pytorch3d/pytorch3d/io/mtl_io.py
Pyre Bot Jr 7978ffd1e4 suppress errors in vision/fair/pytorch3d
Differential Revision: D37172764

fbshipit-source-id: a2ec367e56de2781a17f5e708eb5832ec9d7e6b4
2022-06-15 06:27:35 -07:00

536 lines
20 KiB
Python

# Copyright (c) Meta Platforms, Inc. and affiliates.
# All rights reserved.
#
# This source code is licensed under the BSD-style license found in the
# LICENSE file in the root directory of this source tree.
"""This module implements utility functions for loading .mtl files and textures."""
import os
import warnings
from typing import Dict, List, Optional, Tuple
import numpy as np
import torch
import torch.nn.functional as F
from iopath.common.file_io import PathManager
from pytorch3d.common.compat import meshgrid_ij
from pytorch3d.common.datatypes import Device
from pytorch3d.io.utils import _open_file, _read_image
def make_mesh_texture_atlas(
material_properties: Dict,
texture_images: Dict,
face_material_names,
faces_uvs: torch.Tensor,
verts_uvs: torch.Tensor,
texture_size: int,
texture_wrap: Optional[str],
) -> torch.Tensor:
"""
Given properties for materials defined in the .mtl file, and the face texture uv
coordinates, construct an (F, R, R, 3) texture atlas where R is the texture_size
and F is the number of faces in the mesh.
Args:
material_properties: dict of properties for each material. If a material
does not have any properties it will have an empty dict.
texture_images: dict of material names and texture images
face_material_names: numpy array of the material name corresponding to each
face. Faces which don't have an associated material will be an empty string.
For these faces, a uniform white texture is assigned.
faces_uvs: LongTensor of shape (F, 3,) giving the index into the verts_uvs for
each face in the mesh.
verts_uvs: FloatTensor of shape (V, 2) giving the uv coordinates for each vertex.
texture_size: the resolution of the per face texture map returned by this function.
Each face will have a texture map of shape (texture_size, texture_size, 3).
texture_wrap: string, one of ["repeat", "clamp", None]
If `texture_wrap="repeat"` for uv values outside the range [0, 1] the integer part
is ignored and a repeating pattern is formed.
If `texture_wrap="clamp"` the values are clamped to the range [0, 1].
If None, do nothing.
Returns:
atlas: FloatTensor of shape (F, texture_size, texture_size, 3) giving the per
face texture map.
"""
# Create an R x R texture map per face in the mesh
R = texture_size
F = faces_uvs.shape[0]
# Initialize the per face texture map to a white color.
# TODO: allow customization of this base color?
atlas = torch.ones(size=(F, R, R, 3), dtype=torch.float32, device=faces_uvs.device)
# Check for empty materials.
if not material_properties and not texture_images:
return atlas
# Iterate through the material properties - not
# all materials have texture images so this is
# done first separately to the texture interpolation.
for material_name, props in material_properties.items():
# Bool to indicate which faces use this texture map.
faces_material_ind = torch.from_numpy(face_material_names == material_name).to(
faces_uvs.device
)
if faces_material_ind.sum() > 0:
# For these faces, update the base color to the
# diffuse material color.
if "diffuse_color" not in props:
continue
atlas[faces_material_ind, ...] = props["diffuse_color"][None, :]
# If there are vertex texture coordinates, create an (F, 3, 2)
# tensor of the vertex textures per face.
faces_verts_uvs = verts_uvs[faces_uvs] if len(verts_uvs) > 0 else None
# Some meshes only have material properties and no texture image.
# In this case, return the atlas here.
if faces_verts_uvs is None:
return atlas
if texture_wrap == "repeat":
# If texture uv coordinates are outside the range [0, 1] follow
# the convention GL_REPEAT in OpenGL i.e the integer part of the coordinate
# will be ignored and a repeating pattern is formed.
# Shapenet data uses this format see:
# https://shapenet.org/qaforum/index.php?qa=15&qa_1=why-is-the-texture-coordinate-in-the-obj-file-not-in-the-range # noqa: B950
if (faces_verts_uvs > 1).any() or (faces_verts_uvs < 0).any():
msg = "Texture UV coordinates outside the range [0, 1]. \
The integer part will be ignored to form a repeating pattern."
