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"""Contains utility functionality to render different modalities.
For licensing see accompanying LICENSE file.
Copyright (C) 2025 Apple Inc. All Rights Reserved.
"""
from __future__ import annotations
import dataclasses
from typing import Literal, NamedTuple
import numpy as np
import torch
from .gaussians import Gaussians3D
from .linalg import eyes
TrajetoryType = Literal["swipe", "shake", "rotate", "rotate_forward"]
LookAtMode = Literal["point", "ahead"]
@dataclasses.dataclass
class CameraInfo:
"""Camera info for a pinhole camera."""
intrinsics: torch.Tensor
extrinsics: torch.Tensor
width: int
height: int
class FocusRange(NamedTuple):
"""Parametrizes a range of depth / disparity values."""
min: float
focus: float
max: float
@dataclasses.dataclass
class TrajectoryParams:
"""Parameters for trajectory."""
type: TrajetoryType = "rotate_forward"
lookat_mode: LookAtMode = "point"
max_disparity: float = 0.08
max_zoom: float = 0.15
distance_m: float = 0.0
num_steps: int = 60
num_repeats: int = 1
def compute_max_offset(
scene: Gaussians3D,
params: TrajectoryParams,
resolution_px: tuple[int, int],
f_px: float,
) -> np.ndarray:
"""Compute the maximum offset for camera along X/Y/Z axis."""
scene_points = scene.mean_vectors
extrinsics = torch.eye(4).to(scene_points.device)
min_depth, _, _ = _compute_depth_quantiles(scene_points, extrinsics)
r_px = resolution_px
diagonal = np.sqrt((r_px[0] / f_px) ** 2 + (r_px[1] / f_px) ** 2)
max_lateral_offset_m = params.max_disparity * diagonal * min_depth
max_medial_offset_m = params.max_zoom * min_depth
max_offset_xyz_m = np.array([max_lateral_offset_m, max_lateral_offset_m, max_medial_offset_m])
return max_offset_xyz_m
def create_eye_trajectory(
scene: Gaussians3D,
params: TrajectoryParams,
resolution_px: tuple[int, int],
f_px: float,
) -> list[torch.Tensor]:
"""Create eye trajectory for trajectory type."""
max_offset_xyz_m = compute_max_offset(
scene,
params,
resolution_px,
f_px,
)
# We place the eye trajectory at z=distance plane (default=0),
# assuming portal plane is placed at z=natural_distance.
if params.type == "swipe":
return create_eye_trajectory_swipe(
max_offset_xyz_m, params.distance_m, params.num_steps, params.num_repeats
)
elif params.type == "shake":
return create_eye_trajectory_shake(
max_offset_xyz_m, params.distance_m, params.num_steps, params.num_repeats
)
elif params.type == "rotate":
return create_eye_trajectory_rotate(
max_offset_xyz_m, params.distance_m, params.num_steps, params.num_repeats
)
elif params.type == "rotate_forward":
return create_eye_trajectory_rotate_forward(
max_offset_xyz_m, params.distance_m, params.num_steps, params.num_repeats
)
else:
raise ValueError(f"Invalid trajectory type {params.type}.")
def create_eye_trajectory_swipe(
offset_xyz_m: np.ndarray,
distance_m: float,
num_steps: int,
num_repeats: int,
) -> list[torch.Tensor]:
"""Create a left to right swipe trajectory."""
offset_x_m, _, _ = offset_xyz_m
eye_positions = [
torch.tensor([x, 0, distance_m], dtype=torch.float32)
for x in np.linspace(-offset_x_m, offset_x_m, num_steps)
]
return eye_positions * num_repeats
def create_eye_trajectory_shake(
offset_xyz_m: np.ndarray,
distance_m: float,
num_steps: int,
num_repeats: int,
) -> list[torch.Tensor]:
"""Create a left right shake followed by an up down shake trajectory."""
