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Summary: Write the amalgamated mesh from the Mesh module to glb. In this version, the json header and the binary data specified by the buffer are merged into glb. The image texture attributes are added. Reviewed By: bottler Differential Revision: D41489778 fbshipit-source-id: 3af0e9a8f9e9098e73737a254177802e0fb6bd3c
264 lines
8.1 KiB
Python
264 lines
8.1 KiB
Python
# Copyright (c) Meta Platforms, Inc. and affiliates.
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# All rights reserved.
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#
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# This source code is licensed under the BSD-style license found in the
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# LICENSE file in the root directory of this source tree.
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import unittest
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from math import radians
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import numpy as np
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import torch
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from PIL import Image
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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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from pytorch3d.renderer import (
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AmbientLights,
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BlendParams,
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FoVPerspectiveCameras,
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look_at_view_transform,
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PointLights,
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RasterizationSettings,
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rotate_on_spot,
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)
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from pytorch3d.renderer.mesh import (
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HardPhongShader,
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MeshRasterizer,
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MeshRenderer,
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TexturesVertex,
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)
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from pytorch3d.structures import Meshes
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from pytorch3d.transforms import axis_angle_to_matrix
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from pytorch3d.utils import ico_sphere
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from pytorch3d.vis.texture_vis import texturesuv_image_PIL
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from .common_testing import get_pytorch3d_dir, get_tests_dir, TestCaseMixin
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DATA_DIR = get_tests_dir() / "data"
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TUTORIAL_DATA_DIR = get_pytorch3d_dir() / "docs/tutorials/data"
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DEBUG = False
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def _load(path, **kwargs) -> Meshes:
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io = IO()
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io.register_meshes_format(MeshGlbFormat())
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return io.load_mesh(path, **kwargs)
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def _write(mesh, path, **kwargs) -> bool:
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io = IO()
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io.register_meshes_format(MeshGlbFormat())
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return io.save_mesh(mesh, path, **kwargs)
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def _render(
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mesh: Meshes,
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name: str,
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dist: float = 3.0,
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elev: float = 10.0,
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azim: float = 0,
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image_size: int = 256,
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pan=None,
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RT=None,
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use_ambient=False,
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):
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device = mesh.device
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if RT is not None:
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R, T = RT
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else:
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R, T = look_at_view_transform(dist, elev, azim)
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if pan is not None:
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R, T = rotate_on_spot(R, T, pan)
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cameras = FoVPerspectiveCameras(device=device, R=R, T=T)
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raster_settings = RasterizationSettings(
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image_size=image_size, blur_radius=0.0, faces_per_pixel=1
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)
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# Init shader settings
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if use_ambient:
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lights = AmbientLights(device=device)
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else:
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lights = PointLights(device=device)
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lights.location = torch.tensor([0.0, 0.0, 2.0], device=device)[None]
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blend_params = BlendParams(
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sigma=1e-1,
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gamma=1e-4,
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background_color=torch.tensor([1.0, 1.0, 1.0], device=device),
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)
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# Init renderer
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renderer = MeshRenderer(
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rasterizer=MeshRasterizer(cameras=cameras, raster_settings=raster_settings),
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shader=HardPhongShader(
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device=device, lights=lights, cameras=cameras, blend_params=blend_params
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),
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)
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output = renderer(mesh)
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image = (output[0, ..., :3].cpu().numpy() * 255).astype(np.uint8)
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if DEBUG:
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Image.fromarray(image).save(DATA_DIR / f"glb_{name}_.png")
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return image
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class TestMeshGltfIO(TestCaseMixin, unittest.TestCase):
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def test_load_apartment(self):
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"""
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This is the example habitat example scene from inside
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http://dl.fbaipublicfiles.com/habitat/habitat-test-scenes.zip
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The scene is "already lit", i.e. the textures reflect the lighting
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already, so we want to render them with full ambient light.
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"""
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self.skipTest("Data not available")
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glb = DATA_DIR / "apartment_1.glb"
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self.assertTrue(glb.is_file())
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device = torch.device("cuda:0")
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mesh = _load(glb, device=device)
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if DEBUG:
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texturesuv_image_PIL(mesh.textures).save(DATA_DIR / "out_apartment.png")
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for i in range(19):
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# random locations in the apartment
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eye = ((np.random.uniform(-6, 0.5), np.random.uniform(-8, 2), 0),)
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at = ((np.random.uniform(-6, 0.5), np.random.uniform(-8, 2), 0),)
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up = ((0, 0, -1),)
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RT = look_at_view_transform(eye=eye, at=at, up=up)
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_render(mesh, f"apartment_eau{i}", RT=RT, use_ambient=True)
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for i in range(12):
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# panning around the inner room from one location
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pan = axis_angle_to_matrix(torch.FloatTensor([0, radians(30 * i), 0]))
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_render(mesh, f"apartment{i}", 1.0, -90, pan, use_ambient=True)
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def test_load_cow(self):
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"""
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Load the cow as converted to a single mesh in a glb file.
