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(eye, at, up) extraction function
Summary: Plotly viewing from a specific camera location requires converting that location in to an (eye, at, up) specification. There may be other reasons to want to do this as well. I create a separate utility function for it. I envisage more such utility functions for manipulating camera information, so I create a separate camera_utils.py file for such things. Reviewed By: nikhilaravi Differential Revision: D25981184 fbshipit-source-id: 0947bf98b212676c021f2fddf775bf436dee3487
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pytorch3d/renderer/camera_utils.py
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pytorch3d/renderer/camera_utils.py
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# Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
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from typing import Tuple
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import torch
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from pytorch3d.transforms import Transform3d
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def camera_to_eye_at_up(
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world_to_view_transform: Transform3d,
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) -> Tuple[torch.Tensor, torch.Tensor, torch.Tensor]:
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"""
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Given a world to view transform, return the eye, at and up vectors which
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represent its position.
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For example, if cam is a camera object, then after running
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.. code-block::
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from cameras import look_at_view_transform
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eye, at, up = camera_to_eye_at_up(cam.get_world_to_view_transform())
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R, T = look_at_view_transform(eye=eye, at=at, up=up)
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any other camera created from R and T will have the same world to view
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transform as cam.
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Also, given a camera position R and T, then after running:
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.. code-block::
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from cameras import get_world_to_view_transform, look_at_view_transform
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eye, at, up = camera_to_eye_at_up(get_world_to_view_transform(R=R, T=T))
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R2, T2 = look_at_view_transform(eye=eye, at=at, up=up)
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R2 will equal R and T2 will equal T.
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Args:
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world_to_view_transform: Transform3d representing the extrinsic
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transformation of N cameras.
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Returns:
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eye: FloatTensor of shape [N, 3] representing the camera centers in world space.
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at: FloatTensor of shape [N, 3] representing points in world space directly in
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front of the cameras e.g. the positions of objects to be viewed by the
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cameras.
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up: FloatTensor of shape [N, 3] representing vectors in world space which
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when projected on to the camera plane point upwards.
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"""
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cam_trans = world_to_view_transform.inverse()
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# In the PyTorch3D right handed coordinate system, the camera in view space
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# is always at the origin looking along the +z axis.
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# The up vector is not a position so cannot be transformed with
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# transform_points. However the position eye+up above the camera
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# (whose position vector in the camera coordinate frame is an up vector)
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# can be transformed with transform_points.
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eye_at_up_view = torch.tensor(
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[[0, 0, 0], [0, 0, 1], [0, 1, 0]], dtype=torch.float32, device=cam_trans.device
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)
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eye_at_up_world = cam_trans.transform_points(eye_at_up_view).reshape(-1, 3, 3)
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eye, at, up_plus_eye = eye_at_up_world.unbind(1)
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up = up_plus_eye - eye
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return eye, at, up
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