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camera refactoring
Summary: Refactor cameras * CamerasBase was enhanced with `transform_points_screen` that transforms projected points from NDC to screen space * OpenGLPerspective, OpenGLOrthographic -> FoVPerspective, FoVOrthographic * SfMPerspective, SfMOrthographic -> Perspective, Orthographic * PerspectiveCamera can optionally be constructred with screen space parameters * Note on Cameras and coordinate systems was added Reviewed By: nikhilaravi Differential Revision: D23168525 fbshipit-source-id: dd138e2b2cc7e0e0d9f34c45b8251c01266a2063
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docs/notes/cameras.md
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docs/notes/cameras.md
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# Cameras
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## Camera Coordinate Systems
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When working with 3D data, there are 4 coordinate systems users need to know
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* **World coordinate system**
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This is the system the object/scene lives - the world.
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* **Camera view coordinate system**
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This is the system that has its origin on the image plane and the `Z`-axis perpendicular to the image plane. In PyTorch3D, we assume that `+X` points left, and `+Y` points up and `+Z` points out from the image plane. The transformation from world to view happens after applying a rotation (`R`) and translation (`T`).
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* **NDC coordinate system**
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This is the normalized coordinate system that confines in a volume the renderered part of the object/scene. Also known as view volume. Under the PyTorch3D convention, `(+1, +1, znear)` is the top left near corner, and `(-1, -1, zfar)` is the bottom right far corner of the volume. The transformation from view to NDC happens after applying the camera projection matrix (`P`).
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* **Screen coordinate system**
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This is another representation of the view volume with the `XY` coordinates defined in pixel space instead of a normalized space.
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An illustration of the 4 coordinate systems is shown below
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## Defining Cameras in PyTorch3D
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Cameras in PyTorch3D transform an object/scene from world to NDC by first transforming the object/scene to view (via transforms `R` and `T`) and then projecting the 3D object/scene to NDC (via the projection matrix `P`, else known as camera matrix). Thus, the camera parameters in `P` are assumed to be in NDC space. If the user has camera parameters in screen space, which is a common use case, the parameters should transformed to NDC (see below for an example)
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We describe the camera types in PyTorch3D and the convention for the camera parameters provided at construction time.
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### Camera Types
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All cameras inherit from `CamerasBase` which is a base class for all cameras. PyTorch3D provides four different camera types. The `CamerasBase` defines methods that are common to all camera models:
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* `get_camera_center` that returns the optical center of the camera in world coordinates
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* `get_world_to_view_transform` which returns a 3D transform from world coordinates to the camera view coordinates (R, T)
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* `get_full_projection_transform` which composes the projection transform (P) with the world-to-view transform (R, T)
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* `transform_points` which takes a set of input points in world coordinates and projects to NDC coordinates ranging from [-1, -1, znear] to [+1, +1, zfar].
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* `transform_points_screen` which takes a set of input points in world coordinates and projects them to the screen coordinates ranging from [0, 0, znear] to [W-1, H-1, zfar]
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Users can easily customize their own cameras. For each new camera, users should implement the `get_projection_transform` routine that returns the mapping `P` from camera view coordinates to NDC coordinates.
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#### FoVPerspectiveCameras, FoVOrthographicCameras
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These two cameras follow the OpenGL convention for perspective and orthographic cameras respectively. The user provides the near `znear` and far `zfar` field which confines the view volume in the `Z` axis. The view volume in the `XY` plane is defined by field of view angle (`fov`) in the case of `FoVPerspectiveCameras` and by `min_x, min_y, max_x, max_y` in the case of `FoVOrthographicCameras`.
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#### PerspectiveCameras, OrthographicCameras
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These two cameras follow the Multi-View Geometry convention for cameras. The user provides the focal length (`fx`, `fy`) and the principal point (`px`, `py`). For example, `camera = PerspectiveCameras(focal_length=((fx, fy),), principal_point=((px, py),))`
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As mentioned above, the focal length and principal point are used to convert a point `(X, Y, Z)` from view coordinates to NDC coordinates, as follows
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```
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# for perspective
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x_ndc = fx * X / Z + px
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y_ndc = fy * Y / Z + py
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z_ndc = 1 / Z
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# for orthographic
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x_ndc = fx * X + px
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y_ndc = fy * Y + py
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z_ndc = Z
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```
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Commonly, users have access to the focal length (`fx_screen`, `fy_screen`) and the principal point (`px_screen`, `py_screen`) in screen space. In that case, to construct the camera the user needs to additionally provide the `image_size = ((image_width, image_height),)`. More precisely, `camera = PerspectiveCameras(focal_length=((fx_screen, fy_screen),), principal_point=((px_screen, py_screen),), image_size = ((image_width, image_height),))`. Internally, the camera parameters are converted from screen to NDC as follows:
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```
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fx = fx_screen * 2.0 / image_width
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fy = fy_screen * 2.0 / image_height
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px = - (px_screen - image_width / 2.0) * 2.0 / image_width
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py = - (py_screen - image_height / 2.0) * 2.0/ image_height
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```
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@@ -39,7 +39,7 @@ Rendering requires transformations between several different coordinate frames:
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<img src="assets/transformations_overview.png" width="1000">
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For example, given a teapot mesh, the world coordinate frame, camera coordiante frame and image are show in the figure below. Note that the world and camera coordinate frames have the +z direction pointing in to the page.