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"""
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glb = DATA_DIR / "cow.glb"
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self.assertTrue(glb.is_file())
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device = torch.device("cuda:0")
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mesh = _load(glb, device=device)
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self.assertEqual(mesh.device, device)
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self.assertEqual(mesh.faces_packed().shape, (5856, 3))
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self.assertEqual(mesh.verts_packed().shape, (3225, 3))
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mesh_obj = _load(TUTORIAL_DATA_DIR / "cow_mesh/cow.obj")
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self.assertClose(mesh.get_bounding_boxes().cpu(), mesh_obj.get_bounding_boxes())
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self.assertClose(
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mesh.textures.verts_uvs_padded().cpu(), mesh_obj.textures.verts_uvs_padded()
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)
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self.assertClose(
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mesh.textures.faces_uvs_padded().cpu(), mesh_obj.textures.faces_uvs_padded()
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)
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self.assertClose(
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mesh.textures.maps_padded().cpu(), mesh_obj.textures.maps_padded()
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)
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if DEBUG:
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texturesuv_image_PIL(mesh.textures).save(DATA_DIR / "out_cow.png")
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image = _render(mesh, "cow", azim=4)
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with Image.open(DATA_DIR / "glb_cow.png") as f:
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expected = np.array(f)
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self.assertClose(image, expected)
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def test_save_cow(self):
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"""
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Save the cow mesh to a glb file
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"""
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# load cow mesh from a glb file
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glb = DATA_DIR / "cow.glb"
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self.assertTrue(glb.is_file())
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device = torch.device("cuda:0")
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mesh = _load(glb, device=device)
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# save the mesh to a glb file
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glb = DATA_DIR / "cow_write.glb"
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_write(mesh, glb)
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# load again
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glb_reload = DATA_DIR / "cow_write.glb"
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self.assertTrue(glb_reload.is_file())
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device = torch.device("cuda:0")
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mesh_reload = _load(glb_reload, device=device)
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# assertions
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self.assertEqual(mesh_reload.faces_packed().shape, (5856, 3))
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self.assertEqual(mesh_reload.verts_packed().shape, (3225, 3))
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self.assertClose(
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mesh_reload.get_bounding_boxes().cpu(), mesh.get_bounding_boxes().cpu()
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)
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self.assertClose(
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mesh_reload.textures.verts_uvs_padded().cpu(),
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mesh.textures.verts_uvs_padded().cpu(),
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)
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self.assertClose(
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mesh_reload.textures.faces_uvs_padded().cpu(),
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mesh.textures.faces_uvs_padded().cpu(),
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)
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self.assertClose(
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mesh_reload.textures.maps_padded().cpu(), mesh.textures.maps_padded().cpu()
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)
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def test_save_ico_sphere(self):
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"""
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save the ico_sphere mesh in a glb file
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"""
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ico_sphere_mesh = ico_sphere(level=3)
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glb = DATA_DIR / "ico_sphere.glb"
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_write(ico_sphere_mesh, glb)
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# reload the ico_sphere
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device = torch.device("cuda:0")
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mesh_reload = _load(glb, device=device, include_textures=False)
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self.assertClose(
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ico_sphere_mesh.verts_padded().cpu(),
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mesh_reload.verts_padded().cpu(),
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)
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self.assertClose(
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ico_sphere_mesh.faces_padded().cpu(),
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mesh_reload.faces_padded().cpu(),
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)
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def test_load_cow_no_texture(self):
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"""
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Load the cow as converted to a single mesh in a glb file.
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"""
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glb = DATA_DIR / "cow.glb"
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self.assertTrue(glb.is_file())
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device = torch.device("cuda:0")
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mesh = _load(glb, device=device, include_textures=False)
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self.assertEqual(len(mesh), 1)
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self.assertIsNone(mesh.textures)
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self.assertEqual(mesh.faces_packed().shape, (5856, 3))
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self.assertEqual(mesh.verts_packed().shape, (3225, 3))
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mesh_obj = _load(TUTORIAL_DATA_DIR / "cow_mesh/cow.obj")
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self.assertClose(mesh.get_bounding_boxes().cpu(), mesh_obj.get_bounding_boxes())
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mesh.textures = TexturesVertex(0.5 * torch.ones_like(mesh.verts_padded()))
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image = _render(mesh, "cow_gray")
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with Image.open(DATA_DIR / "glb_cow_gray.png") as f:
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expected = np.array(f)
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self.assertClose(image, expected)
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