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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
This commit is contained in:
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Facebook GitHub Bot
parent
9242e7e65d
commit
57a22e7306
@@ -4,6 +4,7 @@
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"""
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Sanity checks for output images from the renderer.
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"""
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import os
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import unittest
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from pathlib import Path
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@@ -12,7 +13,13 @@ import torch
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from common_testing import TestCaseMixin, load_rgb_image
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from PIL import Image
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from pytorch3d.io import load_obj
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from pytorch3d.renderer.cameras import OpenGLPerspectiveCameras, look_at_view_transform
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from pytorch3d.renderer.cameras import (
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FoVOrthographicCameras,
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FoVPerspectiveCameras,
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OrthographicCameras,
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PerspectiveCameras,
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look_at_view_transform,
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)
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from pytorch3d.renderer.lighting import PointLights
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from pytorch3d.renderer.materials import Materials
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from pytorch3d.renderer.mesh import TexturesAtlas, TexturesUV, TexturesVertex
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@@ -60,78 +67,94 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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if elevated_camera:
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# Elevated and rotated camera
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R, T = look_at_view_transform(dist=2.7, elev=45.0, azim=45.0)
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postfix = "_elevated_camera"
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postfix = "_elevated_"
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# If y axis is up, the spot of light should
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# be on the bottom left of the sphere.
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else:
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# No elevation or azimuth rotation
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R, T = look_at_view_transform(2.7, 0.0, 0.0)
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postfix = ""
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cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)
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postfix = "_"
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for cam_type in (
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FoVPerspectiveCameras,
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FoVOrthographicCameras,
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PerspectiveCameras,
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OrthographicCameras,
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):
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cameras = cam_type(device=device, R=R, T=T)
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# Init shader settings
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materials = Materials(device=device)
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lights = PointLights(device=device)
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lights.location = torch.tensor([0.0, 0.0, +2.0], device=device)[None]
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# Init shader settings
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materials = Materials(device=device)
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lights = PointLights(device=device)
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lights.location = torch.tensor([0.0, 0.0, +2.0], device=device)[None]
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raster_settings = RasterizationSettings(
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image_size=512, blur_radius=0.0, faces_per_pixel=1
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)
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rasterizer = MeshRasterizer(cameras=cameras, raster_settings=raster_settings)
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blend_params = BlendParams(1e-4, 1e-4, (0, 0, 0))
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raster_settings = RasterizationSettings(
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image_size=512, blur_radius=0.0, faces_per_pixel=1
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)
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rasterizer = MeshRasterizer(
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cameras=cameras, raster_settings=raster_settings
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)
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blend_params = BlendParams(1e-4, 1e-4, (0, 0, 0))
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# Test several shaders
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shaders = {
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"phong": HardPhongShader,
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"gouraud": HardGouraudShader,
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"flat": HardFlatShader,
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}
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for (name, shader_init) in shaders.items():
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shader = shader_init(
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# Test several shaders
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shaders = {
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"phong": HardPhongShader,
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"gouraud": HardGouraudShader,
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"flat": HardFlatShader,
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}
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for (name, shader_init) in shaders.items():
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shader = shader_init(
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lights=lights,
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cameras=cameras,
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materials=materials,
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blend_params=blend_params,
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)
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renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
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images = renderer(sphere_mesh)
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rgb = images[0, ..., :3].squeeze().cpu()
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filename = "simple_sphere_light_%s%s%s.png" % (
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name,
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postfix,
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cam_type.__name__,
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)
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image_ref = load_rgb_image("test_%s" % filename, DATA_DIR)
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self.assertClose(rgb, image_ref, atol=0.05)
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if DEBUG:
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filename = "DEBUG_%s" % filename
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Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
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DATA_DIR / filename
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)
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########################################################
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# Move the light to the +z axis in world space so it is
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# behind the sphere. Note that +Z is in, +Y up,
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# +X left for both world and camera space.
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########################################################
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lights.location[..., 2] = -2.0
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phong_shader = HardPhongShader(
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lights=lights,
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cameras=cameras,
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materials=materials,
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blend_params=blend_params,
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)
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renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
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images = renderer(sphere_mesh)
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filename = "simple_sphere_light_%s%s.png" % (name, postfix)
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image_ref = load_rgb_image("test_%s" % filename, DATA_DIR)
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phong_renderer = MeshRenderer(rasterizer=rasterizer, shader=phong_shader)
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images = phong_renderer(sphere_mesh, lights=lights)
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rgb = images[0, ..., :3].squeeze().cpu()
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if DEBUG:
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filename = "DEBUG_%s" % filename
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filename = "DEBUG_simple_sphere_dark%s%s.png" % (
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postfix,
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cam_type.__name__,
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)
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Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
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DATA_DIR / filename
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)
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self.assertClose(rgb, image_ref, atol=0.05)
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########################################################
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# Move the light to the +z axis in world space so it is
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# behind the sphere. Note that +Z is in, +Y up,
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# +X left for both world and camera space.
