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provide cow dataset
Summary: Make a dummy single-scene dataset using the code from generate_cow_renders (used in existing NeRF tutorials) Reviewed By: kjchalup Differential Revision: D38116910 fbshipit-source-id: 8db6df7098aa221c81d392e5cd21b0e67f65bd70
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@@ -19,6 +19,7 @@ from .dataset_map_provider import DatasetMap, DatasetMapProviderBase, Task
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from .json_index_dataset_map_provider import JsonIndexDatasetMapProvider # noqa
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from .json_index_dataset_map_provider_v2 import JsonIndexDatasetMapProviderV2 # noqa
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from .llff_dataset_map_provider import LlffDatasetMapProvider # noqa
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from .rendered_mesh_dataset_map_provider import RenderedMeshDatasetMapProvider # noqa
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class DataSourceBase(ReplaceableBase):
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@@ -0,0 +1,219 @@
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# Copyright (c) Meta Platforms, Inc. and affiliates.
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# All rights reserved.
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#
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# This source code is licensed under the BSD-style license found in the
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# LICENSE file in the root directory of this source tree.
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from os.path import dirname, join, realpath
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from typing import Optional, Tuple
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import torch
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from pytorch3d.implicitron.tools.config import (
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expand_args_fields,
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registry,
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run_auto_creation,
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)
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from pytorch3d.io import IO
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from pytorch3d.renderer import (
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AmbientLights,
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BlendParams,
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CamerasBase,
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FoVPerspectiveCameras,
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HardPhongShader,
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look_at_view_transform,
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MeshRasterizer,
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MeshRendererWithFragments,
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PointLights,
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RasterizationSettings,
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)
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from pytorch3d.structures.meshes import Meshes
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from .dataset_map_provider import (
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DatasetMap,
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DatasetMapProviderBase,
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PathManagerFactory,
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Task,
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)
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from .single_sequence_dataset import SingleSceneDataset
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from .utils import DATASET_TYPE_KNOWN
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@registry.register
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class RenderedMeshDatasetMapProvider(DatasetMapProviderBase): # pyre-ignore [13]
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"""
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A simple single-scene dataset based on PyTorch3D renders of a mesh.
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Provides `num_views` renders of the mesh as train, with no val
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and test. The renders are generated from viewpoints sampled at uniformly
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distributed azimuth intervals. The elevation is kept constant so that the
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camera's vertical position coincides with the equator.
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By default, uses Keenan Crane's cow model, and the camera locations are
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set to make sense for that.
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Although the rendering used to generate this dataset will use a GPU
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if one is available, the data it produces is on the CPU just like
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the data returned by implicitron's other dataset map providers.
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This is because both datasets and models can be large, so implicitron's
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GenericModel.forward (etc) expects data on the CPU and only moves
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what it needs to the device.
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For a more detailed explanation of this code, please refer to the
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docs/tutorials/fit_textured_mesh.ipynb notebook.
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Members:
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num_views: The number of generated renders.
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data_file: The folder that contains the mesh file. By default, finds
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the cow mesh in the same repo as this code.
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azimuth_range: number of degrees on each side of the start position to
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take samples
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resolution: the common height and width of the output images.
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use_point_light: whether to use a particular point light as opposed
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to ambient white.
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"""
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num_views: int = 40
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data_file: Optional[str] = None
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azimuth_range: float = 180
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resolution: int = 128
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use_point_light: bool = True
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path_manager_factory: PathManagerFactory
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path_manager_factory_class_type: str = "PathManagerFactory"
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def get_dataset_map(self) -> DatasetMap:
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# pyre-ignore[16]
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return DatasetMap(train=self.train_dataset, val=None, test=None)
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def get_task(self) -> Task:
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return Task.SINGLE_SEQUENCE
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def get_all_train_cameras(self) -> CamerasBase:
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# pyre-ignore[16]
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return self.poses
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def __post_init__(self) -> None:
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super().__init__()
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run_auto_creation(self)
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if torch.cuda.is_available():
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device = torch.device("cuda:0")
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else:
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device = torch.device("cpu")
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if self.data_file is None:
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data_file = join(
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dirname(dirname(dirname(dirname(realpath(__file__))))),
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"docs",
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"tutorials",
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"data",
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"cow_mesh",
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"cow.obj",
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)
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else:
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data_file = self.data_file
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io = IO(path_manager=self.path_manager_factory.get())
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mesh = io.load_mesh(data_file, device=device)
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poses, images, masks = _generate_cow_renders(
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num_views=self.num_views,
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mesh=mesh,
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azimuth_range=self.azimuth_range,
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resolution=self.resolution,
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device=device,
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use_point_light=self.use_point_light,
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)
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# pyre-ignore[16]
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self.poses = poses.cpu()
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expand_args_fields(SingleSceneDataset)
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# pyre-ignore[16]
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self.train_dataset = SingleSceneDataset( # pyre-ignore[28]
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object_name="cow",
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images=list(images.permute(0, 3, 1, 2).cpu()),
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fg_probabilities=list(masks[:, None].cpu()),
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poses=[self.poses[i] for i in range(len(poses))],
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frame_types=[DATASET_TYPE_KNOWN] * len(poses),
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eval_batches=None,
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)
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@torch.no_grad()
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def _generate_cow_renders(
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*,
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num_views: int,
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mesh: Meshes,
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azimuth_range: float,
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resolution: int,
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device: torch.device,
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use_point_light: bool,
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) -> Tuple[CamerasBase, torch.Tensor, torch.Tensor]:
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"""
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Returns:
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cameras: A batch of `num_views` `FoVPerspectiveCameras` from which the
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images are rendered.
