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Experimental glTF reading
Summary: Experimental data loader for taking the default scene from a GLB file and converting it to a single mesh in PyTorch3D. Reviewed By: nikhilaravi Differential Revision: D25900167 fbshipit-source-id: bff22ac00298b83a0bd071ae5c8923561e1d81d7
This commit is contained in:
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@ -22,3 +22,13 @@ and to save a pointcloud you might do
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pcl = Pointclouds(...)
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IO().save_point_cloud(pcl, "output_pointcloud.obj")
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```
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For meshes, this supports OBJ, PLY and OFF files.
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For pointclouds, this supports PLY files.
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In addition, there is experimental support for loading meshes from
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[glTF 2 assets](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0)
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stored either in a GLB container file or a glTF JSON file with embedded binary data.
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This must be enabled explicitly, as described in
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`pytorch3d/io/experimental_gltf_io.ply`.
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pytorch3d/io/experimental_gltf_io.py
Normal file
572
pytorch3d/io/experimental_gltf_io.py
Normal file
@ -0,0 +1,572 @@
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# Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
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# This source code is licensed under the license found in the
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# LICENSE file in the root directory of this source tree.
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"""
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This module implements loading meshes from glTF 2 assets stored in a
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GLB container file or a glTF JSON file with embedded binary data.
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It is experimental.
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The module provides a MeshFormatInterpreter called
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MeshGlbFormat which must be used explicitly.
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e.g.
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.. code-block:: python
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from pytorch3d.io import IO
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from pytorch3d.io.experimental_gltf_io import MeshGlbFormat
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io = IO()
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io.register_meshes_format(MeshGlbFormat())
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io.load_mesh(...)
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This implementation is quite restricted in what it supports.
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- It does not try to validate the input against the standard.
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- It loads the default scene only.
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- Only triangulated geometry is supported.
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- The geometry of all meshes of the entire scene is aggregated into a single mesh.
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Use `load_meshes()` instead to get un-aggregated (but transformed) ones.
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- All material properties are ignored except for either vertex color, baseColorTexture
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or baseColorFactor. If available, one of these (in this order) is exclusively
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used which does not match the semantics of the standard.
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"""
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import json
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import struct
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import warnings
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from base64 import b64decode
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from collections import deque
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from enum import IntEnum
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from io import BytesIO
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from pathlib import Path
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from typing import Any, BinaryIO, Dict, List, Optional, Tuple, Union, cast
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import numpy as np
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import torch
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from iopath.common.file_io import PathManager
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from PIL import Image
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from pytorch3d.io.utils import _open_file
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from pytorch3d.renderer.mesh import TexturesBase, TexturesUV, TexturesVertex
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from pytorch3d.structures import Meshes, join_meshes_as_scene
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from pytorch3d.transforms import Transform3d, quaternion_to_matrix
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from .pluggable_formats import MeshFormatInterpreter, endswith
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_GLTF_MAGIC = 0x46546C67
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_JSON_CHUNK_TYPE = 0x4E4F534A
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_BINARY_CHUNK_TYPE = 0x004E4942
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_DATA_URI_PREFIX = "data:application/octet-stream;base64,"
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class _PrimitiveMode(IntEnum):
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POINTS = 0
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LINES = 1
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LINE_LOOP = 2
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LINE_STRIP = 3
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TRIANGLES = 4
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TRIANGLE_STRIP = 5
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TRIANGLE_FAN = 6
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class _ComponentType(IntEnum):
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BYTE = 5120
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UNSIGNED_BYTE = 5121
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SHORT = 5122
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UNSIGNED_SHORT = 5123
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UNSIGNED_INT = 5125
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FLOAT = 5126
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_ITEM_TYPES: Dict[int, Any] = {
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5120: np.int8,
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5121: np.uint8,
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5122: np.int16,
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5123: np.uint16,
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5125: np.uint32,
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5126: np.float32,
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}
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_ElementShape = Union[Tuple[int], Tuple[int, int]]
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_ELEMENT_SHAPES: Dict[str, _ElementShape] = {
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"SCALAR": (1,),
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"VEC2": (2,),
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"VEC3": (3,),
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"VEC4": (4,),
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"MAT2": (2, 2),
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"MAT3": (3, 3),
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"MAT4": (4, 4),
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}
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def _read_header(stream: BinaryIO) -> Optional[Tuple[int, int]]:
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header = stream.read(12)
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magic, version, length = struct.unpack("<III", header)
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if magic != _GLTF_MAGIC:
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return None
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return version, length
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def _read_chunks(
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stream: BinaryIO, length: int
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) -> Optional[Tuple[Dict[str, Any], np.ndarray]]:
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"""
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Get the json header and the binary data from a
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GLB file.