num_steps_total = num_steps * num_repeats
num_steps_horizontal = num_steps_total // 2
num_steps_vertical = num_steps_total - num_steps_horizontal
offset_x_m, offset_y_m, _ = offset_xyz_m
eye_positions: list[torch.Tensor] = []
eye_positions.extend(
torch.tensor(
[offset_x_m * np.sin(2 * np.pi * t), 0.0, distance_m],
dtype=torch.float32,
)
for t in np.linspace(0, num_repeats, num_steps_horizontal)
)
eye_positions.extend(
torch.tensor(
[0.0, offset_y_m * np.sin(2 * np.pi * t), distance_m],
dtype=torch.float32,
)
for t in np.linspace(0, num_repeats, num_steps_vertical)
)
return eye_positions
def create_eye_trajectory_rotate(
offset_xyz_m: np.ndarray,
distance_m: float,
num_steps: int,
num_repeats: int,
) -> list[torch.Tensor]:
"""Create a rotating trajectory."""
num_steps_total = num_steps * num_repeats
offset_x_m, offset_y_m, _ = offset_xyz_m
eye_positions = [
torch.tensor(
[
offset_x_m * np.sin(2 * np.pi * t),
offset_y_m * np.cos(2 * np.pi * t),
distance_m,
],
dtype=torch.float32,
)
for t in np.linspace(0, num_repeats, num_steps_total)
]
return eye_positions
def create_eye_trajectory_rotate_forward(
offset_xyz_m: np.ndarray,
distance_m: float,
num_steps: int,
num_repeats: int,
) -> list[torch.Tensor]:
"""Create a rotating trajectory."""
num_steps_total = num_steps * num_repeats
offset_x_m, _, offset_z_m = offset_xyz_m
eye_positions = [
torch.tensor(
[
offset_x_m * np.sin(2 * np.pi * t),
0.0,
distance_m + offset_z_m * (1.0 - np.cos(2 * np.pi * t)) / 2,
],
dtype=torch.float32,
)
for t in np.linspace(0, num_repeats, num_steps_total)
]
return eye_positions
def create_camera_model(
scene: Gaussians3D,
intrinsics: torch.Tensor,
resolution_px: tuple[int, int],
lookat_mode: LookAtMode = "point",
) -> PinholeCameraModel:
"""Create camera model to simulate general pinhole camera."""
screen_extrinsics = torch.eye(4)
screen_intrinsics = intrinsics.clone()
image_width, image_height = resolution_px
screen_resolution_px = get_screen_resolution_px_from_input(
width=image_width, height=image_height
)
screen_intrinsics[0] *= screen_resolution_px[0] / image_width
screen_intrinsics[1] *= screen_resolution_px[1] / image_height
camera_model = PinholeCameraModel(
scene,
screen_extrinsics=screen_extrinsics,
screen_intrinsics=screen_intrinsics,
screen_resolution_px=screen_resolution_px,
focus_depth_quantile=0.1,
min_depth_focus=2.0,
lookat_mode=lookat_mode,
)
return camera_model
def create_camera_matrix(
position: torch.Tensor,
look_at_position: torch.Tensor | None = None,
world_up: torch.Tensor | None = None,
inverse: bool = False,
) -> torch.Tensor:
"""Create camera matrix from vectors."""
device = position.device
if look_at_position is None:
look_at_position = torch.zeros(3, device=device)
if world_up is None:
world_up = torch.tensor([0.0, 0.0, 1.0], device=device)
position, look_at_position, world_up = torch.broadcast_tensors(
position, look_at_position, world_up
)
camera_front = look_at_position - position
camera_front = camera_front / camera_front.norm(dim=-1, keepdim=True)
camera_right = torch.cross(camera_front, world_up, dim=-1)
camera_right = camera_right / camera_right.norm(dim=-1, keepdim=True)
camera_down = torch.cross(camera_front, camera_right, dim=-1)
rotation_matrix = torch.stack([camera_right, camera_down, camera_front], dim=-1)
matrix = eyes(dim=4, shape=position.shape[:-1], device=device)
if inverse:
matrix[..., :3, :3] = rotation_matrix.transpose(-1, -2)
matrix[..., :3, 3:4] = -rotation_matrix.transpose(-1, -2) @ position[..., None]
else:
matrix[..., :3, :3] = rotation_matrix
matrix[..., :3, 3] = position
return matrix
class PinholeCameraModel:
"""Camera model that focuses on point."""
def __init__(
self,
scene: Gaussians3D,
screen_extrinsics: torch.Tensor,
screen_intrinsics: torch.Tensor,
screen_resolution_px: tuple[int, int],
focus_depth_quantile: float = 0.1,
min_depth_focus: float = 2.0,
lookat_point: tuple[float, float, float] | None = None,
lookat_mode: LookAtMode = "point",
) -> None:
"""Initialize GeneralPinholeCameraModel.
