
#cameras = PerspectiveCameras(**cameras_kwargs, R=transform_matrix[:, :3, :3], T=transform_matrix[:, :3, 3])
cameras = GS_Camera(**cameras_kwargs, R=transform_matrix[:, :3, :3], T=transform_matrix[:, :3, 3])
return cameras
def forward(self, vertices, faces=None, landmarks={}, cameras=None, transform_matrix=None, focal_length=None, ret_image=True):
B, V = vertices.shape[:2]
focal_length = self.focal_length if focal_length is None else focal_length
if isinstance(cameras, torch.Tensor):
cameras = cameras.clone()
elif cameras is None:
cameras = self._build_cameras(transform_matrix, focal_length)
t_faces = faces[None].repeat(B, 1, 1)
ret_vertices = cameras.transform_points_screen(vertices)
ret_landmarks = {k: cameras.transform_points_screen(v) for k,v in landmarks.items()}
images = None
if ret_image:
# Initialize each vertex to be white in color.
verts_rgb = torch.from_numpy(self.skin_color/255).float().to(self.device)[None, None, :].repeat(B, V, 1)
textures = TexturesVertex(verts_features=verts_rgb)
mesh = Meshes(
verts=vertices.to(self.device),
faces=t_faces.to(self.device),
textures=textures
)
renderer = MeshRenderer(#GS_MeshRasterizer MeshRasterizer
rasterizer=GS_MeshRasterizer(cameras=cameras, raster_settings=self.raster_settings),
shader=SoftPhongShader(cameras=cameras, lights=self.lights.to(vertices.device), device=self.device, blend_params=self.blend)
)
render_results = renderer(mesh).permute(0, 3, 1, 2)
images = render_results[:, :3]
alpha_images = render_results[:, 3:]
images[alpha_images.expand(-1, 3, -1, -1)<0.5] = 0.0
images = images * 255
return ret_vertices, ret_landmarks, images
def render_mesh(self, vertices,cameras=None,transform_matrix=None, faces=None,lights=None,reverse_camera=True):
#render mesh vertices value and lbs weights
device = vertices.device
B, V = vertices.shape[:2]
if faces is None:
faces = self.faces
if cameras is None:
transform_matrix=transform_matrix.clone()
if reverse_camera:
tf_mat=torch.tensor([[-1,0,0,0],[0,-1,0,0],[0,0,1,0],[0,0,0,1]],dtype=torch.float32).to(device)
tf_mat=tf_mat[None].expand(B,-1,-1)
transform_matrix = torch.bmm(tf_mat,transform_matrix)
cameras = self._build_cameras(transform_matrix, self.focal_length)
t_faces = faces[None].repeat(B, 1, 1)
# self.lights=lights
# if lights is None:
# self.lights = PointLights(device=device, location=[[0.0, 1.0, 10.0]])
# Initialize each vertex to be white in color.
# verts_rgb = vertices.clone()
# textures = TexturesVertex(verts_features=verts_rgb)
# mesh = Meshes(
# verts=vertices.to(device),
# faces=t_faces.to(device),
# textures=textures
# )
# renderer = MeshRenderer(
# rasterizer=MeshRasterizer(cameras=cameras, raster_settings=self.raster_settings),
# shader=SoftPhongShader(cameras=cameras, lights=self.lights, device=device, blend_params=self.blend)
# )
mesh = Meshes(
verts=vertices.to(device),
faces=t_faces.to(device),
)
shader = VertexPositionShader().to(device)
rasterizer=GS_MeshRasterizer(cameras=cameras, raster_settings=self.raster_settings)
#GS_MeshRasterizer MeshRasterizer
renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
render_results,extra_result = renderer(mesh)
render_lbs_weights=None
if self.lbs_weights is not None:
vertex_faces=extra_result['vertex_faces']
bary_coords=extra_result['bary_coords']
