nerf_tutorial/utils/generate_cow_renders.py

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2021-02-23 09:16:05 +01:00
# Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
import os
import numpy as np
import torch
# Util function for loading meshes
from pytorch3d.io import load_objs_as_meshes
from pytorch3d.renderer import (
BlendParams,
FoVPerspectiveCameras,
MeshRasterizer,
MeshRenderer,
PointLights,
RasterizationSettings,
SoftPhongShader,
SoftSilhouetteShader,
look_at_view_transform,
)
# create the default data directory
current_dir = os.path.dirname(os.path.realpath(__file__))
DATA_DIR = os.path.join(current_dir, "..", "data", "cow_mesh")
def generate_cow_renders(
num_views: int = 40, data_dir: str = DATA_DIR, azimuth_range: float = 180
):
"""
This function generates `num_views` renders of a cow mesh.
The renders are generated from viewpoints sampled at uniformly distributed
azimuth intervals. The elevation is kept constant so that the camera's
vertical position coincides with the equator.
For a more detailed explanation of this code, please refer to the
docs/tutorials/fit_textured_mesh.ipynb notebook.
Args:
num_views: The number of generated renders.
data_dir: The folder that contains the cow mesh files. If the cow mesh
files do not exist in the folder, this function will automatically
download them.
Returns:
cameras: A batch of `num_views` `FoVPerspectiveCameras` from which the
images are rendered.
images: A tensor of shape `(num_views, height, width, 3)` containing
the rendered images.
silhouettes: A tensor of shape `(num_views, height, width)` containing
the rendered silhouettes.
"""
# set the paths
# download the cow mesh if not done before
cow_mesh_files = [
os.path.join(data_dir, fl) for fl in ("cow.obj", "cow.mtl", "cow_texture.png")
]
if any(not os.path.isfile(f) for f in cow_mesh_files):
os.makedirs(data_dir, exist_ok=True)
os.system(
f"wget -P {data_dir} "
+ "https://dl.fbaipublicfiles.com/pytorch3d/data/cow_mesh/cow.obj"
)
os.system(
f"wget -P {data_dir} "
+ "https://dl.fbaipublicfiles.com/pytorch3d/data/cow_mesh/cow.mtl"
)
os.system(
f"wget -P {data_dir} "
+ "https://dl.fbaipublicfiles.com/pytorch3d/data/cow_mesh/cow_texture.png"
)
# Setup
if torch.cuda.is_available():
device = torch.device("cuda:0")
torch.cuda.set_device(device)
else:
device = torch.device("cpu")
# Load obj file
obj_filename = os.path.join(data_dir, "cow.obj")
mesh = load_objs_as_meshes([obj_filename], device=device)
# We scale normalize and center the target mesh to fit in a sphere of radius 1
# centered at (0,0,0). (scale, center) will be used to bring the predicted mesh
# to its original center and scale. Note that normalizing the target mesh,
# speeds up the optimization but is not necessary!
verts = mesh.verts_packed()
N = verts.shape[0]
center = verts.mean(0)
scale = max((verts - center).abs().max(0)[0])
mesh.offset_verts_(-(center.expand(N, 3)))
mesh.scale_verts_((1.0 / float(scale)))
# Get a batch of viewing angles.
elev = torch.linspace(0, 0, num_views) # keep constant
azim = torch.linspace(-azimuth_range, azimuth_range, num_views) + 180.0
# Place a point light in front of the object. As mentioned above, the front of
# the cow is facing the -z direction.
lights = PointLights(device=device, location=[[0.0, 0.0, -3.0]])
# Initialize an OpenGL perspective camera that represents a batch of different
# viewing angles. All the cameras helper methods support mixed type inputs and
# broadcasting. So we can view the camera from the a distance of dist=2.7, and
# then specify elevation and azimuth angles for each viewpoint as tensors.
R, T = look_at_view_transform(dist=2.7, elev=elev, azim=azim)
cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
# Define the settings for rasterization and shading. Here we set the output
# image to be of size 128X128. As we are rendering images for visualization
# purposes only we will set faces_per_pixel=1 and blur_radius=0.0. Refer to
# rasterize_meshes.py for explanations of these parameters. We also leave
# bin_size and max_faces_per_bin to their default values of None, which sets
# their values using huristics and ensures that the faster coarse-to-fine
# rasterization method is used. Refer to docs/notes/renderer.md for an
# explanation of the difference between naive and coarse-to-fine rasterization.
raster_settings = RasterizationSettings(
image_size=128, blur_radius=0.0, faces_per_pixel=1
)
# Create a phong renderer by composing a rasterizer and a shader. The textured
# phong shader will interpolate the texture uv coordinates for each vertex,
# sample from a texture image and apply the Phong lighting model
blend_params = BlendParams(sigma=1e-4, gamma=1e-4, background_color=(0.0, 0.0, 0.0))
renderer = MeshRenderer(
rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings),
shader=SoftPhongShader(
device=device, cameras=cameras, lights=lights, blend_params=blend_params
),
)
# Create a batch of meshes by repeating the cow mesh and associated textures.
# Meshes has a useful `extend` method which allows us do this very easily.
# This also extends the textures.
meshes = mesh.extend(num_views)
# Render the cow mesh from each viewing angle
target_images = renderer(meshes, cameras=cameras, lights=lights)
# Rasterization settings for silhouette rendering
sigma = 1e-4
raster_settings_silhouette = RasterizationSettings(
image_size=128, blur_radius=np.log(1.0 / 1e-4 - 1.0) * sigma, faces_per_pixel=50
)
# Silhouette renderer
renderer_silhouette = MeshRenderer(
rasterizer=MeshRasterizer(
cameras=cameras, raster_settings=raster_settings_silhouette
),
shader=SoftSilhouetteShader(),
)
# Render silhouette images. The 3rd channel of the rendering output is
# the alpha/silhouette channel
silhouette_images = renderer_silhouette(meshes, cameras=cameras, lights=lights)
# binary silhouettes
silhouette_binary = (silhouette_images[..., 3] > 1e-4).float()
return cameras, target_images[..., :3], silhouette_binary