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"""
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json_data = None
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binary_data = None
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while stream.tell() < length:
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chunk_header = stream.read(8)
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chunk_length, chunk_type = struct.unpack("<II", chunk_header)
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chunk_data = stream.read(chunk_length)
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if chunk_type == _JSON_CHUNK_TYPE:
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json_data = json.loads(chunk_data)
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elif chunk_type == _BINARY_CHUNK_TYPE:
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binary_data = chunk_data
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else:
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warnings.warn("Unsupported chunk type")
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return None
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if json_data is None:
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raise ValueError("Missing json header")
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if binary_data is not None:
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binary_data = np.frombuffer(binary_data, dtype=np.uint8)
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return json_data, binary_data
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def _make_node_transform(node: Dict[str, Any]) -> Transform3d:
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"""
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Convert a transform from the json data in to a PyTorch3D
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Transform3d format.
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"""
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array = node.get("matrix")
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if array is not None: # Stored in column-major order
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M = np.array(array, dtype=np.float32).reshape(4, 4, order="F")
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return Transform3d(matrix=torch.from_numpy(M))
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out = Transform3d()
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# Given some of (scale/rotation/translation), we do them in that order to
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# get points in to the world space.
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# See https://github.com/KhronosGroup/glTF/issues/743 .
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array = node.get("scale", None)
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if array is not None:
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scale_vector = torch.FloatTensor(array)
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out = out.scale(scale_vector[None])
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# Rotation quaternion (x, y, z, w) where w is the scalar
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array = node.get("rotation", None)
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if array is not None:
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x, y, z, w = array
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# We negate w. This is equivalent to inverting the rotation.
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# This is needed as quaternion_to_matrix makes a matrix which
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# operates on column vectors, whereas Transform3d wants a
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# matrix which operates on row vectors.
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rotation_quaternion = torch.FloatTensor([-w, x, y, z])
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rotation_matrix = quaternion_to_matrix(rotation_quaternion)
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out = out.rotate(R=rotation_matrix)
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array = node.get("translation", None)
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if array is not None:
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translation_vector = torch.FloatTensor(array)
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out = out.translate(x=translation_vector[None])
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return out
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class _GLTFLoader:
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def __init__(self, stream: BinaryIO):
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self._json_data = None
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# Map from buffer index to (decoded) binary data
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self._binary_data = {}
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version_and_length = _read_header(stream)
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if version_and_length is None: # GLTF
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stream.seek(0)
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json_data = json.load(stream)
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else: # GLB
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version, length = version_and_length
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if version != 2:
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warnings.warn("Unsupported version")
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return
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json_and_binary_data = _read_chunks(stream, length)
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if json_and_binary_data is None:
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raise ValueError("Data not found")
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json_data, binary_data = json_and_binary_data
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self._binary_data[0] = binary_data
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self._json_data = json_data
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self._accessors = json_data.get("accessors", [])
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self._buffer_views = json_data.get("bufferViews", [])
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self._buffers = json_data.get("buffers", [])
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self._texture_map_images = {}
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def _access_image(self, image_index: int) -> np.ndarray:
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"""
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Get the data for an image from the file. This is only called
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by _get_texture_map_image which caches it.