lbs_weights=self.lbs_weights[None].expand(B, -1, -1).reshape(-1,55)
render_lbs_weights=(lbs_weights[vertex_faces]*bary_coords[...,None]).sum(dim=-2)
# images = render_results[:, :3]
# alpha_images = render_results[:, 3:]
return render_results,render_lbs_weights
def render_fragments(self, vertices,cameras=None,transform_matrix=None, faces=None,reverse_camera=True):
device = vertices.device
B, V = vertices.shape[:2]
if faces is None:
faces = self.faces
if cameras is None:
transform_matrix=transform_matrix.clone()
if reverse_camera:
tf_mat=torch.tensor([[-1,0,0,0],[0,-1,0,0],[0,0,1,0],[0,0,0,1]],dtype=torch.float32).to(device)
tf_mat=tf_mat[None].expand(B,-1,-1)
transform_matrix = torch.bmm(tf_mat,transform_matrix)
cameras = self._build_cameras(transform_matrix, self.focal_length)
t_faces = faces[None].repeat(B, 1, 1)
mesh = Meshes( # 顶点和面构成 mesh
verts=vertices.to(device),
faces=t_faces.to(device),
)
rasterizer=GS_MeshRasterizer(cameras=cameras, raster_settings=self.raster_settings)
fragments = rasterizer(mesh) # 把 mesh 渲染到平面
#return visble faces
return fragments.pix_to_face,fragments
def render_textured_mesh(self,vertices,uvmap,fragments=None,faces_uvs=None,verts_uvs=None,faces=None,cameras=None,transform_matrix=None,reverse_camera=True):
device = vertices.device
B, V = vertices.shape[:2]
if faces is None:
faces = self.faces
if faces_uvs is None:
faces_uvs = self.faces_uvs
if verts_uvs is None:
verts_uvs = self.verts_uvs
if cameras is None:
transform_matrix=transform_matrix.clone()
if reverse_camera:
tf_mat=torch.tensor([[-1,0,0,0],[0,-1,0,0],[0,0,1,0],[0,0,0,1]],dtype=torch.float32).to(device)
tf_mat=tf_mat[None].expand(B,-1,-1)
transform_matrix = torch.bmm(tf_mat,transform_matrix)
cameras = self._build_cameras(transform_matrix, self.focal_length)
t_faces = faces[None].repeat(B, 1, 1)
t_faces_uvs = faces_uvs[None].repeat(B, 1, 1)
t_verts_uvs = verts_uvs[None].repeat(B, 1, 1)
textures = TexturesUV(maps=uvmap,faces_uvs=t_faces_uvs,verts_uvs=t_verts_uvs)
mesh = Meshes(
verts=vertices.to(self.device),
faces=t_faces.to(self.device),
textures=textures
)
lights = PointLights( location=[[0.0, 0.0, 1000.0]])
if fragments is None:
rasterizer=GS_MeshRasterizer(cameras=cameras, raster_settings=self.raster_settings)
fragments = rasterizer(mesh)
shader=SoftPhongShader(cameras=cameras, lights=lights, device=device, blend_params=self.blend).to(device)
images=shader(fragments, mesh)
return images
class GS_BaseMeshRenderer(torch.nn.Module):
#RENDERING IN GS PROJECTION METHOD
def __init__(self,image_size=512, skin_color=[252, 224, 203], bg_color=[0, 0, 0], focal_length=24,inverse_light=False):
super(GS_BaseMeshRenderer, self).__init__()
self.image_size = image_size
self.skin_color = np.array(skin_color)
self.bg_color = bg_color
self.focal_length = focal_length
self.raster_settings = RasterizationSettings(image_size=image_size, blur_radius=0.0, faces_per_pixel=1)
if inverse_light:
self.lights = PointLights( location=[[0.0, -1.0, -10.0]])
else:
self.lights = PointLights( location=[[0.0, 1.0, 10.0]])
self.manual_lights = PointLights(
location=((0.0, 0.0, 5.0), ),
ambient_color=((0.5, 0.5, 0.5), ),
diffuse_color=((0.5, 0.5, 0.5), ),
specular_color=((0.01, 0.01, 0.01), )
)
self.blend = BlendParams(background_color=np.array(bg_color)/225.)
