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import platform
if "PYOPENGL_PLATFORM" not in os.environ:
os.environ["PYOPENGL_PLATFORM"] = "egl"
import torch
import numpy as np
import pyrender
import trimesh
import cv2
from yacs.config import CfgNode
from typing import List, Optional
from hmr2.utils.renderer import Renderer
# For Windows, remove PYOPENGL_PLATFORM to enable default rendering backend
sys_name = platform.system()
if sys_name == "Windows":
os.environ.pop("PYOPENGL_PLATFORM")
def get_light_poses(n_lights=5, elevation=np.pi / 3, dist=12):
# get lights in a circle around origin at elevation
thetas = elevation * np.ones(n_lights)
phis = 2 * np.pi * np.arange(n_lights) / n_lights
poses = []
trans = make_translation(torch.tensor([0, 0, dist]))
for phi, theta in zip(phis, thetas):
rot = make_rotation(rx=-theta, ry=phi, order="xyz")
poses.append((rot @ trans).numpy())
return poses
def make_translation(t):
return make_4x4_pose(torch.eye(3), t)
def make_rotation(rx=0, ry=0, rz=0, order="xyz"):
Rx = rotx(rx)
Ry = roty(ry)
Rz = rotz(rz)
if order == "xyz":
R = Rz @ Ry @ Rx
elif order == "xzy":
R = Ry @ Rz @ Rx
elif order == "yxz":
R = Rz @ Rx @ Ry
elif order == "yzx":
R = Rx @ Rz @ Ry
elif order == "zyx":
R = Rx @ Ry @ Rz
elif order == "zxy":
R = Ry @ Rx @ Rz
return make_4x4_pose(R, torch.zeros(3))
def make_4x4_pose(R, t):
"""
:param R (*, 3, 3)
:param t (*, 3)
return (*, 4, 4)
"""
dims = R.shape[:-2]
pose_3x4 = torch.cat([R, t.view(*dims, 3, 1)], dim=-1)
bottom = (
torch.tensor([0, 0, 0, 1], device=R.device)
.reshape(*(1,) * len(dims), 1, 4)
.expand(*dims, 1, 4)
)
return torch.cat([pose_3x4, bottom], dim=-2)
def rotx(theta):
return torch.tensor(
[
[1, 0, 0],
[0, np.cos(theta), -np.sin(theta)],
[0, np.sin(theta), np.cos(theta)],
],
dtype=torch.float32,
)
def roty(theta):
return torch.tensor(
[
[np.cos(theta), 0, np.sin(theta)],
[0, 1, 0],
[-np.sin(theta), 0, np.cos(theta)],
],
dtype=torch.float32,
)
def rotz(theta):
return torch.tensor(
[
[np.cos(theta), -np.sin(theta), 0],
[np.sin(theta), np.cos(theta), 0],
[0, 0, 1],
],
dtype=torch.float32,
)
def create_raymond_lights() -> List[pyrender.Node]:
"""
Return raymond light nodes for the scene.
"""
thetas = np.pi * np.array([1.0 / 6.0, 1.0 / 6.0, 1.0 / 6.0])
phis = np.pi * np.array([0.0, 2.0 / 3.0, 4.0 / 3.0])
nodes = []
for phi, theta in zip(phis, thetas):
xp = np.sin(theta) * np.cos(phi)
yp = np.sin(theta) * np.sin(phi)
zp = np.cos(theta)
z = np.array([xp, yp, zp])
z = z / np.linalg.norm(z)
x = np.array([-z[1], z[0], 0.0])
if np.linalg.norm(x) == 0:
x = np.array([1.0, 0.0, 0.0])
x = x / np.linalg.norm(x)
y = np.cross(z, x)
matrix = np.eye(4)
matrix[:3, :3] = np.c_[x, y, z]
nodes.append(
pyrender.Node(
light=pyrender.DirectionalLight(color=np.ones(3), intensity=1.0),
matrix=matrix,
)
)
return nodes
class SemanticRenderer(Renderer):
def __init__(
self, cfg: CfgNode, faces: np.array, lbs: np.array, viewport_size=(768, 768)
):
"""
Wrapper around the pyrender renderer to render SMPL meshes's semantic map for Champ.
Args:
cfg (CfgNode): Model config file.
faces (np.array): Array of shape (F, 3) containing the mesh faces.