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"""
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image_json = self._json_data["images"][image_index]
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buffer_view = self._buffer_views[image_json["bufferView"]]
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if "byteStride" in buffer_view:
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raise NotImplementedError("strided buffer views")
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length = buffer_view["byteLength"]
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offset = buffer_view.get("byteOffset", 0)
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binary_data = self.get_binary_data(buffer_view["buffer"])
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bytesio = BytesIO(binary_data[offset : offset + length].tobytes())
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# pyre-fixme[16]: `Image.Image` has no attribute `__enter__`.
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with Image.open(bytesio) as f:
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array = np.array(f)
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if array.dtype == np.uint8:
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return array.astype(np.float32) / 255.0
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else:
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return array
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def _get_texture_map_image(self, image_index: int) -> torch.Tensor:
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"""
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Return a texture map image as a torch tensor.
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Calling this function repeatedly with the same arguments returns
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the very same tensor, this allows a memory optimization to happen
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later in TexturesUV.join_scene.
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Any alpha channel is ignored.
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"""
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im = self._texture_map_images.get(image_index)
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if im is not None:
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return im
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im = torch.from_numpy(self._access_image(image_index))[:, :, :3]
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self._texture_map_images[image_index] = im
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return im
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def _access_data(self, accessor_index: int) -> np.ndarray:
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"""
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Get the raw data from an accessor as a numpy array.
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"""
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accessor = self._accessors[accessor_index]
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buffer_view_index = accessor.get("bufferView")
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# Undefined buffer view (all zeros) are not (yet) supported
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if buffer_view_index is None:
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raise NotImplementedError("Undefined buffer view")
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accessor_byte_offset = accessor.get("byteOffset", 0)
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component_type = accessor["componentType"]
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element_count = accessor["count"]
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element_type = accessor["type"]
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# Sparse accessors are not (yet) supported
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if accessor.get("sparse") is not None:
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raise NotImplementedError("Sparse Accessors")
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buffer_view = self._buffer_views[buffer_view_index]
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buffer_index = buffer_view["buffer"]
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buffer_byte_length = buffer_view["byteLength"]
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element_byte_offset = buffer_view.get("byteOffset", 0)
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element_byte_stride = buffer_view.get("byteStride", 0)
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if element_byte_stride != 0 and element_byte_stride < 4:
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raise ValueError("Stride is too small.")
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if element_byte_stride > 252:
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raise ValueError("Stride is too big.")
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element_shape = _ELEMENT_SHAPES[element_type]
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item_type = _ITEM_TYPES[component_type]
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item_dtype = np.dtype(item_type)
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item_count = np.prod(element_shape)
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item_size = item_dtype.itemsize
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size = element_count * item_count * item_size
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if size > buffer_byte_length:
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raise ValueError("Buffer did not have enough data for the accessor")
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buffer_ = self._buffers[buffer_index]
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binary_data = self.get_binary_data(buffer_index)
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if len(binary_data) < buffer_["byteLength"]:
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raise ValueError("Not enough binary data for the buffer")
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if element_byte_stride == 0:
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element_byte_stride = item_size * item_count
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# The same buffer can store interleaved elements
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if element_byte_stride < item_size * item_count:
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raise ValueError("Items should not overlap")
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dtype = np.dtype(
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{
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"names": ["element"],
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"formats": [str(element_shape) + item_dtype.str],
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"offsets": [0],
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"itemsize": element_byte_stride,
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}
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)
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byte_offset = accessor_byte_offset + element_byte_offset
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if byte_offset % item_size != 0:
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raise ValueError("Misaligned data")
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byte_length = element_count * element_byte_stride
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buffer_view = binary_data[byte_offset : byte_offset + byte_length].view(dtype)[
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"element"
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]
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# Convert matrix data from column-major (OpenGL) to row-major order
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if element_type in ("MAT2", "MAT3", "MAT4"):
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buffer_view = np.transpose(buffer_view, (0, 2, 1))
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return buffer_view
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def _get_primitive_attribute(
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self, primitive_attributes: Dict[str, Any], key: str, dtype
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) -> Optional[np.ndarray]:
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accessor_index = primitive_attributes.get(key)
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if accessor_index is None:
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return None
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primitive_attribute = self._access_data(accessor_index)
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if key == "JOINTS_0":
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pass
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elif dtype == np.uint8:
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primitive_attribute /= 255.0
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elif dtype == np.uint16:
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primitive_attribute /= 65535.0
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else:
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if dtype != np.float32:
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raise ValueError("Unexpected data type")
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primitive_attribute = primitive_attribute.astype(dtype)
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return primitive_attribute
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def get_binary_data(self, buffer_index: int):
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"""
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Get the binary data from a buffer as a 1D numpy array of bytes.