# self.faces = torch.nn.Parameter(faces, requires_grad=False)
# self.faces=None
self.head_color=np.array([236,248,254])
#np.array([222,235,247])
def _build_cameras(self, transform_matrix, focal_length):
device = transform_matrix.device
batch_size = transform_matrix.shape[0]
screen_size = torch.tensor(
[self.image_size, self.image_size], device=device
).float()[None].repeat(batch_size, 1)
cameras_kwargs = {
'principal_point': torch.zeros(batch_size, 2, device=device).float(), 'focal_length': focal_length,
'image_size': screen_size, 'device': device,
}
#cameras = PerspectiveCameras(**cameras_kwargs, R=transform_matrix[:, :3, :3], T=transform_matrix[:, :3, 3])
cameras = GS_Camera(**cameras_kwargs, R=transform_matrix[:, :3, :3], T=transform_matrix[:, :3, 3])
return cameras
def forward(self, vertices, faces=None, landmarks={}, cameras=None, transform_matrix=None, focal_length=None, ret_image=True):
B, V = vertices.shape[:2]
device=vertices.device
focal_length = self.focal_length if focal_length is None else focal_length
if isinstance(cameras, torch.Tensor):
cameras = cameras.clone()
elif cameras is None:
cameras = self._build_cameras(transform_matrix, focal_length) # 24
t_faces = faces[None].repeat(B, 1, 1)
ret_vertices = cameras.transform_points_screen(vertices)
ret_landmarks = {k: cameras.transform_points_screen(v) for k,v in landmarks.items()}
images = None
if ret_image:
# Initialize each vertex to be white in color.
verts_rgb = torch.from_numpy(self.skin_color/255).float().to(self.device)[None, None, :].repeat(B, V, 1)
textures = TexturesVertex(verts_features=verts_rgb)
mesh = Meshes(
verts=vertices.to(self.device),
faces=t_faces.to(self.device),
textures=textures
)
renderer = MeshRenderer(#GS_MeshRasterizer MeshRasterizer
rasterizer=GS_MeshRasterizer(cameras=cameras, raster_settings=self.raster_settings),
shader=SoftPhongShader(cameras=cameras, lights=self.lights.to(device), device=device, blend_params=self.blend)
)
render_results = renderer(mesh).permute(0, 3, 1, 2)
images = render_results[:, :3]
alpha_images = render_results[:, 3:]
images[alpha_images.expand(-1, 3, -1, -1)<0.5] = 0.0
images = images * 255
return ret_vertices, ret_landmarks, images
def render_mesh(self, vertices,cameras=None,transform_matrix=None, faces=None,lights=None,skin_color=None,smplx2flame_ind=None):
device = vertices.device
B, V = vertices.shape[:2]
if faces is None:
faces = self.faces
assert faces is not None
if cameras is None:
transform_matrix=transform_matrix.clone()
cameras = self._build_cameras(transform_matrix, self.focal_length)
if lights is None:
self.lights = self.lights
else:
self.lights=lights
if faces.dim() == 2:
faces = faces[None]
t_faces = faces.repeat(B, 1, 1)
# Initialize each vertex to be white in color.
if skin_color is None:
skin_color=self.skin_color
if isinstance(skin_color, (list, tuple)):
verts_rgb = torch.from_numpy(np.array(skin_color)/255.).to(vertices.device).float()[None, None, :].repeat(B, V, 1)
else:
verts_rgb = torch.from_numpy(skin_color/255).to(vertices.device).float()[None, None, :].repeat(B, V, 1) # here
if smplx2flame_ind is not None:
head_rgb = torch.from_numpy(self.head_color/255).to(vertices.device).float()[None, None, :].repeat(B, V, 1)
verts_rgb[:,smplx2flame_ind] = head_rgb[:,smplx2flame_ind]
textures = TexturesVertex(verts_features=verts_rgb)
mesh = Meshes(
verts=vertices.to(device),
faces=t_faces.to(device),
textures=textures
)
# rot = torch.tensor(
# trimesh.transformations.rotation_matrix(
# np.radians(-60), [0, 1, 0]
# )[:3, :3], dtype=torch.float32, device=device
# )
# verts_rot = torch.matmul(mesh.verts_packed(), rot.T)[None]
# # 替换顶点
# mesh = Meshes(
# verts=verts_rot,
# faces=t_faces.to(device),
# textures=textures
# )
renderer = MeshRenderer( # GS_MeshRasterizer MeshRasterizer
rasterizer=GS_MeshRasterizer(cameras=cameras, raster_settings=self.raster_settings),
shader=SoftPhongShader(cameras=cameras, lights=self.lights.to(device), device=device, blend_params=self.blend)
)
render_results = renderer(mesh).permute(0, 3, 1, 2)
images = render_results[:, :3]
alpha_images = render_results[:, 3:]
alpha = alpha_images.expand(-1, 3, -1, -1) < 0.5
# White background instead of black: set background pixels to 1.0
images[alpha] = 1.0
images = torch.cat([images, 1 - alpha[:, :1] * 1.0], dim=1)
images = images * 255
return images
if __name__=="__main__":
pass
import pdb;pdb.set_trace() |