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For example, given a teapot mesh, the world coordinate frame, camera coordiante frame and image are show in the figure below. Note that the world and camera coordinate frames have the +z direction pointing in to the page.
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<img src="assets/world_camera_image.png" width="1000">
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@@ -47,8 +47,8 @@ For example, given a teapot mesh, the world coordinate frame, camera coordiante
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**NOTE: PyTorch3D vs OpenGL**
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While we tried to emulate several aspects of OpenGL, there are differences in the coordinate frame conventions.
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- The default world coordinate frame in PyTorch3D has +Z pointing in to the screen whereas in OpenGL, +Z is pointing out of the screen. Both are right handed.
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While we tried to emulate several aspects of OpenGL, there are differences in the coordinate frame conventions.
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- The default world coordinate frame in PyTorch3D has +Z pointing in to the screen whereas in OpenGL, +Z is pointing out of the screen. Both are right handed.
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- The NDC coordinate system in PyTorch3D is **right-handed** compared with a **left-handed** NDC coordinate system in OpenGL (the projection matrix switches the handedness).
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<img align="center" src="assets/opengl_coordframes.png" width="300">
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@@ -61,14 +61,14 @@ A renderer in PyTorch3D is composed of a **rasterizer** and a **shader**. Create
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```
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# Imports
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from pytorch3d.renderer import (
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OpenGLPerspectiveCameras, look_at_view_transform,
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FoVPerspectiveCameras, look_at_view_transform,
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RasterizationSettings, BlendParams,
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MeshRenderer, MeshRasterizer, HardPhongShader
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)
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# Initialize an OpenGL perspective camera.
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R, T = look_at_view_transform(2.7, 10, 20)
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cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)
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cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
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# Define the settings for rasterization and shading. Here we set the output image to be of size
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# 512x512. As we are rendering images for visualization purposes only we will set faces_per_pixel=1
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@@ -102,7 +102,7 @@
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"\n",
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"# rendering components\n",
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"from pytorch3d.renderer import (\n",
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" OpenGLPerspectiveCameras, look_at_view_transform, look_at_rotation, \n",
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" FoVPerspectiveCameras, look_at_view_transform, look_at_rotation, \n",
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" RasterizationSettings, MeshRenderer, MeshRasterizer, BlendParams,\n",
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" SoftSilhouetteShader, HardPhongShader, PointLights\n",
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")"
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@@ -217,8 +217,8 @@
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},
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"outputs": [],
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"source": [
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"# Initialize an OpenGL perspective camera.\n",
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"cameras = OpenGLPerspectiveCameras(device=device)\n",
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"# Initialize a perspective camera.\n",
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"cameras = FoVPerspectiveCameras(device=device)\n",
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"\n",
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"# To blend the 100 faces we set a few parameters which control the opacity and the sharpness of \n",
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"# edges. Refer to blending.py for more details. \n",
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@@ -129,7 +129,7 @@
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"from pytorch3d.structures import Meshes, Textures\n",
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"from pytorch3d.renderer import (\n",
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" look_at_view_transform,\n",
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" OpenGLPerspectiveCameras, \n",
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" FoVPerspectiveCameras, \n",
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" PointLights, \n",
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" DirectionalLights, \n",
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" Materials, \n",
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@@ -309,16 +309,16 @@
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"# the cow is facing the -z direction. \n",
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"lights = PointLights(device=device, location=[[0.0, 0.0, -3.0]])\n",
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"\n",
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"# Initialize an OpenGL perspective camera that represents a batch of different \n",
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"# Initialize a camera that represents a batch of different \n",
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"# viewing angles. All the cameras helper methods support mixed type inputs and \n",
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"# broadcasting. So we can view the camera from the a distance of dist=2.7, and \n",
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"# then specify elevation and azimuth angles for each viewpoint as tensors. \n",
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"R, T = look_at_view_transform(dist=2.7, elev=elev, azim=azim)\n",
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"cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)\n",
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"cameras = FoVPerspectiveCameras(device=device, R=R, T=T)\n",
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"\n",
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"# We arbitrarily choose one particular view that will be used to visualize \n",
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"# results\n",
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"camera = OpenGLPerspectiveCameras(device=device, R=R[None, 1, ...], \n",
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"camera = FoVPerspectiveCameras(device=device, R=R[None, 1, ...], \n",
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" T=T[None, 1, ...]) \n",
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"\n",
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"# Define the settings for rasterization and shading. Here we set the output \n",
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@@ -361,7 +361,7 @@
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"# Our multi-view cow dataset will be represented by these 2 lists of tensors,\n",
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"# each of length num_views.\n",
