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Running
on
Zero
| import os | |
| 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 | |
| def cam_crop_to_full(cam_bbox, box_center, box_size, img_size, focal_length=5000.): | |
| # Convert cam_bbox to full image | |
| img_w, img_h = img_size[:, 0], img_size[:, 1] | |
| cx, cy, b = box_center[:, 0], box_center[:, 1], box_size | |
| w_2, h_2 = img_w / 2., img_h / 2. | |
| bs = b * cam_bbox[:, 0] + 1e-9 | |
| tz = 2 * focal_length / bs | |
| tx = (2 * (cx - w_2) / bs) + cam_bbox[:, 1] | |
| ty = (2 * (cy - h_2) / bs) + cam_bbox[:, 2] | |
| full_cam = torch.stack([tx, ty, tz], dim=-1) | |
| return full_cam | |
| 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 Renderer: | |
| def __init__(self, cfg: CfgNode, faces: np.array): | |
| """ | |
| Wrapper around the pyrender renderer to render MANO meshes. | |
| 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 | |
| # add faces that make the hand mesh watertight | |
| faces_new = np.array([[92, 38, 234], | |
| [234, 38, 239], | |
| [38, 122, 239], | |
| [239, 122, 279], | |
| [122, 118, 279], | |
| [279, 118, 215], | |
| [118, 117, 215], | |
| [215, 117, 214], | |
| [117, 119, 214], | |
| [214, 119, 121], | |
| [119, 120, 121], | |
| [121, 120, 78], | |
| [120, 108, 78], | |
| [78, 108, 79]]) | |
| faces = np.concatenate([faces, faces_new], axis=0) | |
| self.camera_center = [self.img_res // 2, self.img_res // 2] | |
| self.faces = faces | |
| self.faces_left = self.faces[:,[0,2,1]] | |
| def __call__(self, | |
| vertices: np.array, | |
| camera_translation: np.array, | |
| image: torch.Tensor, | |
| full_frame: bool = False, | |
| imgname: Optional[str] = None, | |
| side_view=False, rot_angle=90, | |
| mesh_base_color=(1.0, 1.0, 0.9), | |
| scene_bg_color=(0,0,0), | |
| return_rgba=False, | |
| ) -> np.array: | |
| """ | |
| Render meshes on input image | |
| Args: | |
| vertices (np.array): Array of shape (V, 3) containing the mesh vertices. | |
| camera_translation (np.array): Array of shape (3,) with the camera translation. | |
| image (torch.Tensor): Tensor of shape (3, H, W) containing the image crop with normalized pixel values. | |
| full_frame (bool): If True, then render on the full image. | |
| imgname (Optional[str]): Contains the original image filenamee. Used only if full_frame == True. | |
| """ | |
| if full_frame: | |
| image = cv2.imread(imgname).astype(np.float32)[:, :, ::-1] / 255. | |
| else: | |
| image = image.clone() * torch.tensor(self.cfg.MODEL.IMAGE_STD, device=image.device).reshape(3,1,1) | |
| image = image + torch.tensor(self.cfg.MODEL.IMAGE_MEAN, device=image.device).reshape(3,1,1) | |
| image = image.permute(1, 2, 0).cpu().numpy() | |
| renderer = pyrender.OffscreenRenderer(viewport_width=image.shape[1], | |
| viewport_height=image.shape[0], | |
| point_size=1.0) | |
| material = pyrender.MetallicRoughnessMaterial( | |
| metallicFactor=0.0, | |
| alphaMode='OPAQUE', | |
| baseColorFactor=(*mesh_base_color, 1.0)) | |
| camera_translation[0] *= -1. | |
| mesh = trimesh.Trimesh(vertices.copy(), self.faces.copy()) | |
| if side_view: | |
| rot = trimesh.transformations.rotation_matrix( | |
| np.radians(rot_angle), [0, 1, 0]) | |
| mesh.apply_transform(rot) | |
| rot = trimesh.transformations.rotation_matrix( | |
| np.radians(180), [1, 0, 0]) | |
| mesh.apply_transform(rot) | |
| mesh = pyrender.Mesh.from_trimesh(mesh, material=material) | |
| scene = pyrender.Scene(bg_color=[*scene_bg_color, 0.0], | |
| ambient_light=(0.3, 0.3, 0.3)) | |
| scene.add(mesh, 'mesh') | |
| camera_pose = np.eye(4) | |
| camera_pose[:3, 3] = camera_translation | |
| camera_center = [image.shape[1] / 2., image.shape[0] / 2.] | |
| camera = pyrender.IntrinsicsCamera(fx=self.focal_length, fy=self.focal_length, | |
| cx=camera_center[0], cy=camera_center[1], zfar=1e12) | |
