pytorch3d/tests/test_rendering_meshes.py
Jeremy Reizenstein 8fe65d5f56 Single function to load meshes from OBJs. join_meshes.
Summary:
Create the textures and the Meshes object from OBJ files in a single call.

There is functionality in OBJ files (like normals) which is ignored by this function.

Reviewed By: gkioxari

Differential Revision: D19691699

fbshipit-source-id: e26442ed80ff231b65b17d6c54c9d41e22b4e4a3
2020-02-13 03:38:07 -08:00

330 lines
12 KiB
Python

#!/usr/bin/env python3
# Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
"""
Sanity checks for output images from the renderer.
"""
import numpy as np
import unittest
from pathlib import Path
import torch
from PIL import Image
from pytorch3d.io import load_objs_as_meshes
from pytorch3d.renderer.cameras import (
OpenGLPerspectiveCameras,
look_at_view_transform,
)
from pytorch3d.renderer.lighting import PointLights
from pytorch3d.renderer.materials import Materials
from pytorch3d.renderer.mesh.rasterizer import (
MeshRasterizer,
RasterizationSettings,
)
from pytorch3d.renderer.mesh.renderer import MeshRenderer
from pytorch3d.renderer.mesh.shader import (
BlendParams,
GouradShader,
PhongShader,
SilhouetteShader,
TexturedPhongShader,
)
from pytorch3d.renderer.mesh.texturing import Textures
from pytorch3d.structures.meshes import Meshes
from pytorch3d.utils.ico_sphere import ico_sphere
# Save out images generated in the tests for debugging
# All saved images have prefix DEBUG_
DEBUG = False
DATA_DIR = Path(__file__).resolve().parent / "data"
def load_rgb_image(filename, data_dir=DATA_DIR):
filepath = data_dir / filename
with Image.open(filepath) as raw_image:
image = torch.from_numpy(np.array(raw_image) / 255.0)
image = image.to(dtype=torch.float32)
return image[..., :3]
class TestRenderingMeshes(unittest.TestCase):
def test_simple_sphere(self, elevated_camera=False):
"""
Test output of phong and gourad shading matches a reference image using
the default values for the light sources.
Args:
elevated_camera: Defines whether the camera observing the scene should
have an elevation of 45 degrees.
"""
device = torch.device("cuda:0")
# Init mesh
sphere_mesh = ico_sphere(5, device)
verts_padded = sphere_mesh.verts_padded()
faces_padded = sphere_mesh.faces_padded()
textures = Textures(verts_rgb=torch.ones_like(verts_padded))
sphere_mesh = Meshes(
verts=verts_padded, faces=faces_padded, textures=textures
)
# Init rasterizer settings
if elevated_camera:
R, T = look_at_view_transform(2.7, 45.0, 0.0)
postfix = "_elevated_camera"
else:
R, T = look_at_view_transform(2.7, 0.0, 0.0)
postfix = ""
cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)
raster_settings = RasterizationSettings(
image_size=512, blur_radius=0.0, faces_per_pixel=1, bin_size=0
)
# Init shader settings
materials = Materials(device=device)
lights = PointLights(device=device)
lights.location = torch.tensor([0.0, 0.0, -2.0], device=device)[None]
# Init renderer
rasterizer = MeshRasterizer(
cameras=cameras, raster_settings=raster_settings
)
renderer = MeshRenderer(
rasterizer=rasterizer,
shader=PhongShader(
lights=lights, cameras=cameras, materials=materials
),
)
images = renderer(sphere_mesh)
rgb = images[0, ..., :3].squeeze().cpu()
if DEBUG:
Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
DATA_DIR / "DEBUG_simple_sphere_light%s.png" % postfix
)
# Load reference image
image_ref_phong = load_rgb_image(
"test_simple_sphere_illuminated%s.png" % postfix
)
self.assertTrue(torch.allclose(rgb, image_ref_phong, atol=0.05))
###################################
# Move the light behind the object
###################################
# Check the image is dark
lights.location[..., 2] = +2.0
images = renderer(sphere_mesh, lights=lights)
rgb = images[0, ..., :3].squeeze().cpu()
if DEBUG:
Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
DATA_DIR / "DEBUG_simple_sphere_dark%s.png" % postfix
)
# Load reference image
image_ref_phong_dark = load_rgb_image(
"test_simple_sphere_dark%s.png" % postfix
)
self.assertTrue(torch.allclose(rgb, image_ref_phong_dark, atol=0.05))
######################################
# Change the shader to a GouradShader
######################################
lights.location = torch.tensor([0.0, 0.0, -2.0], device=device)[None]
renderer = MeshRenderer(
rasterizer=rasterizer,
shader=GouradShader(
lights=lights, cameras=cameras, materials=materials
),
)
images = renderer(sphere_mesh)
rgb = images[0, ..., :3].squeeze().cpu()
if DEBUG:
Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
DATA_DIR / "DEBUG_simple_sphere_light_gourad%s.png" % postfix
)
# Load reference image
image_ref_gourad = load_rgb_image(
"test_simple_sphere_light_gourad%s.png" % postfix
)
self.assertTrue(torch.allclose(rgb, image_ref_gourad, atol=0.005))
self.assertFalse(torch.allclose(rgb, image_ref_phong, atol=0.005))
def test_simple_sphere_elevated_camera(self):
"""
Test output of phong and gourad shading matches a reference image using
