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| import os | |
| 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) | |