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This is implemented for explicit uri data buffers or the main GLB data
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segment.
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"""
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buffer_ = self._buffers[buffer_index]
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binary_data = self._binary_data.get(buffer_index)
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if binary_data is None: # Lazily decode binary data
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uri = buffer_.get("uri")
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if not uri.startswith(_DATA_URI_PREFIX):
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raise NotImplementedError("Unexpected URI type")
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binary_data = b64decode(uri[len(_DATA_URI_PREFIX) :])
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binary_data = np.frombuffer(binary_data, dtype=np.uint8)
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self._binary_data[buffer_index] = binary_data
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return binary_data
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def get_texture_for_mesh(
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self, primitive: Dict[str, Any], indices: torch.Tensor
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) -> Optional[TexturesBase]:
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"""
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Get the texture object representing the given mesh primitive.
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Args:
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primitive: the mesh primitive being loaded.
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indices: the face indices of the mesh
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"""
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attributes = primitive["attributes"]
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vertex_colors = self._get_primitive_attribute(attributes, "COLOR_0", np.float32)
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if vertex_colors is not None:
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return TexturesVertex(torch.from_numpy(vertex_colors))
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vertex_texcoords_0 = self._get_primitive_attribute(
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attributes, "TEXCOORD_0", np.float32
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)
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if vertex_texcoords_0 is not None:
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verts_uvs = torch.from_numpy(vertex_texcoords_0)
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verts_uvs[:, 1] = 1 - verts_uvs[:, -1]
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faces_uvs = indices
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material_index = primitive.get("material", 0)
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material = self._json_data["materials"][material_index]
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material_roughness = material["pbrMetallicRoughness"]
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if "baseColorTexture" in material_roughness:
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texture_index = material_roughness["baseColorTexture"]["index"]
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texture_json = self._json_data["textures"][texture_index]
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# Todo - include baseColorFactor when also given
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# Todo - look at the sampler
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image_index = texture_json["source"]
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map = self._get_texture_map_image(image_index)
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elif "baseColorFactor" in material_roughness:
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# Constant color?
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map = torch.FloatTensor(material_roughness["baseColorFactor"])[
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None, None, :3
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]
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texture = TexturesUV(
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maps=[map], # alpha channel ignored
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faces_uvs=[faces_uvs],
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verts_uvs=[verts_uvs],
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)
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return texture
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return None
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def load(self, include_textures: bool) -> List[Tuple[Optional[str], Meshes]]:
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"""
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Attempt to load all the meshes making up the default scene from
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the file as a list of possibly-named Meshes objects.
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Args:
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include_textures: Whether to try loading textures.
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Returns:
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Meshes object containing one mesh.
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"""
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if self._json_data is None:
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raise ValueError("Initialization problem")
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# This loads the default scene from the file.
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# This is usually the only one.
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# It is possible to have multiple scenes, in which case
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# you could choose another here instead of taking the default.
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scene_index = self._json_data.get("scene")
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if scene_index is None:
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raise ValueError("Default scene is not specified.")
