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# Render 360 views of models
import numpy as np
import torch
import os
# This is basically a glorified meshgrid clone
def gen_elev_azim(elev_1, elev_2, elev_n, azim_1, azim_2, azim_n,
center_elev=None, center_azim=None,
device=torch.device('cpu')):
if center_elev is not None and center_azim is not None:
elev = []
azim = []
for ce, ca in zip(center_elev, center_azim):
elev.append(torch.linspace(ce + elev_1, ce + elev_2, elev_n).repeat_interleave(azim_n).float().to(device))
azim_steps = torch.linspace(ca + azim_1, ca + azim_2, azim_n+1)[:-1] # This excludes the last step to avoid overlap
azim.append(azim_steps.tile(elev_n).float().to(device))
elev = torch.cat(elev)
azim = torch.cat(azim)
else:
elev = torch.linspace(elev_1, elev_2, elev_n).repeat_interleave(azim_n).float().to(device)
azim_steps = torch.linspace(azim_1, azim_2, azim_n+1)[:-1] # This excludes the last step to avoid overlap
azim = azim_steps.tile((elev_n,)).float().to(device)
return elev, azim
def get_orthogonal_vector(v):
# Get an orthogonal vector to v
# Algorith: https://math.stackexchange.com/questions/133177/finding-a-unit-vector-perpendicular-to-another-vector
if torch.allclose(v, torch.zeros_like(v)):
raise ValueError("Cannot get orthogonal vector to zero vector")
m = torch.where(~torch.isclose(v, torch.zeros_like(v)))[0][0]
n = (m + 1) % 3
y = torch.zeros_like(v)
y[m] = -v[n]
y[n] = v[m]
return y / torch.linalg.norm(y)
def get_cross_product_matrix(v):
# From: https://wikimedia.org/api/rest_v1/media/math/render/svg/e3ddca93f49b042e6a14d5263002603fc0738308
return torch.tensor([[0, -v[2], v[1]],
[v[2], 0, -v[0]],
[-v[1], v[0], 0]])
def get_rotation_from_axis_and_angle(axis, angle):
# From: https://en.wikipedia.org/wiki/Rotation_matrix#:~:text=Rotation%20matrix%20from%20axis%20and%20angle
cp = get_cross_product_matrix(axis).to(axis.device)
return torch.cos(angle) * torch.eye(3, device=axis.device) + torch.sin(angle) * cp + (1 - torch.cos(angle)) * torch.outer(axis, axis)
def get_rotation(v1, v2):
# Get rotation matrix to rotate v1 to v2
# NOTE: v1 v2 must be unit vectors
# Batched
if len(v1.shape) > 1 and len(v2.shape) > 1:
v = torch.linalg.cross(v1, v2, dim=1)
s = torch.linalg.norm(v, dim=1)
c = torch.einsum('ij,ij->i', v1, v2)
# Edge case: antiparallel vectors
# NOTE: Precision gets worse the closer the vectors are to anti-parallel
antiparallel_mask = torch.isclose(c, torch.tensor(-1., device=c.device))
if torch.any(antiparallel_mask):
# 180 rotation about some orthogonal vector
ortho = get_orthogonal_vector(v1[antiparallel_mask])
R_antiparallel = get_rotation_from_axis_and_angle(ortho, np.pi)
R = torch.eye(3).repeat(v1.size(0), 1, 1)
R[antiparallel_mask] = R_antiparallel
else:
R = torch.eye(3).repeat(v1.size(0), 1, 1)
# NOTE: When parallel, the answer is identity and is correct
vx = torch.zeros((v1.size(0), 3, 3), device=v1.device)
vx[:, 0, 1] = -v[:, 2]
vx[:, 0, 2] = v[:, 1]
vx[:, 1, 0] = v[:, 2]
vx[:, 1, 2] = -v[:, 0]
vx[:, 2, 0] = -v[:, 1]
vx[:, 2, 1] = v[:, 0]
R[antiparallel_mask == False] += vx[antiparallel_mask == False] + torch.bmm(vx[antiparallel_mask == False], vx[antiparallel_mask == False]) * (1 / (1 + c[antiparallel_mask == False])).unsqueeze(1).unsqueeze(2)
torch.testing.assert_close(torch.matmul(R, v1.unsqueeze(-1)).squeeze(), v2, rtol=1e-5, atol=1e-5)
else:
v = torch.linalg.cross(v1, v2)
s = torch.linalg.norm(v)
c = torch.dot(v1, v2)
# Edge case: antiparallel vectors
# NOTE: Precision gets worse the closer the vectors are to anti-parallel
if torch.allclose(c, torch.tensor(-1., device=c.device)):
print("get_rotation: Antiparallel vectors detected")
# 180 rotation about some orthogonal vector
ortho = get_orthogonal_vector(v1)
return get_rotation_from_axis_and_angle(ortho, torch.tensor(np.pi, device=v1.device))
# NOTE: When parallel, the answer is identity and is correct
vx = torch.tensor([[0, -v[2], v[1]],
[v[2], 0, -v[0]],
[-v[1], v[0], 0]], device=v1.device)
R = torch.eye(3, device=v1.device) + vx + vx @ vx * 1 / (1 + c)
torch.testing.assert_close(torch.matmul(R, v1), v2, rtol=1e-5, atol=1e-5)
return R
def get_pos_from_elev(elev, azim, r=3.0, origin=torch.zeros(3), origin_vector=None,
device=torch.device('cpu'), blender=False):
"""
Convert tensor elevation/azimuth values into camera projections (with respect to origin/origin_vector)
Base conversion assumes (1,0,0) vector as the origin vector.
