Add MeshRasterizerOpenGL

Summary:
Adding MeshRasterizerOpenGL, a faster alternative to MeshRasterizer. The new rasterizer follows the ideas from "Differentiable Surface Rendering via non-Differentiable Sampling".

The new rasterizer 20x faster on a 2M face mesh (try pose optimization on Nefertiti from https://www.cs.cmu.edu/~kmcrane/Projects/ModelRepository/!). The larger the mesh, the larger the speedup.

There are two main disadvantages:
* The new rasterizer works with an OpenGL backend, so requires pycuda.gl and pyopengl installed (though we avoided writing any C++ code, everything is in Python!)
* The new rasterizer is non-differentiable. However, you can still differentiate the rendering function if you use if with the new SplatterPhongShader which we recently added to PyTorch3D (see the original paper cited above).

Reviewed By: patricklabatut, jcjohnson

Differential Revision: D37698816

fbshipit-source-id: 54d120639d3cb001f096237807e54aced0acda25
This commit is contained in:
Krzysztof Chalupka
2022-07-22 15:52:50 -07:00
committed by Facebook GitHub Bot
parent 36edf2b302
commit cb49550486
66 changed files with 1556 additions and 337 deletions

View File

@@ -11,15 +11,18 @@ import numpy as np
import torch
from PIL import Image
from pytorch3d.io import load_obj
from pytorch3d.renderer.cameras import FoVPerspectiveCameras, look_at_view_transform
from pytorch3d.renderer.lighting import PointLights
from pytorch3d.renderer.materials import Materials
from pytorch3d.renderer.mesh import (
from pytorch3d.renderer import (
BlendParams,
FoVPerspectiveCameras,
look_at_view_transform,
Materials,
MeshRasterizer,
MeshRasterizerOpenGL,
MeshRenderer,
PointLights,
RasterizationSettings,
SoftPhongShader,
SplatterPhongShader,
TexturesUV,
)
from pytorch3d.renderer.mesh.rasterize_meshes import (
@@ -454,6 +457,12 @@ class TestRasterizeRectangleImagesMeshes(TestCaseMixin, unittest.TestCase):
)
def test_render_cow(self):
self._render_cow(MeshRasterizer)
def test_render_cow_opengl(self):
self._render_cow(MeshRasterizerOpenGL)
def _render_cow(self, rasterizer_type):
"""
Test a larger textured mesh is rendered correctly in a non square image.
"""
@@ -473,38 +482,55 @@ class TestRasterizeRectangleImagesMeshes(TestCaseMixin, unittest.TestCase):
mesh = Meshes(verts=[verts], faces=[faces.verts_idx], textures=textures)
# Init rasterizer settings
R, T = look_at_view_transform(2.7, 0, 180)
R, T = look_at_view_transform(1.2, 0, 90)
cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
raster_settings = RasterizationSettings(
image_size=(512, 1024), blur_radius=0.0, faces_per_pixel=1
image_size=(500, 800), blur_radius=0.0, faces_per_pixel=1
)
# Init shader settings
materials = Materials(device=device)
lights = PointLights(device=device)
lights.location = torch.tensor([0.0, 0.0, -2.0], device=device)[None]
blend_params = BlendParams(
sigma=1e-1,
gamma=1e-4,
background_color=torch.tensor([1.0, 1.0, 1.0], device=device),
)
# Init renderer
renderer = MeshRenderer(
rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings),
shader=SoftPhongShader(
rasterizer = rasterizer_type(cameras=cameras, raster_settings=raster_settings)
if rasterizer_type == MeshRasterizer:
blend_params = BlendParams(
sigma=1e-1,
gamma=1e-4,
background_color=torch.tensor([1.0, 1.0, 1.0], device=device),
)
shader = SoftPhongShader(
lights=lights,
cameras=cameras,
materials=materials,
blend_params=blend_params,
),
)
)
else:
blend_params = BlendParams(
sigma=0.5,
background_color=torch.tensor([1.0, 1.0, 1.0], device=device),
)
shader = SplatterPhongShader(
lights=lights,
cameras=cameras,
materials=materials,
blend_params=blend_params,
)
renderer = MeshRenderer(rasterizer=rasterizer, shader=shader)
# Load reference image
image_ref = load_rgb_image("test_cow_image_rectangle.png", DATA_DIR)
image_ref = load_rgb_image(
f"test_cow_image_rectangle_{rasterizer_type.__name__}.png", DATA_DIR
)
for bin_size in [0, None]:
if bin_size == 0 and rasterizer_type == MeshRasterizerOpenGL:
continue
# Check both naive and coarse to fine produce the same output.
renderer.rasterizer.raster_settings.bin_size = bin_size
images = renderer(mesh)
@@ -512,7 +538,8 @@ class TestRasterizeRectangleImagesMeshes(TestCaseMixin, unittest.TestCase):
if DEBUG:
Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
DATA_DIR / "DEBUG_cow_image_rectangle.png"
DATA_DIR
/ f"DEBUG_cow_image_rectangle_{rasterizer_type.__name__}.png"
)
# NOTE some pixels can be flaky