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scene = self._json_data["scenes"][scene_index]
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nodes = self._json_data.get("nodes", [])
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meshes = self._json_data.get("meshes", [])
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root_node_indices = scene["nodes"]
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mesh_transform = Transform3d()
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names_meshes_list: List[Tuple[Optional[str], Meshes]] = []
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# Keep track and apply the transform of the scene node to mesh vertices
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Q = deque([(Transform3d(), node_index) for node_index in root_node_indices])
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||||
|
||||
while Q:
|
||||
parent_transform, current_node_index = Q.popleft()
|
||||
|
||||
current_node = nodes[current_node_index]
|
||||
|
||||
transform = _make_node_transform(current_node)
|
||||
current_transform = transform.compose(parent_transform)
|
||||
|
||||
if "mesh" in current_node:
|
||||
mesh_index = current_node["mesh"]
|
||||
mesh = meshes[mesh_index]
|
||||
mesh_name = mesh.get("name", None)
|
||||
mesh_transform = current_transform
|
||||
|
||||
for primitive in mesh["primitives"]:
|
||||
attributes = primitive["attributes"]
|
||||
accessor_index = attributes["POSITION"]
|
||||
positions = torch.from_numpy(
|
||||
self._access_data(accessor_index).copy()
|
||||
)
|
||||
positions = mesh_transform.transform_points(positions)
|
||||
|
||||
mode = primitive.get("mode", _PrimitiveMode.TRIANGLES)
|
||||
if mode != _PrimitiveMode.TRIANGLES:
|
||||
raise NotImplementedError("Non triangular meshes")
|
||||
|
||||
if "indices" in primitive:
|
||||
accessor_index = primitive["indices"]
|
||||
indices = self._access_data(accessor_index).astype(np.int64)
|
||||
else:
|
||||
indices = np.arange(0, len(positions), dtype=np.int64)
|
||||
indices = torch.from_numpy(indices.reshape(-1, 3))
|
||||
|
||||
texture = None
|
||||
if include_textures:
|
||||
texture = self.get_texture_for_mesh(primitive, indices)
|
||||
|
||||
mesh_obj = Meshes(
|
||||
verts=[positions], faces=[indices], textures=texture
|
||||
)
|
||||
names_meshes_list.append((mesh_name, mesh_obj))
|
||||
|
||||
if "children" in current_node:
|
||||
children_node_indices = current_node["children"]
|
||||
Q.extend(
|
||||
[
|
||||
(current_transform, node_index)
|
||||
for node_index in children_node_indices
|
||||
]
|
||||
)
|
||||
|
||||
return names_meshes_list
|
||||
|
||||
|
||||
def load_meshes(
|
||||
path: Union[str, Path],
|
||||
path_manager: PathManager,
|
||||
include_textures: bool = True,
|
||||
) -> List[Tuple[Optional[str], Meshes]]:
|
||||
"""
|
||||
Loads all the meshes from the default scene in the given GLB file.
|
||||
and returns them separately.
|
||||
|
||||
Args:
|
||||
path: path to read from
|
||||
path_manager: PathManager object for interpreting the path
|
||||
include_textures: whether to load textures
|
||||
|
||||
Returns:
|
||||
List of (name, mesh) pairs, where the name is the optional name property
|
||||
from the GLB file, or None if it is absent, and the mesh is a Meshes
|
||||
object containing one mesh.
|
||||
"""
|
||||
with _open_file(path, path_manager, "rb") as f:
|
||||
loader = _GLTFLoader(cast(BinaryIO, f))
|
||||
names_meshes_list = loader.load(include_textures=include_textures)
|
||||
return names_meshes_list
|
||||
|
||||
|
||||
class MeshGlbFormat(MeshFormatInterpreter):
|
||||
"""
|
||||
Implements loading meshes from glTF 2 assets stored in a
|
||||
GLB container file or a glTF JSON file with embedded binary data.
|
||||
|
||||
This implementation is quite restricted in what it supports.
|
||||
|
||||
- It does not try to validate the input against the standard.
|
||||
- It loads the default scene only.
|
||||
- Only triangulated geometry is supported.
|
||||
- The geometry of all meshes of the entire scene is aggregated into a single mesh.
|
||||
Use `load_meshes()` instead to get un-aggregated (but transformed) ones.