Args:
elev (torch.Tensor): elevation
azim (torch.Tensor): azimuth
r (float, optional): radius. Defaults to 3.0.
Returns:
camera position vectors
"""
if blender:
# Y and Z axes are swapped, and rotation is opposite direction
x = r * torch.cos(elev) * torch.cos(azim)
y = r * torch.cos(elev) * torch.sin(-azim)
z = r * torch.sin(elev)
else:
x = r * torch.cos(elev) * torch.cos(azim)
y = r * torch.sin(elev)
z = r * torch.cos(elev) * torch.sin(azim)
if len(x.shape) == 0:
pos = torch.tensor([x,y,z]).unsqueeze(0).to(device)
else:
pos = torch.stack([x, y, z], dim=1).to(device)
# Apply rotation matrix to origin vector
if origin_vector is not None:
origin_vector /= torch.linalg.norm(origin_vector)
rotation_matrix = get_rotation(torch.tensor([1., 0., 0.], device=device), origin_vector.to(device))
pos = torch.mm(rotation_matrix, pos.T).T
return pos + origin.to(device)
def render(renderdir, meshdir, positions, lookats, fov, fp_out=None, texturedir=None, rast_option=0,
opacity = False, keypointdir=None, keypoint_radius=0.01, keypoint_visibility=False,
device=torch.device('cpu'), normalize=False, scale=1., up = torch.tensor([0.0, 1.0, 0.0]),
resolution=(512, 512)):
import torchvision
from new_renderer import Renderer
from pathlib import Path
import json
import shutil
from tqdm import trange
import igl
# if os.path.exists(renderdir):
# shutil.rmtree(renderdir)
Path(renderdir).mkdir(parents=True, exist_ok=True)
# Zbufferdir
zbufferdir = renderdir + "_zbuffer"
if os.path.exists(zbufferdir):
shutil.rmtree(zbufferdir)
Path(zbufferdir).mkdir(parents=True, exist_ok=True)
if keypointdir is not None:
renderkpdir = renderdir + "_kp"
if os.path.exists(renderkpdir):
shutil.rmtree(renderkpdir)
Path(renderkpdir).mkdir(parents=True, exist_ok=True)
basedir = os.path.dirname(meshdir)
meshname = os.path.basename(meshdir).split('.')[0]
if texturedir is not None:
assert os.path.exists(texturedir), f"{texturedir} not found"
renderer = Renderer(device, dim=resolution, interpolation_mode = 'bilinear', fov=fov)
vertices, vt, n, faces, ftc, _ = igl.read_obj(meshdir)
if normalize:
# Normalize based on bounding box mean
from igl import bounding_box
bb_vs, bf = bounding_box(vertices)
vertices -= np.mean(bb_vs, axis=0)
vertices /= (np.max(np.linalg.norm(vertices, axis=1)) / scale)
vertices = torch.from_numpy(vertices).float().to(device)
faces = torch.from_numpy(faces).long().to(device)
up = up.to(device)
if texturedir is not None:
tex = torchvision.io.read_image(texturedir).float().to(device) / 255.