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########################################################
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lights.location[..., 2] = -2.0
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phong_shader = HardPhongShader(
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lights=lights,
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cameras=cameras,
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materials=materials,
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blend_params=blend_params,
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)
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phong_renderer = MeshRenderer(rasterizer=rasterizer, shader=phong_shader)
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images = phong_renderer(sphere_mesh, lights=lights)
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rgb = images[0, ..., :3].squeeze().cpu()
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if DEBUG:
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filename = "DEBUG_simple_sphere_dark%s.png" % postfix
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Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
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DATA_DIR / filename
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image_ref_phong_dark = load_rgb_image(
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"test_simple_sphere_dark%s%s.png" % (postfix, cam_type.__name__),
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DATA_DIR,
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)
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# Load reference image
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image_ref_phong_dark = load_rgb_image(
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"test_simple_sphere_dark%s.png" % postfix, DATA_DIR
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)
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self.assertClose(rgb, image_ref_phong_dark, atol=0.05)
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self.assertClose(rgb, image_ref_phong_dark, atol=0.05)
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def test_simple_sphere_elevated_camera(self):
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"""
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@@ -142,6 +165,60 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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"""
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self.test_simple_sphere(elevated_camera=True)
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def test_simple_sphere_screen(self):
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"""
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Test output when rendering with PerspectiveCameras & OrthographicCameras
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in NDC vs screen space.
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"""
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device = torch.device("cuda:0")
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# Init mesh
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sphere_mesh = ico_sphere(5, device)
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verts_padded = sphere_mesh.verts_padded()
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faces_padded = sphere_mesh.faces_padded()
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feats = torch.ones_like(verts_padded, device=device)
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textures = TexturesVertex(verts_features=feats)
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sphere_mesh = Meshes(verts=verts_padded, faces=faces_padded, textures=textures)
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R, T = look_at_view_transform(2.7, 0.0, 0.0)
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# Init shader settings
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materials = Materials(device=device)
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lights = PointLights(device=device)
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lights.location = torch.tensor([0.0, 0.0, +2.0], device=device)[None]
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raster_settings = RasterizationSettings(
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image_size=512, blur_radius=0.0, faces_per_pixel=1
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)
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for cam_type in (PerspectiveCameras, OrthographicCameras):
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cameras = cam_type(
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device=device,
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R=R,
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T=T,
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principal_point=((256.0, 256.0),),
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focal_length=((256.0, 256.0),),
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image_size=((512, 512),),
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)
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rasterizer = MeshRasterizer(
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cameras=cameras, raster_settings=raster_settings
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)
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blend_params = BlendParams(1e-4, 1e-4, (0, 0, 0))
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shader = HardPhongShader(
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lights=lights,
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cameras=cameras,
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materials=materials,
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blend_params=blend_params,
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)
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renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
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images = renderer(sphere_mesh)
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rgb = images[0, ..., :3].squeeze().cpu()
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filename = "test_simple_sphere_light_phong_%s.png" % cam_type.__name__
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image_ref = load_rgb_image(filename, DATA_DIR)
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self.assertClose(rgb, image_ref, atol=0.05)
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def test_simple_sphere_batched(self):
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"""
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Test a mesh with vertex textures can be extended to form a batch, and
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@@ -165,7 +242,7 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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elev = torch.zeros_like(dist)
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azim = torch.zeros_like(dist)
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R, T = look_at_view_transform(dist, elev, azim)
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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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raster_settings = RasterizationSettings(
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image_size=512, blur_radius=0.0, faces_per_pixel=1
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)
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@@ -193,12 +270,16 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
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images = renderer(sphere_meshes)
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image_ref = load_rgb_image(
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"test_simple_sphere_light_%s.png" % name, DATA_DIR
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"test_simple_sphere_light_%s_%s.png" % (name, type(cameras).__name__),
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DATA_DIR,
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)
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for i in range(batch_size):
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rgb = images[i, ..., :3].squeeze().cpu()
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if i == 0 and DEBUG:
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filename = "DEBUG_simple_sphere_batched_%s.png" % name
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filename = "DEBUG_simple_sphere_batched_%s_%s.png" % (
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name,
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type(cameras).__name__,
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)
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Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
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DATA_DIR / filename
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)
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@@ -209,8 +290,6 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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Test silhouette blending. Also check that gradient calculation works.