| scene.add(camera, pose=camera_pose) | |
| light_nodes = create_raymond_lights() | |
| for node in light_nodes: | |
| scene.add_node(node) | |
| color, rend_depth = renderer.render(scene, flags=pyrender.RenderFlags.RGBA) | |
| color = color.astype(np.float32) / 255.0 | |
| renderer.delete() | |
| if return_rgba: | |
| return color | |
| valid_mask = (color[:, :, -1])[:, :, np.newaxis] | |
| if not side_view: | |
| output_img = (color[:, :, :3] * valid_mask + (1 - valid_mask) * image) | |
| else: | |
| output_img = color[:, :, :3] | |
| output_img = output_img.astype(np.float32) | |
| return output_img | |
| 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, is_right=1): | |
| # material = pyrender.MetallicRoughnessMaterial( | |
| # metallicFactor=0.0, | |
| # alphaMode='OPAQUE', | |
| # baseColorFactor=(*mesh_base_color, 1.0)) | |
| vertex_colors = np.array([(*mesh_base_color, 1.0)] * vertices.shape[0]) | |
| if is_right: | |
| mesh = trimesh.Trimesh(vertices.copy() + camera_translation, self.faces.copy(), vertex_colors=vertex_colors) | |
| else: | |
| mesh = trimesh.Trimesh(vertices.copy() + camera_translation, self.faces_left.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_rgba( | |
| self, | |
| vertices: np.array, | |
| cam_t = None, | |
| rot=None, | |
| rot_axis=[1,0,0], | |
| rot_angle=0, | |
| camera_z=3, | |
| # camera_translation: np.array, | |
| mesh_base_color=(1.0, 1.0, 0.9), | |
| scene_bg_color=(0,0,0), | |
| render_res=[256, 256], | |
| focal_length=None, | |
| is_right=None, | |
| ): | |
| renderer = pyrender.OffscreenRenderer(viewport_width=render_res[0], | |
| viewport_height=render_res[1], | |
| point_size=1.0) | |
| # material = pyrender.MetallicRoughnessMaterial( | |
| # metallicFactor=0.0, | |
| # alphaMode='OPAQUE', | |
| # baseColorFactor=(*mesh_base_color, 1.0)) | |
| focal_length = focal_length if focal_length is not None else self.focal_length | |
| if cam_t is not None: | |
| camera_translation = cam_t.copy() | |
| camera_translation[0] *= -1. | |
| else: | |
| camera_translation = np.array([0, 0, camera_z * focal_length/render_res[1]]) | |
| mesh = self.vertices_to_trimesh(vertices, np.array([0, 0, 0]), mesh_base_color, rot_axis, rot_angle, is_right=is_right) | |
| mesh = pyrender.Mesh.from_trimesh(mesh) | |
| # mesh = pyrender.Mesh.from_trimesh(mesh, material=material) | |
| scene = pyrender.Scene(bg_color=[*scene_bg_color, 0.0], | |
| ambient_light=(0.3, 0.3, 0.3)) | |
| scene.add(mesh, 'mesh') | |
| camera_pose = np.eye(4) | |
| camera_pose[:3, 3] = camera_translation | |
| camera_center = [render_res[0] / 2., render_res[1] / 2.] | |
| 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.RGBA) | |
| color = color.astype(np.float32) / 255.0 | |
| renderer.delete() | |
| return color | |
| def render_rgba_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, | |
| is_right=None, | |
| ): | |
| renderer = pyrender.OffscreenRenderer(viewport_width=render_res[0], | |
| viewport_height=render_res[1], | |
| point_size=1.0) | |
| # material = pyrender.MetallicRoughnessMaterial( | |
| # metallicFactor=0.0, | |
| # alphaMode='OPAQUE', | |
| # baseColorFactor=(*mesh_base_color, 1.0)) | |
| if is_right is None: | |
| is_right = [1 for _ in range(len(vertices))] | |
| mesh_list = [pyrender.Mesh.from_trimesh(self.vertices_to_trimesh(vvv, ttt.copy(), mesh_base_color, rot_axis, rot_angle, is_right=sss)) for vvv,ttt,sss in zip(vertices, cam_t, is_right)] | |
| 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_pose[:3, 3] = camera_translation | |
| camera_center = [render_res[0] / 2., render_res[1] / 2.] | |
| 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.RGBA) | |
| color = color.astype(np.float32) / 255.0 | |
| renderer.delete() | |
| return color | |
| 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) | |