uvs = torch.from_numpy(vt).float().to(device)
uvfs = torch.from_numpy(ftc).long().to(device)
soupvs = vertices[faces].reshape(-1, 3)
soupuvs = uvs[uvfs].reshape(-1, 2)
assert len(soupvs) == len(soupuvs)
soupfs = torch.from_numpy(np.arange(len(soupvs)).reshape(-1, 3)).to(device)
vertices, faces, uvs, uvfs = soupvs, soupfs, soupuvs, soupfs
soupuv = uvs[uvfs].reshape(-1, 3, 2)
else:
colors = torch.ones((len(vertices), 3)).to(device) * 0.7
# Load keypoints if they exist
keypoints = None
if keypointdir is not None:
keypoints = torch.load(keypointdir, map_location=device)
# Default light positions: lights at each point of unit cube
base_l_positions = torch.tensor([[1., 0., 0.],
[0., 0., 1.],
[-1., 0., 0.],
[0., 0., -1.],
[0., 1., 0.],
[0., -1., 0.],], device=device)
keypoint_masks = []
# Debugging
# lookats = torch.zeros_like(positions)
# lookats[:, 2] = 1
for i in trange(positions.shape[0]):
l_position = torch.cat([positions[[i]], base_l_positions])
# Compute view matrix manually
# forward = lookats[i] - positions[i]
# forward = forward / torch.linalg.norm(forward)
# right = torch.linalg.cross(forward, up.to(device))
# right = right / torch.linalg.norm(right)
# up = torch.linalg.cross(right, forward)
# up = up / torch.linalg.norm(up)
# view_matrix = torch.eye(4, device=device)
# view_matrix[0, :3] = right
# view_matrix[1, :3] = up
# view_matrix[2, :3] = -forward # Negate forward to look down -Z in OpenGL-style conventions
# view_matrix[:3, 3] = -torch.matmul(view_matrix[:3, :3], positions[i])
# view_matrix = None
# view_matrix = torch.stack([forward.squeeze(), right.squeeze(), up.squeeze(), -positions[i]], dim=1)
# view_matrix = torch.cat([view_matrix, torch.tensor([[0., 0., 0., 1.]], device=device)], dim=0).unsqueeze(0)
with torch.jit.optimized_execution(False):
with torch.no_grad():
if texturedir is not None:
renderout = renderer.render_texture(vertices, faces, soupuv, tex, uvs,
positions=positions[[i]], lookats=lookats[[i]],
l_position = l_position,
white_background=True,
up = up, mod=False, rast_option=rast_option,
keypoints=keypoints if keypointdir is not None else None,
keypoint_visibility=keypoint_visibility,
keypoint_radius=keypoint_radius,
return_zbuffer=True, clip_uv=True)
else:
renderout = renderer.render_mesh(vertices, faces, colors,
positions=positions[[i]], lookats=lookats[[i]],
# view_matrix=view_matrix,
white_background=True,
l_position = l_position,
up = up, rast_option=rast_option,
keypoints=keypoints if keypointdir is not None else None,
keypoint_visibility=keypoint_visibility,
keypoint_radius=keypoint_radius,
return_zbuffer=True,
)
if keypoints is not None:
if keypoint_visibility:
render, mask, keypoint_render, keypoint_mask, zbuffer = renderout
keypoint_masks.append(keypoint_mask)
else:
render, mask, keypoint_render, zbuffer = renderout
# NOTE: Keypoint renders are list of PIL images
keypoint_render[0].save(os.path.join(renderkpdir, f"{i:04}.png"))
else:
render, mask, zbuffer = renderout
if opacity:
render = torch.cat([render, mask], dim=1)
render = torchvision.transforms.functional.to_pil_image(render[0].cpu().detach())
render.save(os.path.join(renderdir, f"{i:04}.png"))
# Save zbuffer
zbuffer = zbuffer[0].cpu().detach()
torch.save(zbuffer, os.path.join(zbufferdir, f"{i:04}.pt"))
renderlist = dict(
positions=positions.tolist(),
lookats=lookats.tolist(),
fov = fov
)
if keypoints is not None and keypoint_visibility:
keypoint_masks = torch.cat(keypoint_masks).tolist()
renderlist['keypoint_dir'] = keypointdir
renderlist["keypoint_masks"] = keypoint_masks
with open(os.path.join(renderdir, "renderlist.json"), "w+") as file:
json.dump(renderlist, file)
print("Saved to", os.path.join(renderdir, "renderlist.json"))
if fp_out is not None:
make_gif(renderdir, fp_out)
if keypoints is not None:
make_gif(renderkpdir, fp_out.replace(".gif", "_kp.gif"))
def make_gif(renderdir, fp_out):
import glob
from PIL import Image
fp_in = renderdir + "/*.png"
imgs = [Image.open(f) for f in sorted(glob.glob(fp_in))]
imgs[0].save(fp=fp_out, format='GIF', append_images=imgs[1:],
save_all=True, duration=30, loop=0, disposal=0)
def main():
import os
import numpy as np
import argparse
import math
from optimize_utils import clear_directory
parser = argparse.ArgumentParser()
parser.add_argument("modeldir")
parser.add_argument("startelev", nargs="?", type=float, default=None)
parser.add_argument("endelev", nargs="?", type=float, default=None)
parser.add_argument("elevsamples", nargs="?", type=int, default=None)
parser.add_argument("startazim", nargs="?", type=float, default=None)
parser.add_argument("endazim", nargs="?", type=float, default=None)
parser.add_argument("azimsamples", nargs="?", type=int, default=None)
parser.add_argument("--rendername", type=str, default=None)
parser.add_argument("--renderlistpath", type=str, default=None, help='path to renderlist.json for copying data from')
parser.add_argument("--keypoints", type=str, default=None, help='path to keypoints if you want to visualize them over the renders')
parser.add_argument("--keypoint_radius", type=float, default=0.01, help='radius in NDC of the visualized keypoints')
parser.add_argument("--keypoint_visibility", action="store_true")
parser.add_argument("--radius", type=float, default=2.2)
parser.add_argument("--scale", type=float, default=1.)