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"""
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device = torch.device("cuda:0")
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ref_filename = "test_silhouette.png"
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image_ref_filename = DATA_DIR / ref_filename
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sphere_mesh = ico_sphere(5, device)
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verts, faces = sphere_mesh.get_mesh_verts_faces(0)
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sphere_mesh = Meshes(verts=[verts], faces=[faces])
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@@ -225,32 +304,45 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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# Init rasterizer settings
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R, T = look_at_view_transform(2.7, 0, 0)
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cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)
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for cam_type in (
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FoVPerspectiveCameras,
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FoVOrthographicCameras,
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PerspectiveCameras,
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OrthographicCameras,
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):
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cameras = cam_type(device=device, R=R, T=T)
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# Init renderer
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renderer = MeshRenderer(
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rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings),
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shader=SoftSilhouetteShader(blend_params=blend_params),
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)
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images = renderer(sphere_mesh)
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alpha = images[0, ..., 3].squeeze().cpu()
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if DEBUG:
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Image.fromarray((alpha.numpy() * 255).astype(np.uint8)).save(
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DATA_DIR / "DEBUG_silhouette.png"
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# Init renderer
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renderer = MeshRenderer(
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rasterizer=MeshRasterizer(
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cameras=cameras, raster_settings=raster_settings
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),
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shader=SoftSilhouetteShader(blend_params=blend_params),
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)
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images = renderer(sphere_mesh)
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alpha = images[0, ..., 3].squeeze().cpu()
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if DEBUG:
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filename = os.path.join(
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DATA_DIR, "DEBUG_%s_silhouette.png" % (cam_type.__name__)
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)
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Image.fromarray((alpha.detach().numpy() * 255).astype(np.uint8)).save(
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filename
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)
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with Image.open(image_ref_filename) as raw_image_ref:
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image_ref = torch.from_numpy(np.array(raw_image_ref))
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ref_filename = "test_%s_silhouette.png" % (cam_type.__name__)
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image_ref_filename = DATA_DIR / ref_filename
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with Image.open(image_ref_filename) as raw_image_ref:
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image_ref = torch.from_numpy(np.array(raw_image_ref))
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image_ref = image_ref.to(dtype=torch.float32) / 255.0
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self.assertClose(alpha, image_ref, atol=0.055)
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image_ref = image_ref.to(dtype=torch.float32) / 255.0
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self.assertClose(alpha, image_ref, atol=0.055)
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# Check grad exist
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verts.requires_grad = True
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sphere_mesh = Meshes(verts=[verts], faces=[faces])
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images = renderer(sphere_mesh)
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images[0, ...].sum().backward()
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self.assertIsNotNone(verts.grad)
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# Check grad exist
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verts.requires_grad = True
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sphere_mesh = Meshes(verts=[verts], faces=[faces])
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images = renderer(sphere_mesh)
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images[0, ...].sum().backward()
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self.assertIsNotNone(verts.grad)
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def test_texture_map(self):
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"""
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@@ -274,7 +366,7 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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# Init rasterizer settings
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R, T = look_at_view_transform(2.7, 0, 0)
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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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raster_settings = RasterizationSettings(
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image_size=512, blur_radius=0.0, faces_per_pixel=1
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@@ -337,7 +429,7 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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##########################################
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R, T = look_at_view_transform(2.7, 0, 180)
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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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# Move light to the front of the cow in world space
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lights.location = torch.tensor([0.0, 0.0, -2.0], device=device)[None]
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@@ -367,7 +459,7 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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# Add blurring to rasterization
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#################################
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R, T = look_at_view_transform(2.7, 0, 180)
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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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blend_params = BlendParams(sigma=5e-4, gamma=1e-4)
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raster_settings = RasterizationSettings(
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image_size=512,
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@@ -429,7 +521,7 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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# Init rasterizer settings
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R, T = look_at_view_transform(2.7, 0.0, 0.0)
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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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raster_settings = RasterizationSettings(
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image_size=512, blur_radius=0.0, faces_per_pixel=1
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)
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@@ -490,7 +582,7 @@ class TestRenderMeshes(TestCaseMixin, unittest.TestCase):
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# Init rasterizer settings
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R, T = look_at_view_transform(2.7, 0, 0)
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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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raster_settings = RasterizationSettings(
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image_size=512, blur_radius=0.0, faces_per_pixel=1, cull_backfaces=True
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