warnings.warn(msg)
faces_verts_uvs = faces_verts_uvs % 1
elif texture_wrap == "clamp":
# Clamp uv coordinates to the [0, 1] range.
faces_verts_uvs = faces_verts_uvs.clamp(0.0, 1.0)
# Iterate through the materials used in this mesh. Update the
# texture atlas for the faces which use this material.
# Faces without texture are white.
for material_name, image in list(texture_images.items()):
# Only use the RGB colors
if image.shape[2] == 4:
image = image[:, :, :3]
# Reverse the image y direction
image = torch.flip(image, [0]).type_as(faces_verts_uvs)
# Bool to indicate which faces use this texture map.
faces_material_ind = torch.from_numpy(face_material_names == material_name).to(
faces_verts_uvs.device
)
# Find the subset of faces which use this texture with this texture image
uvs_subset = faces_verts_uvs[faces_material_ind, :, :]
# Update the texture atlas for the faces which use this texture.
# TODO: should the texture map values be multiplied
# by the diffuse material color (i.e. use *= as the atlas has
# been initialized to the diffuse color)?. This is
# not being done in SoftRas.
atlas[faces_material_ind, :, :] = make_material_atlas(image, uvs_subset, R)
return atlas
def make_material_atlas(
image: torch.Tensor, faces_verts_uvs: torch.Tensor, texture_size: int
) -> torch.Tensor:
r"""
Given a single texture image and the uv coordinates for all the
face vertices, create a square texture map per face using
the formulation from [1].
For a triangle with vertices (v0, v1, v2) we can create a barycentric coordinate system
with the x axis being the vector (v0 - v2) and the y axis being the vector (v1 - v2).
The barycentric coordinates range from [0, 1] in the +x and +y direction so this creates
a triangular texture space with vertices at (0, 1), (0, 0) and (1, 0).
The per face texture map is of shape (texture_size, texture_size, 3)
which is a square. To map a triangular texture to a square grid, each
triangle is parametrized as follows (e.g. R = texture_size = 3):
The triangle texture is first divided into RxR = 9 subtriangles which each
map to one grid cell. The numbers in the grid cells and triangles show the mapping.
..code-block::python
Triangular Texture Space:
1
|\
|6 \
|____\
|\ 7 |\
|3 \ |4 \
|____\|____\
|\ 8 |\ 5 |\
|0 \ |1 \ |2 \
|____\|____\|____\
0 1
Square per face texture map:
R ____________________
| | | |
| 6 | 7 | 8 |
|______|______|______|
| | | |
| 3 | 4 | 5 |
|______|______|______|
| | | |
| 0 | 1 | 2 |
|______|______|______|
0 R
The barycentric coordinates of each grid cell are calculated using the
xy coordinates:
..code-block::python
The cartesian coordinates are:
Grid 1:
R ____________________
| | | |
| 20 | 21 | 22 |
|______|______|______|
| | | |
| 10 | 11 | 12 |
|______|______|______|
| | | |
| 00 | 01 | 02 |
|______|______|______|
0 R
where 02 means y = 0, x = 2
Now consider this subset of the triangle which corresponds to
grid cells 0 and 8:
..code-block::python
1/R ________
|\ 8 |
| \ |
| 0 \ |
|_______\|
0 1/R
The centroids of the triangles are:
0: (1/3, 1/3) * 1/R
8: (2/3, 2/3) * 1/R
For each grid cell we can now calculate the centroid `(c_y, c_x)`
of the corresponding texture triangle:
- if `(x + y) < R`, then offset the centroid of
triangle 0 by `(y, x) * (1/R)`
- if `(x + y) > R`, then offset the centroid of
triangle 8 by `((R-1-y), (R-1-x)) * (1/R)`.
This is equivalent to updating the portion of Grid 1
above the diagonal, replacing `(y, x)` with `((R-1-y), (R-1-x))`:
..code-block::python
R _____________________
| | | |
| 20 | 01 | 00 |
|______|______|______|
| | | |
| 10 | 11 | 10 |
|______|______|______|
| | | |
| 00 | 01 | 02 |
|______|______|______|
0 R
The barycentric coordinates (w0, w1, w2) are then given by:
..code-block::python
w0 = c_x
w1 = c_y
w2 = 1- w0 - w1
Args:
image: FloatTensor of shape (H, W, 3)
faces_verts_uvs: uv coordinates for each vertex in each face (F, 3, 2)
texture_size: int
Returns:
atlas: a FloatTensor of shape (F, texture_size, texture_size, 3) giving a
per face texture map.
