#!/usr/bin/env python # coding: utf-8 # In[ ]: # Copyright (c) Facebook, Inc. and its affiliates. All rights reserved. # # Render a textured mesh # # This tutorial shows how to: # - load a mesh and textures from an `.obj` file. # - set up a renderer # - render the mesh # - vary the rendering settings such as lighting and camera position # - use the batching features of the pytorch3d API to render the mesh from different viewpoints # ## 0. Install and Import modules # If `torch`, `torchvision` and `pytorch3d` are not installed, run the following cell: # In[ ]: get_ipython().system('pip install torch torchvision') import sys import torch if torch.__version__=='1.6.0+cu101' and sys.platform.startswith('linux'): get_ipython().system('pip install pytorch3d') else: get_ipython().system("pip install 'git+https://github.com/facebookresearch/pytorch3d.git@stable'") # In[ ]: import os import torch import matplotlib.pyplot as plt from skimage.io import imread # Util function for loading meshes from pytorch3d.io import load_objs_as_meshes, load_obj # Data structures and functions for rendering from pytorch3d.structures import Meshes from pytorch3d.renderer import ( look_at_view_transform, FoVPerspectiveCameras, PointLights, DirectionalLights, Materials, RasterizationSettings, MeshRenderer, MeshRasterizer, SoftPhongShader, TexturesUV ) # add path for demo utils functions import sys import os sys.path.append(os.path.abspath('')) # If using **Google Colab**, fetch the utils file for plotting image grids: # In[ ]: get_ipython().system('wget https://raw.githubusercontent.com/facebookresearch/pytorch3d/master/docs/tutorials/utils/plot_image_grid.py') from plot_image_grid import image_grid # OR if running **locally** uncomment and run the following cell: # In[ ]: # from utils import image_grid # ### 1. Load a mesh and texture file # # Load an `.obj` file and it's associated `.mtl` file and create a **Textures** and **Meshes** object. # # **Meshes** is a unique datastructure provided in PyTorch3D for working with batches of meshes of different sizes. # # **TexturesUV** is an auxillary datastructure for storing vertex uv and texture maps for meshes. # # **Meshes** has several class methods which are used throughout the rendering pipeline. # If running this notebook using **Google Colab**, run the following cell to fetch the mesh obj and texture files and save it at the path `data/cow_mesh`: # If running locally, the data is already available at the correct path. # In[ ]: get_ipython().system('mkdir -p data/cow_mesh') get_ipython().system('wget -P data/cow_mesh https://dl.fbaipublicfiles.com/pytorch3d/data/cow_mesh/cow.obj') get_ipython().system('wget -P data/cow_mesh https://dl.fbaipublicfiles.com/pytorch3d/data/cow_mesh/cow.mtl') get_ipython().system('wget -P data/cow_mesh https://dl.fbaipublicfiles.com/pytorch3d/data/cow_mesh/cow_texture.png') # In[ ]: # Setup if torch.cuda.is_available(): device = torch.device("cuda:0") torch.cuda.set_device(device) else: device = torch.device("cpu") # Set paths DATA_DIR = "./data" obj_filename = os.path.join(DATA_DIR, "cow_mesh/cow.obj") # Load obj file mesh = load_objs_as_meshes([obj_filename], device=device) texture_image=mesh.textures.maps_padded() # #### Let's visualize the texture map # In[ ]: plt.figure(figsize=(7,7)) plt.imshow(texture_image.squeeze().cpu().numpy()) plt.grid("off"); plt.axis('off'); # ## 2. Create a renderer # # A renderer in PyTorch3D is composed of a **rasterizer** and a **shader** which each have a number of subcomponents such as a **camera** (orthographic/perspective). Here we initialize some of these components and use default values for the rest. # # In this example we will first create a **renderer** which uses a **perspective camera**, a **point light** and applies **phong shading**. Then we learn how to vary different components using the modular API. # In[ ]: # Initialize a camera. # With world coordinates +Y up, +X left and +Z in, the front of the cow is facing the -Z direction. # So we move the camera by 180 in the azimuth direction so it is facing the front of the cow. R, T = look_at_view_transform(2.7, 0, 180) cameras = FoVPerspectiveCameras(device=device, R=R, T=T) # Define the settings for rasterization and shading. Here we set the output image to be of size # 512x512. As we are rendering images for visualization purposes only we will set faces_per_pixel=1 # and blur_radius=0.0. We also set bin_size and max_faces_per_bin to None which ensure that # the faster coarse-to-fine rasterization method is used. Refer to rasterize_meshes.py for # explanations of these parameters. Refer to docs/notes/renderer.md for an explanation of # the difference between