parser.add_argument("--fov", type=float, default=60)
parser.add_argument("--resolution", type=int, default=400)
parser.add_argument("--texturedir", type=str, default=None)
parser.add_argument("--opacity", action="store_true")
parser.add_argument("--overwrite", action="store_true")
parser.add_argument("--normalize", action="store_true")
parser.add_argument("--anchors", type=str, default=None, help='path to file with vertex-indexed anchors')
parser.add_argument("--anchor_radius", type=float, default=0.5)
parser.add_argument("--anchor_startelev", type=float, default=-15)
parser.add_argument("--anchor_endelev", type=float, default=15)
parser.add_argument("--anchor_elevsamples", type=int, default=3)
parser.add_argument("--anchor_startazim", type=float, default=-15)
parser.add_argument("--anchor_endazim", type=float, default=15)
parser.add_argument("--anchor_azimsamples", type=int, default=3)
args = parser.parse_args()
meshdir = args.modeldir
fov = math.radians(args.fov)
dirname = os.path.dirname(meshdir)
rendername = args.rendername
renderdir = os.path.join(dirname, "renders", rendername)
gifdir = os.path.join(renderdir, "..", f"{rendername}.gif")
if os.path.exists(renderdir) and args.overwrite:
clear_directory(renderdir)
if os.path.exists(gifdir):
os.remove(gifdir)
device = torch.device('cuda:0') if torch.cuda.is_available() else torch.device("cpu")
assert (args.startelev is not None and args.endelev is not None and args.elevsamples is not None and \
args.startazim is not None and args.endazim is not None and args.azimsamples is not None) \
or args.renderlistpath is not None, f"Must provide either elev/azim, or renderlist path"
if args.startelev is not None:
start_elev = math.radians(args.startelev)
end_elev = math.radians(args.endelev)
elev_samples = args.elevsamples
start_azim = math.radians(args.startazim)
end_azim = math.radians(args.endazim)
azim_samples = args.azimsamples
if args.rendername is None:
rendername = f"{elev_samples}x{azim_samples}_elev_{args.start_elev}_{args.end_elev}_azim_{args.start_azim}_{args.end_azim}"
else:
rendername = args.rendername
r = args.radius
elev, azim = gen_elev_azim(start_elev, end_elev, elev_samples, start_azim, end_azim, azim_samples,
device=device)
# If anchors are provided, generate positions/lookats for them
if args.anchors is not None:
from igl import per_vertex_normals
from igl import read_triangle_mesh
anchors = torch.load(os.path.join(dirname, args.anchors), weights_only=True, map_location=device)
vertices, faces = read_triangle_mesh(meshdir)
vertex_normals = torch.tensor(per_vertex_normals(vertices, faces), device=device).float()
positions = []
blender_positions = []
blender_lookats = []
for anchor in anchors:
# Get closest vertex
closest_vertex = np.argmin(np.linalg.norm(vertices - anchor.cpu().numpy(), axis=1))
origin_normal = vertex_normals[closest_vertex]
anchor_positions = get_pos_from_elev(elev, azim, r, blender=False,
origin_vector=origin_normal/torch.linalg.norm(origin_normal),
origin=anchor, device=device)
positions.append(anchor_positions)
# Swap y and z axes for blender coordinate anchors
blender_positions.append(torch.stack([anchor_positions[:, 0],
-anchor_positions[:, 2],
anchor_positions[:, 1]], dim=1).float())
blender_anchor = torch.tensor([anchor[0], -anchor[2], anchor[1]], device=device).float()
blender_lookats.append(torch.stack([blender_anchor] * len(elev), dim=0))