Args:
scene: The scene to display.
screen_extrinsics: Extrinsics of the default position.
screen_intrinsics: Intrinsics to use for rendering.
screen_resolution_px: Width and height to render.
focus_depth_quantile: Where inside the depth range to focus on.
min_depth_focus: Depth to focus at.
lookat_point: a point that the camera's Z axis directs towards.
lookat_mode: "point" to look at a fixed point,
"ahead" to look straight ahead.
"""
self.scene = scene
self.screen_extrinsics = screen_extrinsics
self.screen_intrinsics = screen_intrinsics
self.screen_resolution_px = screen_resolution_px
self.focus_depth_quantile = focus_depth_quantile
self.min_depth_focus = min_depth_focus
self.lookat_point = lookat_point
self.lookat_mode = lookat_mode
scene_points = scene.mean_vectors
if scene_points.ndim == 3:
scene_points = scene_points[0]
elif scene_points.ndim != 2:
raise ValueError("Unsupported dimensionality of scene points.")
self._scene_points = scene_points.cpu()
self.depth_quantiles = _compute_depth_quantiles(
self._scene_points,
self.screen_extrinsics,
q_focus=self.focus_depth_quantile,
)
def compute(self, eye_pos: torch.Tensor) -> CameraInfo:
"""Compute camera for eye position."""
extrinsics = self.screen_extrinsics.clone()
origin = eye_pos if self.lookat_mode == "ahead" else torch.zeros(3)
if self.lookat_point is None:
depth_focus = max(self.min_depth_focus, self.depth_quantiles.focus)
look_at_position = origin + torch.tensor([0.0, 0.0, depth_focus])
else:
look_at_position = origin + torch.tensor([*self.lookat_point])
world_up = torch.tensor([0.0, -1.0, 0.0])
extrinsics_modifier = create_camera_matrix(
eye_pos, look_at_position, world_up, inverse=True
)
extrinsics = extrinsics_modifier @ self.screen_extrinsics
camera_info = CameraInfo(
intrinsics=self.screen_intrinsics,
extrinsics=extrinsics,
width=self.screen_resolution_px[0],
height=self.screen_resolution_px[1],
)
return camera_info
def set_screen_extrinsics(self, new_value: torch.Tensor) -> None:
"""Modify the default extrinsics."""
self.screen_extrinsics = new_value
self.depth_quantiles = _compute_depth_quantiles(self._scene_points, self.screen_extrinsics)
def get_screen_resolution_px_from_input(width: int, height: int) -> tuple[int, int]:
"""Get resolution for metadata dictionary."""
resolution_px = (width, height)
# halve the dimensions for super large image
if resolution_px[1] > 3000:
resolution_px = (resolution_px[0] // 2, resolution_px[1] // 2)
# for mp4 compatibility, enforce dimensions to even number,
# otherwise could not be played in browser
if resolution_px[0] % 2 != 0:
resolution_px = (resolution_px[0] + 1, resolution_px[1])
if resolution_px[1] % 2 != 0:
resolution_px = (resolution_px[0], resolution_px[1] + 1)
return resolution_px
def _compute_depth_quantiles(
points: torch.Tensor,
extrinsics: torch.Tensor,
q_near: float = 0.001,
q_focus: float = 0.1,
q_far: float = 0.999,
) -> FocusRange:
"""Compute disparity quantiles for scene and extrinsics id."""
points_local = points @ extrinsics[:3, :3].T + extrinsics[:3, 3]
depth_values = points_local[..., 2].flatten()
depth_values = depth_values[depth_values > 0]
q_values = torch.tensor([q_near, q_focus, q_far])
depth_quantiles_pt = torch.quantile(depth_values.cpu(), q_values)
depth_quantiles = FocusRange(
min=float(depth_quantiles_pt[0]),
focus=float(depth_quantiles_pt[1]),
max=float(depth_quantiles_pt[2]),
)
return depth_quantiles
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