naive and coarse-to-fine rasterization. raster_settings = RasterizationSettings( image_size=512, blur_radius=0.0, faces_per_pixel=1, ) # Place a point light in front of the object. As mentioned above, the front of the cow is facing the # -z direction. lights = PointLights(device=device, location=[[0.0, 0.0, -3.0]]) # Create a phong renderer by composing a rasterizer and a shader. The textured phong shader will # interpolate the texture uv coordinates for each vertex, sample from a texture image and # apply the Phong lighting model renderer = MeshRenderer( rasterizer=MeshRasterizer( cameras=cameras, raster_settings=raster_settings ), shader=SoftPhongShader( device=device, cameras=cameras, lights=lights ) ) # ## 3. Render the mesh # The light is in front of the object so it is bright and the image has specular highlights. # In[ ]: images = renderer(mesh) plt.figure(figsize=(10, 10)) plt.imshow(images[0, ..., :3].cpu().numpy()) plt.grid("off"); plt.axis("off"); # ## 4. Move the light behind the object and re-render # # We can pass arbirary keyword arguments to the `rasterizer`/`shader` via the call to the `renderer` so the renderer does not need to be reinitialized if any of the settings change/ # # In this case, we can simply update the location of the lights and pass them into the call to the renderer. # # The image is now dark as there is only ambient lighting, and there are no specular highlights. # In[ ]: # Now move the light so it is on the +Z axis which will be behind the cow. lights.location = torch.tensor([0.0, 0.0, +1.0], device=device)[None] images = renderer(mesh, lights=lights) # In[ ]: plt.figure(figsize=(10, 10)) plt.imshow(images[0, ..., :3].cpu().numpy()) plt.grid("off"); plt.axis("off"); # ## 5. Rotate the object, modify the material properties or light properties # # We can also change many other settings in the rendering pipeline. Here we: # # - change the **viewing angle** of the camera # - change the **position** of the point light # - change the **material reflectance** properties of the mesh # In[ ]: # Rotate the object by increasing the elevation and azimuth angles R, T = look_at_view_transform(dist=2.7, elev=10, azim=-150) cameras = FoVPerspectiveCameras(device=device, R=R, T=T) # Move the light location so the light is shining on the cow's face. lights.location = torch.tensor([[2.0, 2.0, -2.0]], device=device) # Change specular color to green and change material shininess materials = Materials( device=device, specular_color=[[0.0, 1.0, 0.0]], shininess=10.0 ) # Re render the mesh, passing in keyword arguments for the modified components. images = renderer(mesh, lights=lights, materials=materials, cameras=cameras) # In[ ]: plt.figure(figsize=(10, 10)) plt.imshow(images[0, ..., :3].cpu().numpy()) plt.grid("off"); plt.axis("off"); # ## 6. Batched Rendering # # One of the core design choices of the PyTorch3D API is to support **batched inputs for all components**. # The renderer and associated components can take batched inputs and **render a batch of output images in one forward pass**. We will now use this feature to render the mesh from many different viewpoints. # # In[ ]: # Set batch size - this is the number of different viewpoints from which we want to render the mesh. batch_size = 20 # Create a batch of meshes by repeating the cow mesh and associated textures. # Meshes has a useful `extend` method which allows us do this very easily. # This also extends the textures. meshes = mesh.extend(batch_size) # Get a batch of viewing angles. elev = torch.linspace(0, 180, batch_size) azim = torch.linspace(-180, 180, batch_size) # All the cameras helper methods support mixed type inputs and broadcasting. So we can # view the camera from the same distance and specify dist=2.7 as a float, # and then specify elevation and azimuth angles for each viewpoint as tensors. R, T = look_at_view_transform(dist=2.7, elev=elev, azim=azim) cameras = FoVPerspectiveCameras(device=device, R=R, T=T) # Move the light back in front of the cow which is facing the -z direction. lights.location = torch.tensor([[0.0, 0.0, -3.0]], device=device) # In[ ]: # We can pass arbirary keyword arguments to the rasterizer/shader via the renderer # so the renderer does not need to be reinitialized if any of the settings change. images = renderer(meshes, cameras=cameras, lights=lights) # In[ ]: image_grid(images.cpu().numpy(), rows=4, cols=5, rgb=True) # ## 7. Conclusion # In this tutorial we learnt how to **load** a textured mesh from an obj file, initialize a PyTorch3D datastructure called **Meshes**, set up an **Renderer** consisting of a **Rasterizer** and a **Shader**, and modify several components of the rendering pipeline.