the default values for the light sources.
The rendering is performed with a camera that has non-zero elevation.
"""
self.test_simple_sphere(elevated_camera=True)
def test_simple_sphere_batched(self):
"""
Test output of phong shading matches a reference image using
the default values for the light sources.
"""
batch_size = 5
device = torch.device("cuda:0")
# Init mesh
sphere_meshes = ico_sphere(5, device).extend(batch_size)
verts_padded = sphere_meshes.verts_padded()
faces_padded = sphere_meshes.faces_padded()
textures = Textures(verts_rgb=torch.ones_like(verts_padded))
sphere_meshes = Meshes(
verts=verts_padded, faces=faces_padded, textures=textures
)
# Init rasterizer settings
dist = torch.tensor([2.7]).repeat(batch_size).to(device)
elev = torch.zeros_like(dist)
azim = torch.zeros_like(dist)
R, T = look_at_view_transform(dist, elev, azim)
cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)
raster_settings = RasterizationSettings(
image_size=512, blur_radius=0.0, faces_per_pixel=1, bin_size=0
)
# Init shader settings
materials = Materials(device=device)
lights = PointLights(device=device)
lights.location = torch.tensor([0.0, 0.0, -2.0], device=device)[None]
# Init renderer
renderer = MeshRenderer(
rasterizer=MeshRasterizer(
cameras=cameras, raster_settings=raster_settings
),
shader=PhongShader(
lights=lights, cameras=cameras, materials=materials
),
)
images = renderer(sphere_meshes)
# Load ref image
image_ref = load_rgb_image("test_simple_sphere_illuminated.png")
for i in range(batch_size):
rgb = images[i, ..., :3].squeeze().cpu()
if DEBUG:
Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
DATA_DIR / f"DEBUG_simple_sphere_{i}.png"
)
self.assertTrue(torch.allclose(rgb, image_ref, atol=0.05))
def test_silhouette_with_grad(self):
"""
Test silhouette blending. Also check that gradient calculation works.
"""
device = torch.device("cuda:0")
ref_filename = "test_silhouette.png"
image_ref_filename = DATA_DIR / ref_filename
sphere_mesh = ico_sphere(5, device)
verts, faces = sphere_mesh.get_mesh_verts_faces(0)
sphere_mesh = Meshes(verts=[verts], faces=[faces])
blend_params = BlendParams(sigma=1e-4, gamma=1e-4)
raster_settings = RasterizationSettings(
image_size=512,
blur_radius=np.log(1.0 / 1e-4 - 1.0) * blend_params.sigma,
faces_per_pixel=80,
bin_size=0,
)
# Init rasterizer settings
R, T = look_at_view_transform(2.7, 10, 20)
cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)
# Init renderer
renderer = MeshRenderer(
rasterizer=MeshRasterizer(
cameras=cameras, raster_settings=raster_settings
),
shader=SilhouetteShader(blend_params=blend_params),
)
images = renderer(sphere_mesh)
alpha = images[0, ..., 3].squeeze().cpu()
if DEBUG:
Image.fromarray((alpha.numpy() * 255).astype(np.uint8)).save(
DATA_DIR / "DEBUG_silhouette_grad.png"
)
with Image.open(image_ref_filename) as raw_image_ref:
image_ref = torch.from_numpy(np.array(raw_image_ref))
image_ref = image_ref.to(dtype=torch.float32) / 255.0
self.assertTrue(torch.allclose(alpha, image_ref, atol=0.055))
# Check grad exist
verts.requires_grad = True
sphere_mesh = Meshes(verts=[verts], faces=[faces])
images = renderer(sphere_mesh)
images[0, ...].sum().backward()
self.assertIsNotNone(verts.grad)
def test_texture_map(self):
"""
Test a mesh with a texture map is loaded and rendered correctly
"""
device = torch.device("cuda:0")
DATA_DIR = (
Path(__file__).resolve().parent.parent / "docs/tutorials/data"
)
obj_filename = DATA_DIR / "cow_mesh/cow.obj"
# Load mesh + texture
mesh = load_objs_as_meshes([obj_filename], device=device)
# Init rasterizer settings
R, T = look_at_view_transform(2.7, 10, 20)
cameras = OpenGLPerspectiveCameras(device=device, R=R, T=T)
raster_settings = RasterizationSettings(
image_size=512, blur_radius=0.0, faces_per_pixel=1, bin_size=0
)
# Init shader settings
materials = Materials(device=device)
lights = PointLights(device=device)
lights.location = torch.tensor([0.0, 0.0, -2.0], device=device)[None]
raster_settings = RasterizationSettings(
image_size=512, blur_radius=0.0, faces_per_pixel=1, bin_size=0
)
# Init renderer
renderer = MeshRenderer(
rasterizer=MeshRasterizer(
cameras=cameras, raster_settings=raster_settings
),
shader=TexturedPhongShader(
lights=lights, cameras=cameras, materials=materials
),
)
images = renderer(mesh)
rgb = images[0, ..., :3].squeeze().cpu()
# Load reference image
image_ref = load_rgb_image("test_texture_map.png")
if DEBUG:
Image.fromarray((rgb.numpy() * 255).astype(np.uint8)).save(
DATA_DIR / "DEBUG_texture_map.png"
)
# There's a calculation instability on the corner of the ear of the cow.
# We ignore that pixel.
image_ref[137, 166] = 0
rgb[137, 166] = 0
self.assertTrue(torch.allclose(rgb, image_ref, atol=0.05))
# Check grad exists
[verts] = mesh.verts_list()
verts.requires_grad = True
mesh2 = Meshes(
verts=[verts], faces=mesh.faces_list(), textures=mesh.textures
)
images = renderer(mesh2)
images[0, ...].sum().backward()
self.assertIsNotNone(verts.grad)