[1] Liu et al, 'Soft Rasterizer: A Differentiable Renderer for Image-based
3D Reasoning', ICCV 2019
"""
R = texture_size
device = faces_verts_uvs.device
rng = torch.arange(R, device=device)
# Meshgrid returns (row, column) i.e (Y, X)
# Change order to (X, Y) to make the grid.
Y, X = meshgrid_ij(rng, rng)
# pyre-fixme[28]: Unexpected keyword argument `axis`.
grid = torch.stack([X, Y], axis=-1) # (R, R, 2)
# Grid cells below the diagonal: x + y < R.
below_diag = grid.sum(-1) < R
# map a [0, R] grid -> to a [0, 1] barycentric coordinates of
# the texture triangle centroids.
bary = torch.zeros((R, R, 3), device=device) # (R, R, 3)
slc = torch.arange(2, device=device)[:, None]
# w0, w1
bary[below_diag, slc] = ((grid[below_diag] + 1.0 / 3.0) / R).T
# w0, w1 for above diagonal grid cells.
bary[~below_diag, slc] = (((R - 1.0 - grid[~below_diag]) + 2.0 / 3.0) / R).T
# w2 = 1. - w0 - w1
bary[..., -1] = 1 - bary[..., :2].sum(dim=-1)
# Calculate the uv position in the image for each pixel
# in the per face texture map
# (F, 1, 1, 3, 2) * (R, R, 3, 1) -> (F, R, R, 3, 2) -> (F, R, R, 2)
uv_pos = (faces_verts_uvs[:, None, None] * bary[..., None]).sum(-2)
# bi-linearly interpolate the textures from the images
# using the uv coordinates given by uv_pos.
textures = _bilinear_interpolation_grid_sample(image, uv_pos)
return textures
def _bilinear_interpolation_vectorized(
image: torch.Tensor, grid: torch.Tensor
) -> torch.Tensor:
"""
Bi linearly interpolate the image using the uv positions in the flow-field
grid (following the naming conventions for torch.nn.functional.grid_sample).
This implementation uses the same steps as in the SoftRasterizer CUDA kernel
for loading textures. We are keeping it for reference to make it easy to
compare if required.
However it doesn't properly handle the out of bound values in the same way as
the grid_sample function does with the padding_mode argument.
This vectorized version requires less memory than
_bilinear_interpolation_grid_sample but is slightly slower.
Args:
image: FloatTensor of shape (H, W, D) a single image/input tensor with D
channels.
grid: FloatTensor of shape (N, R, R, 2) giving the pixel locations of the
points at which to sample a value in the image. The grid values must
be in the range [0, 1]. u is the x direction and v is the y direction.
Returns:
out: FloatTensor of shape (N, H, W, D) giving the interpolated
D dimensional value from image at each of the pixel locations in grid.
"""
H, W, _ = image.shape
# Convert [0, 1] to the range [0, W-1] and [0, H-1]
grid = grid * torch.tensor([W - 1, H - 1]).type_as(grid)
weight_1 = grid - grid.int()
weight_0 = 1.0 - weight_1
grid_x, grid_y = grid.unbind(-1)
y0 = grid_y.to(torch.int64)
y1 = (grid_y + 1).to(torch.int64)
x0 = grid_x.to(torch.int64)
x1 = x0 + 1
weight_x0, weight_y0 = weight_0.unbind(-1)
weight_x1, weight_y1 = weight_1.unbind(-1)
# Bi-linear interpolation
# griditions = [[y, x], [(y+1), x]
# [y, (x+1)], [(y+1), (x+1)]]
# weights = [[wx0*wy0, wx0*wy1],
# [wx1*wy0, wx1*wy1]]
out = (
image[y0, x0] * (weight_x0 * weight_y0)[..., None]
+ image[y1, x0] * (weight_x0 * weight_y1)[..., None]
+ image[y0, x1] * (weight_x1 * weight_y0)[..., None]
+ image[y1, x1] * (weight_x1 * weight_y1)[..., None]
)
return out
def _bilinear_interpolation_grid_sample(
image: torch.Tensor, grid: torch.Tensor
) -> torch.Tensor:
"""
Bi linearly interpolate the image using the uv positions in the flow-field
grid (following the conventions for torch.nn.functional.grid_sample).
This implementation is faster than _bilinear_interpolation_vectorized but
requires more memory so can cause OOMs. If speed is an issue try this function
instead.
Args:
image: FloatTensor of shape (H, W, D) a single image/input tensor with D
channels.
grid: FloatTensor of shape (N, R, R, 2) giving the pixel locations of the
points at which to sample a value in the image. The grid values must
be in the range [0, 1]. u is the x direction and v is the y direction.
Returns:
out: FloatTensor of shape (N, H, W, D) giving the interpolated
D dimensional value from image at each of the pixel locations in grid.