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images: A tensor of shape `(num_views, height, width, 3)` containing
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the rendered images.
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silhouettes: A tensor of shape `(num_views, height, width)` containing
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the rendered silhouettes.
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"""
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# Load obj file
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# We scale normalize and center the target mesh to fit in a sphere of radius 1
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# centered at (0,0,0). (scale, center) will be used to bring the predicted mesh
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# to its original center and scale. Note that normalizing the target mesh,
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# speeds up the optimization but is not necessary!
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verts = mesh.verts_packed()
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N = verts.shape[0]
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center = verts.mean(0)
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scale = max((verts - center).abs().max(0)[0])
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mesh.offset_verts_(-(center.expand(N, 3)))
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mesh.scale_verts_((1.0 / float(scale)))
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# Get a batch of viewing angles.
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elev = torch.linspace(0, 0, num_views) # keep constant
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azim = torch.linspace(-azimuth_range, azimuth_range, num_views) + 180.0
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# Place a point light in front of the object. As mentioned above, the front of
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# the cow is facing the -z direction.
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if use_point_light:
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lights = PointLights(device=device, location=[[0.0, 0.0, -3.0]])
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else:
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lights = AmbientLights(device=device)
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# Initialize an OpenGL perspective camera that represents a batch of different
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# viewing angles. All the cameras helper methods support mixed type inputs and
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# broadcasting. So we can view the camera from the a distance of dist=2.7, and
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# then specify elevation and azimuth angles for each viewpoint as tensors.
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R, T = look_at_view_transform(dist=2.7, elev=elev, azim=azim)
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cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
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# Define the settings for rasterization and shading.
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# As we are rendering images for visualization
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# purposes only we will set faces_per_pixel=1 and blur_radius=0.0. Refer to
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# rasterize_meshes.py for explanations of these parameters. We also leave
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# bin_size and max_faces_per_bin to their default values of None, which sets
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# their values using heuristics and ensures that the faster coarse-to-fine
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# rasterization method is used. Refer to docs/notes/renderer.md for an
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# explanation of the difference between naive and coarse-to-fine rasterization.
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raster_settings = RasterizationSettings(
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image_size=resolution, blur_radius=0.0, faces_per_pixel=1
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)
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# Create a Phong renderer by composing a rasterizer and a shader. The textured
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# Phong shader will interpolate the texture uv coordinates for each vertex,
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# sample from a texture image and apply the Phong lighting model
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blend_params = BlendParams(sigma=1e-4, gamma=1e-4, background_color=(0.0, 0.0, 0.0))
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rasterizer_type = MeshRasterizer
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renderer = MeshRendererWithFragments(
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rasterizer=rasterizer_type(cameras=cameras, raster_settings=raster_settings),
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shader=HardPhongShader(
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device=device, cameras=cameras, lights=lights, blend_params=blend_params
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),
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)
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# Create a batch of meshes by repeating the cow mesh and associated textures.
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# Meshes has a useful `extend` method which allows us do this very easily.
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# This also extends the textures.
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meshes = mesh.extend(num_views)
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# Render the cow mesh from each viewing angle
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target_images, fragments = renderer(meshes, cameras=cameras, lights=lights)
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silhouette_binary = (fragments.pix_to_face[..., 0] >= 0).float()
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return cameras, target_images[..., :3], silhouette_binary
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@@ -1661,9 +1661,9 @@ def look_at_rotation(
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def look_at_view_transform(
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dist: float = 1.0,
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elev: float = 0.0,
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azim: float = 0.0,
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dist: _BatchFloatType = 1.0,
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elev: _BatchFloatType = 0.0,
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azim: _BatchFloatType = 0.0,
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degrees: bool = True,
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eye: Optional[Union[Sequence, torch.Tensor]] = None,
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at=((0, 0, 0),), # (1, 3)
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