# NOTE: This is the SAME as doing the swap with the end positions/lookats
# blender_normal = torch.tensor([origin_normal[0], -origin_normal[2], origin_normal[1]], device=device)
# blender_anchor = torch.tensor([anchor[0], -anchor[2], anchor[1]], device=device).float()
# blender_positions.append(get_pos_from_elev(elev, azim, r, blender=True,
# origin_vector=blender_normal/torch.linalg.norm(blender_normal),
# origin=blender_anchor, device=device))
# blender_lookats.append(torch.cat([blender_anchor] * len(elev), dim=0))
positions = torch.cat(positions, dim=0)
blender_positions = torch.cat(blender_positions, dim=0)
lookats = anchors.repeat_interleave(len(elev), dim=0)
blender_lookats = torch.cat(blender_lookats, dim=0)
else:
# Convert elev/azims to pos/lookats (if anchors, then COB to normal/up direction)
positions = get_pos_from_elev(elev, azim, r, blender=False, device=device)
lookats = torch.zeros_like(positions)
blender_positions = get_pos_from_elev(elev, azim, r, blender=True, device=device)
blender_lookats = torch.zeros_like(blender_positions)
# Debugging
# lookats[:, 1] = 2.
if args.renderlistpath is not None:
import json
with open(args.renderlistpath, "r") as file:
data = json.load(file)
positions = torch.tensor(data['positions']).float().to(device)
lookats = torch.tensor(data['lookats']).float().to(device)
fov = data['fov']
rendername = args.rendername
# Convert everything to blender coordinates and save
blender_mat = torch.tensor([[1, 0, 0], [0, 0, -1], [0, 1, 0]]).float().to(device)
blender_positions = (blender_mat @ positions.T).T
blender_lookats = (blender_mat @ lookats.T).T
renderlist = dict(
positions=blender_positions.tolist(),
lookats=blender_lookats.tolist(),
fov = fov
)
from pathlib import Path
meshdir = args.modeldir
dirname = os.path.dirname(meshdir)
renderdir = os.path.join(dirname, "renders", rendername)
Path(renderdir).mkdir(parents=True, exist_ok=True)
import json
with open(os.path.join(renderdir, "blender_renderlist.json"), "w+") as file:
json.dump(renderlist, file)
print("Saved to", os.path.join(renderdir, "blender_renderlist.json"))
## Render parameters
if args.renderlistpath is None:
fov = math.radians(args.fov)
if os.path.exists(gifdir):
print(f"Already done with {renderdir}")
exit(0)
# if args.anchors is not None:
# # Also generate for blender coordinates
# # NOTE: Conversion is simply blender y = -z and blender z = y
# blender_mat = torch.tensor([[1, 0, 0], [0, 0, -1], [0, 1, 0]]).float().to(device)
# blender_lookats = (blender_mat @ anchor_lookats.T).T
# blender_normals = (blender_mat @ anchor_normals.T).T
# blender_positions = get_pos_from_elev(anchor_elev[valid], anchor_azim[valid], args.anchor_radius, blender=True,
# origin=blender_lookats, origin_vector=blender_normals,
# device=device)
# renderlist = dict(
# positions=blender_positions.tolist(),
# lookats=blender_lookats.tolist(),
# fov = fov
# )
# from pathlib import Path
# Path(renderdir).mkdir(parents=True, exist_ok=True)
# import json
# with open(os.path.join(renderdir, "blender_renderlist.json"), "w+") as file:
# json.dump(renderlist, file)
# print("Saved to", os.path.join(renderdir, "blender_renderlist.json"))
render(meshdir=meshdir, renderdir=renderdir, positions=positions, lookats=lookats,
fov=fov, rast_option=2, texturedir=args.texturedir, opacity=args.opacity, device=device,
keypointdir=args.keypoints, keypoint_radius=args.keypoint_radius,
keypoint_visibility=args.keypoint_visibility, scale=args.scale,
normalize=args.normalize, resolution=(args.resolution, args.resolution),)
make_gif(renderdir=renderdir, fp_out = os.path.join(renderdir, "..", f"{rendername}.gif"))
if args.keypoints is not None:
make_gif(renderdir=renderdir + "_kp", fp_out = os.path.join(renderdir, "..", f"{rendername}_kp.gif"))
if __name__ == "__main__":
main()