|
||||
- All material properties are ignored except for either vertex color, baseColorTexture
|
||||
or baseColorFactor. If available, one of these (in this order) is exclusively
|
||||
used which does not match the semantics of the standard.
|
||||
"""
|
||||
|
||||
def __init__(self):
|
||||
self.known_suffixes = (".glb",)
|
||||
|
||||
def read(
|
||||
self,
|
||||
path: Union[str, Path],
|
||||
include_textures: bool,
|
||||
device,
|
||||
path_manager: PathManager,
|
||||
**kwargs,
|
||||
) -> Optional[Meshes]:
|
||||
if not endswith(path, self.known_suffixes):
|
||||
return None
|
||||
|
||||
names_meshes_list = load_meshes(
|
||||
path=path,
|
||||
path_manager=path_manager,
|
||||
include_textures=include_textures,
|
||||
)
|
||||
|
||||
meshes_list = [mesh for name, mesh in names_meshes_list]
|
||||
mesh = join_meshes_as_scene(meshes_list)
|
||||
return mesh.to(device)
|
||||
|
||||
def save(
|
||||
self,
|
||||
data: Meshes,
|
||||
path: Union[str, Path],
|
||||
path_manager: PathManager,
|
||||
binary: Optional[bool],
|
||||
**kwargs,
|
||||
) -> bool:
|
||||
return False
|
@ -86,6 +86,8 @@ class IO:
|
||||
interpreter: the new interpreter to use, which must be an instance
|
||||
of a class which inherits MeshFormatInterpreter.
|
||||
"""
|
||||
if not isinstance(interpreter, MeshFormatInterpreter):
|
||||
raise ValueError("Invalid interpreter")
|
||||
self.mesh_interpreters.appendleft(interpreter)
|
||||
|
||||
def register_pointcloud_format(
|
||||
@ -98,6 +100,8 @@ class IO:
|
||||
interpreter: the new interpreter to use, which must be an instance
|
||||
of a class which inherits PointcloudFormatInterpreter.
|
||||
"""
|
||||
if not isinstance(interpreter, PointcloudFormatInterpreter):
|
||||
raise ValueError("Invalid interpreter")
|
||||
self.pointcloud_interpreters.appendleft(interpreter)
|
||||
|
||||
def load_mesh(
|
||||
|
@ -22,7 +22,7 @@ from .shader import (
|
||||
)
|
||||
from .shading import gouraud_shading, phong_shading
|
||||
from .textures import Textures # DEPRECATED
|
||||
from .textures import TexturesAtlas, TexturesUV, TexturesVertex
|
||||
from .textures import TexturesAtlas, TexturesBase, TexturesUV, TexturesVertex
|
||||
|
||||
|
||||
__all__ = [k for k in globals().keys() if not k.startswith("_")]
|
||||
|
@ -155,7 +155,7 @@ class TestCaseMixin(unittest.TestCase):
|
||||
)
|
||||
|
||||
if not close and msg is None:
|
||||
diff = backend.abs(input - other) + 0.0
|
||||
diff = backend.abs(input + 0.0 - other)
|
||||
ratio = diff / backend.abs(other)
|
||||
try_relative = (diff <= atol) | (backend.isfinite(ratio) & (ratio > 0))
|
||||
if try_relative.all():
|
||||
@ -167,7 +167,9 @@ class TestCaseMixin(unittest.TestCase):
|
||||
else:
|
||||
extra = ""
|
||||
shape = tuple(input.shape)
|
||||
loc = np.unravel_index(diff.argmax(), shape)
|
||||
max_diff = diff.max()
|
||||
self.fail(f"Not close. Max diff {max_diff}.{extra} Shape {shape}.")
|
||||
msg = f"Not close. Max diff {max_diff}.{extra} Shape {shape}. At {loc}."
|
||||
self.fail(msg)
|
||||
|
||||
self.assertTrue(close, msg)
|
||||
|
BIN
tests/data/cow.glb
Normal file
BIN
tests/data/cow.glb
Normal file
Binary file not shown.