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"target_rgb = [target_images[i, ..., :3] for i in range(num_views)]\n",
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"target_cameras = [OpenGLPerspectiveCameras(device=device, R=R[None, i, ...], \n",
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"target_cameras = [FoVPerspectiveCameras(device=device, R=R[None, i, ...], \n",
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" T=T[None, i, ...]) for i in range(num_views)]"
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],
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"execution_count": null,
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@@ -925,4 +925,4 @@
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]
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}
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]
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}
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}
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@@ -64,7 +64,7 @@
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"from pytorch3d.structures import Pointclouds\n",
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"from pytorch3d.renderer import (\n",
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" look_at_view_transform,\n",
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" OpenGLOrthographicCameras, \n",
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" FoVOrthographicCameras, \n",
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" PointsRasterizationSettings,\n",
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" PointsRenderer,\n",
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" PointsRasterizer,\n",
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@@ -147,9 +147,9 @@
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"metadata": {},
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"outputs": [],
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"source": [
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"# Initialize an OpenGL perspective camera.\n",
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"# Initialize a camera.\n",
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"R, T = look_at_view_transform(20, 10, 0)\n",
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"cameras = OpenGLOrthographicCameras(device=device, R=R, T=T, znear=0.01)\n",
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"cameras = FoVOrthographicCameras(device=device, R=R, T=T, znear=0.01)\n",
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"\n",
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"# Define the settings for rasterization and shading. Here we set the output image to be of size\n",
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"# 512x512. As we are rendering images for visualization purposes only we will set faces_per_pixel=1\n",
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@@ -195,9 +195,9 @@
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"metadata": {},
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"outputs": [],
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"source": [
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"# Initialize an OpenGL perspective camera.\n",
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"# Initialize a camera.\n",
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"R, T = look_at_view_transform(20, 10, 0)\n",
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"cameras = OpenGLOrthographicCameras(device=device, R=R, T=T, znear=0.01)\n",
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"cameras = FoVOrthographicCameras(device=device, R=R, T=T, znear=0.01)\n",
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"\n",
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"# Define the settings for rasterization and shading. Here we set the output image to be of size\n",
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"# 512x512. As we are rendering images for visualization purposes only we will set faces_per_pixel=1\n",
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@@ -90,7 +90,7 @@
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"from pytorch3d.structures import Meshes, Textures\n",
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"from pytorch3d.renderer import (\n",
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" look_at_view_transform,\n",
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" OpenGLPerspectiveCameras, \n",
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" FoVPerspectiveCameras, \n",
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" PointLights, \n",
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" DirectionalLights, \n",
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" Materials, \n",
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@@ -286,11 +286,11 @@
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},
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"outputs": [],
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"source": [
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"# Initialize an OpenGL perspective camera.\n",
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"# Initialize a camera.\n",
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"# With world coordinates +Y up, +X left and +Z in, the front of the cow is facing the -Z direction. \n",
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"# So we move the camera by 180 in the azimuth direction so it is facing the front of the cow. \n",
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"R, T = look_at_view_transform(2.7, 0, 180) \n",
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"cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)\n",
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"cameras = FoVPerspectiveCameras(device=device, R=R, T=T)\n",
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"\n",
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"# Define the settings for rasterization and shading. Here we set the output image to be of size\n",
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"# 512x512. As we are rendering images for visualization purposes only we will set faces_per_pixel=1\n",
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@@ -444,7 +444,7 @@
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"source": [
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"# Rotate the object by increasing the elevation and azimuth angles\n",
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"R, T = look_at_view_transform(dist=2.7, elev=10, azim=-150)\n",
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"cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)\n",
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"cameras = FoVPerspectiveCameras(device=device, R=R, T=T)\n",
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"\n",
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"# Move the light location so the light is shining on the cow's face. \n",
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"lights.location = torch.tensor([[2.0, 2.0, -2.0]], device=device)\n",
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@@ -519,7 +519,7 @@
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"# view the camera from the same distance and specify dist=2.7 as a float,\n",
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"# and then specify elevation and azimuth angles for each viewpoint as tensors. \n",
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"R, T = look_at_view_transform(dist=2.7, elev=elev, azim=azim)\n",
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"cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)\n",
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"cameras = FoVPerspectiveCameras(device=device, R=R, T=T)\n",
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"\n",
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"# Move the light back in front of the cow which is facing the -z direction.\n",
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"lights.location = torch.tensor([[0.0, 0.0, -3.0]], device=device)"
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