"""
N = grid.shape[0]
# convert [0, 1] to the range [-1, 1] expected by grid_sample.
grid = grid * 2.0 - 1.0
image = image.permute(2, 0, 1)[None, ...].expand(N, -1, -1, -1) # (N, 3, H, W)
# Align_corners has to be set to True to match the output of the SoftRas
# cuda kernel for bilinear sampling.
out = F.grid_sample(image, grid, mode="bilinear", align_corners=True)
return out.permute(0, 2, 3, 1)
MaterialProperties = Dict[str, Dict[str, torch.Tensor]]
TextureFiles = Dict[str, str]
TextureImages = Dict[str, torch.Tensor]
def _parse_mtl(
f: str, path_manager: PathManager, device: Device = "cpu"
) -> Tuple[MaterialProperties, TextureFiles]:
material_properties = {}
texture_files = {}
material_name = ""
with _open_file(f, path_manager, "r") as f:
for line in f:
tokens = line.strip().split()
if not tokens:
continue
if tokens[0] == "newmtl":
material_name = tokens[1]
material_properties[material_name] = {}
elif tokens[0] == "map_Kd":
# Diffuse texture map
# Account for the case where filenames might have spaces
filename = line.strip()[7:]
texture_files[material_name] = filename
elif tokens[0] == "Kd":
# RGB diffuse reflectivity
kd = np.array(tokens[1:4]).astype(np.float32)
kd = torch.from_numpy(kd).to(device)
material_properties[material_name]["diffuse_color"] = kd
elif tokens[0] == "Ka":
# RGB ambient reflectivity
ka = np.array(tokens[1:4]).astype(np.float32)
ka = torch.from_numpy(ka).to(device)
material_properties[material_name]["ambient_color"] = ka
elif tokens[0] == "Ks":
# RGB specular reflectivity
ks = np.array(tokens[1:4]).astype(np.float32)
ks = torch.from_numpy(ks).to(device)
material_properties[material_name]["specular_color"] = ks
elif tokens[0] == "Ns":
# Specular exponent
ns = np.array(tokens[1:4]).astype(np.float32)
ns = torch.from_numpy(ns).to(device)
material_properties[material_name]["shininess"] = ns
return material_properties, texture_files
def _load_texture_images(
material_names: List[str],
data_dir: str,
material_properties: MaterialProperties,
texture_files: TextureFiles,
path_manager: PathManager,
) -> Tuple[MaterialProperties, TextureImages]:
final_material_properties = {}
texture_images = {}
used_material_names = list(material_names)
if not used_material_names and material_properties:
if len(material_properties) > 1:
raise ValueError(
"Multiple materials but no usemtl declarations in the obj file"
)
# No materials were specified in obj file and only one is in the
# specified .mtl file, so we use it.
used_material_names.append(next(iter(material_properties.keys())))
# Only keep the materials referenced in the obj.
for material_name in used_material_names:
if material_name in texture_files:
# Load the texture image.
path = os.path.join(data_dir, texture_files[material_name])
if path_manager.exists(path):
image = (
_read_image(path, path_manager=path_manager, format="RGB") / 255.0
)
image = torch.from_numpy(image)
texture_images[material_name] = image
else:
msg = f"Texture file does not exist: {path}"
warnings.warn(msg)
if material_name in material_properties:
final_material_properties[material_name] = material_properties[
material_name
]
return final_material_properties, texture_images
def load_mtl(
f: str,
*,
material_names: List[str],
data_dir: str,
device: Device = "cpu",
path_manager: PathManager,
) -> Tuple[MaterialProperties, TextureImages]:
"""
Load texture images and material reflectivity values for ambient, diffuse
and specular light (Ka, Kd, Ks, Ns).
Args:
f: path to the material information.
material_names: a list of the material names found in the .obj file.
data_dir: the directory where the material texture files are located.
device: Device (as str or torch.tensor) on which to return the new tensors.
path_manager: PathManager for interpreting both f and material_names.
Returns:
material_properties: dict of properties for each material. If a material
does not have any properties it will have an empty dict.
{
material_name_1: {
"ambient_color": tensor of shape (1, 3),
"diffuse_color": tensor of shape (1, 3),
"specular_color": tensor of shape (1, 3),
"shininess": tensor of shape (1)
},
material_name_2: {},
...
}
texture_images: dict of material names and texture images
{
material_name_1: (H, W, 3) image,
...
}
"""
material_properties, texture_files = _parse_mtl(f, path_manager, device)
return _load_texture_images(
material_names,
data_dir,
material_properties,
texture_files,
path_manager=path_manager,
)