BIN
tests/data/glb_cow.png
Normal file
BIN
tests/data/glb_cow.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 10 KiB |
BIN
tests/data/glb_cow_gray.png
Normal file
BIN
tests/data/glb_cow_gray.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 5.3 KiB |
180
tests/test_io_gltf.py
Normal file
180
tests/test_io_gltf.py
Normal file
@ -0,0 +1,180 @@
|
||||
# Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
|
||||
|
||||
import unittest
|
||||
from math import radians
|
||||
|
||||
import numpy as np
|
||||
import torch
|
||||
from common_testing import TestCaseMixin, get_pytorch3d_dir, get_tests_dir
|
||||
from PIL import Image
|
||||
from pytorch3d.io import IO
|
||||
from pytorch3d.io.experimental_gltf_io import MeshGlbFormat
|
||||
from pytorch3d.renderer import (
|
||||
AmbientLights,
|
||||
BlendParams,
|
||||
FoVPerspectiveCameras,
|
||||
PointLights,
|
||||
RasterizationSettings,
|
||||
look_at_view_transform,
|
||||
rotate_on_spot,
|
||||
)
|
||||
from pytorch3d.renderer.mesh import (
|
||||
HardPhongShader,
|
||||
MeshRasterizer,
|
||||
MeshRenderer,
|
||||
TexturesVertex,
|
||||
)
|
||||
from pytorch3d.structures import Meshes
|
||||
from pytorch3d.transforms import axis_angle_to_matrix
|
||||
from pytorch3d.vis.texture_vis import texturesuv_image_PIL
|
||||
|
||||
|
||||
DATA_DIR = get_tests_dir() / "data"
|
||||
TUTORIAL_DATA_DIR = get_pytorch3d_dir() / "docs/tutorials/data"
|
||||
DEBUG = False
|
||||
|
||||
|
||||
def _load(path, **kwargs) -> Meshes:
|
||||
io = IO()
|
||||
io.register_meshes_format(MeshGlbFormat())
|
||||
return io.load_mesh(path, **kwargs)
|
||||
|
||||
|
||||
def _render(
|
||||
mesh: Meshes,
|
||||
name: str,
|
||||
dist: float = 3.0,
|
||||
elev: float = 10.0,
|
||||
azim: float = 0,
|
||||
image_size: int = 256,
|
||||
pan=None,
|
||||
RT=None,
|
||||
use_ambient=False,
|
||||
):
|
||||
device = mesh.device
|
||||
if RT is not None:
|
||||
R, T = RT
|
||||
else:
|
||||
R, T = look_at_view_transform(dist, elev, azim)
|
||||
if pan is not None:
|
||||
R, T = rotate_on_spot(R, T, pan)
|
||||
cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
|
||||
|
||||
raster_settings = RasterizationSettings(
|
||||
image_size=image_size, blur_radius=0.0, faces_per_pixel=1
|
||||
)
|
||||
|
||||
# Init shader settings
|
||||
if use_ambient:
|
||||
lights = AmbientLights(device=device)
|
||||
else:
|
||||
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=HardPhongShader(
|
||||
device=device, lights=lights, cameras=cameras, blend_params=blend_params
|
||||
),
|
||||
)
|
||||
|
||||
output = renderer(mesh)
|
||||
|
||||
image = (output[0, ..., :3].cpu().numpy() * 255).astype(np.uint8)
|
||||
|
||||
if DEBUG:
|
||||
Image.fromarray(image).save(DATA_DIR / f"glb_{name}_.png")
|
||||
|
||||
return image
|
||||
|
||||
|
||||
class TestMeshGltfIO(TestCaseMixin, unittest.TestCase):
|
||||
def test_load_apartment(self):
|
||||
"""
|
||||
This is the example habitat example scene from inside
|
||||
http://dl.fbaipublicfiles.com/habitat/habitat-test-scenes.zip
|
||||
|
||||
The scene is "already lit", i.e. the textures reflect the lighting
|
||||
already, so we want to render them with full ambient light.