"""
self.cfg = cfg
self.focal_length = cfg.EXTRA.FOCAL_LENGTH
self.img_res = cfg.MODEL.IMAGE_SIZE
self.camera_center = [self.img_res // 2, self.img_res // 2]
self.faces = faces
self.lbs = lbs
# self.joint_names = smplx.joint_names.JOINT_NAMES
self.vertex_labels = np.argmax(self.lbs.cpu().numpy(), axis=1)
vertex_colors = cv2.applyColorMap(
(10 * self.vertex_labels).astype(np.uint8), cv2.COLORMAP_VIRIDIS
)
semantic_background_rgb = cv2.applyColorMap(np.uint8([0]), cv2.COLORMAP_VIRIDIS)
self.vertex_colors = np.squeeze(vertex_colors, axis=1)
self.semantic_background_rgb = (
np.squeeze(semantic_background_rgb.astype(np.float32), axis=1) / 255
)
self.renderer = pyrender.OffscreenRenderer(
viewport_width=viewport_size[0],
viewport_height=viewport_size[1],
point_size=1.0,
)
def vertices_to_trimesh(
self,
vertices,
camera_translation,
mesh_base_color=(1.0, 1.0, 0.9),
rot_axis=[1, 0, 0],
rot_angle=0,
):
vertex_colors = np.array([(*mesh_base_color, 1.0)] * vertices.shape[0])
mesh = trimesh.Trimesh(
vertices.copy() + camera_translation,
self.faces.copy(),
vertex_colors=vertex_colors,
)
# mesh = trimesh.Trimesh(vertices.copy(), self.faces.copy())
rot = trimesh.transformations.rotation_matrix(np.radians(rot_angle), rot_axis)
mesh.apply_transform(rot)
rot = trimesh.transformations.rotation_matrix(np.radians(180), [1, 0, 0])
mesh.apply_transform(rot)
return mesh
def render_all_multiple(
self,
vertices: List[np.array],
cam_t: List[np.array],
rot_axis=[1, 0, 0],
rot_angle=0,
mesh_base_color=(1.0, 1.0, 0.9),
scene_bg_color=(0, 0, 0),
render_res=[256, 256],
focal_length=None,
):
renderer = self.renderer
trimesh_list = [
self.vertices_to_trimesh(
vvv, ttt.copy(), mesh_base_color, rot_axis, rot_angle
)
for vvv, ttt in zip(vertices, cam_t)
]
for trimesh in trimesh_list:
trimesh.visual.vertex_colors = self.vertex_colors
mesh_list = [pyrender.Mesh.from_trimesh(trimesh) for trimesh in trimesh_list]
scene = pyrender.Scene(
bg_color=[*scene_bg_color, 0.0], ambient_light=(0.3, 0.3, 0.3)
)
for i, mesh in enumerate(mesh_list):
scene.add(mesh, f"mesh_{i}")
camera_pose = np.eye(4)
camera_center = [render_res[0] / 2.0, render_res[1] / 2.0]
focal_length = focal_length if focal_length is not None else self.focal_length
camera = pyrender.IntrinsicsCamera(
fx=focal_length,
fy=focal_length,
cx=camera_center[0],
cy=camera_center[1],
zfar=1e12,
)
# Create camera node and add it to pyRender scene
camera_node = pyrender.Node(camera=camera, matrix=camera_pose)
scene.add_node(camera_node)
self.add_point_lighting(scene, camera_node)
self.add_lighting(scene, camera_node)
light_nodes = create_raymond_lights()
for node in light_nodes:
scene.add_node(node)
color, rend_depth = renderer.render(
scene, flags=pyrender.RenderFlags.FLAT | pyrender.RenderFlags.RGBA
)
color = color.astype(np.float32) / 255.0
# renderer.delete()
valid_mask = (color[:, :, -1])[:, :, np.newaxis]
semantic_map = (
color[:, :, :3] * valid_mask
+ (1 - valid_mask) * self.semantic_background_rgb
)
semantic_map = semantic_map.astype(np.float32)
return {
"Image": color,
"Mask": valid_mask.astype(bool),
"SemanticMap": semantic_map,
"Depth": rend_depth,
}
def add_lighting(self, scene, cam_node, color=np.ones(3), intensity=1.0):
# from phalp.visualize.py_renderer import get_light_poses
light_poses = get_light_poses()
light_poses.append(np.eye(4))
cam_pose = scene.get_pose(cam_node)
for i, pose in enumerate(light_poses):
matrix = cam_pose @ pose
node = pyrender.Node(
name=f"light-{i:02d}",
light=pyrender.DirectionalLight(color=color, intensity=intensity),
matrix=matrix,
)
if scene.has_node(node):
continue
scene.add_node(node)
def add_point_lighting(self, scene, cam_node, color=np.ones(3), intensity=1.0):
# from phalp.visualize.py_renderer import get_light_poses
light_poses = get_light_poses(dist=0.5)
light_poses.append(np.eye(4))
cam_pose = scene.get_pose(cam_node)
for i, pose in enumerate(light_poses):
matrix = cam_pose @ pose
# node = pyrender.Node(
# name=f"light-{i:02d}",
# light=pyrender.DirectionalLight(color=color, intensity=intensity),
# matrix=matrix,
# )
node = pyrender.Node(
name=f"plight-{i:02d}",
light=pyrender.PointLight(color=color, intensity=intensity),
matrix=matrix,
)
if scene.has_node(node):
continue
scene.add_node(node)
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