|
||||
"""
|
||||
self.skipTest("Data not available")
|
||||
|
||||
glb = DATA_DIR / "apartment_1.glb"
|
||||
self.assertTrue(glb.is_file())
|
||||
device = torch.device("cuda:0")
|
||||
mesh = _load(glb, device=device)
|
||||
|
||||
if DEBUG:
|
||||
texturesuv_image_PIL(mesh.textures).save(DATA_DIR / "out_apartment.png")
|
||||
|
||||
for i in range(19):
|
||||
# random locations in the apartment
|
||||
eye = ((np.random.uniform(-6, 0.5), np.random.uniform(-8, 2), 0),)
|
||||
at = ((np.random.uniform(-6, 0.5), np.random.uniform(-8, 2), 0),)
|
||||
up = ((0, 0, -1),)
|
||||
RT = look_at_view_transform(eye=eye, at=at, up=up)
|
||||
_render(mesh, f"apartment_eau{i}", RT=RT, use_ambient=True)
|
||||
|
||||
for i in range(12):
|
||||
# panning around the inner room from one location
|
||||
pan = axis_angle_to_matrix(torch.FloatTensor([0, radians(30 * i), 0]))
|
||||
_render(mesh, f"apartment{i}", 1.0, -90, pan, use_ambient=True)
|
||||
|
||||
def test_load_cow(self):
|
||||
"""
|
||||
Load the cow as converted to a single mesh in a glb file.
|
||||
"""
|
||||
glb = DATA_DIR / "cow.glb"
|
||||
self.assertTrue(glb.is_file())
|
||||
device = torch.device("cuda:0")
|
||||
mesh = _load(glb, device=device)
|
||||
self.assertEqual(mesh.device, device)
|
||||
|
||||
self.assertEqual(mesh.faces_packed().shape, (5856, 3))
|
||||
self.assertEqual(mesh.verts_packed().shape, (3225, 3))
|
||||
mesh_obj = _load(TUTORIAL_DATA_DIR / "cow_mesh/cow.obj")
|
||||
self.assertClose(
|
||||
mesh_obj.get_bounding_boxes().cpu(), mesh_obj.get_bounding_boxes()
|
||||
)
|
||||
|
||||
if DEBUG:
|
||||
texturesuv_image_PIL(mesh.textures).save(DATA_DIR / "out_cow.png")
|
||||
image = _render(mesh, "cow", azim=4)
|
||||
|
||||
with Image.open(DATA_DIR / "glb_cow.png") as f:
|
||||
expected = np.array(f)
|
||||
|
||||
self.assertClose(image, expected)
|
||||
|
||||
def test_load_cow_no_texture(self):
|
||||
"""
|
||||
Load the cow as converted to a single mesh in a glb file.
|
||||
"""
|
||||
glb = DATA_DIR / "cow.glb"
|
||||
self.assertTrue(glb.is_file())
|
||||
device = torch.device("cuda:0")
|
||||
mesh = _load(glb, device=device, include_textures=False)
|
||||
self.assertEqual(len(mesh), 1)
|
||||
self.assertIsNone(mesh.textures)
|
||||
|
||||
self.assertEqual(mesh.faces_packed().shape, (5856, 3))
|
||||
self.assertEqual(mesh.verts_packed().shape, (3225, 3))
|
||||
mesh_obj = _load(TUTORIAL_DATA_DIR / "cow_mesh/cow.obj")
|
||||
self.assertClose(
|
||||
mesh_obj.get_bounding_boxes().cpu(), mesh_obj.get_bounding_boxes()
|
||||
)
|
||||
|
||||
mesh.textures = TexturesVertex(0.5 * torch.ones_like(mesh.verts_padded()))
|
||||
|
||||
image = _render(mesh, "cow_gray")
|
||||
|
||||
with Image.open(DATA_DIR / "glb_cow_gray.png") as f:
|
||||
expected = np.array(f)
|
||||
|
||||
self.assertClose(image, expected)
|
Loading…
x
Reference in New Issue
Block a user