pytorch3d/tests/test_io_gltf.py
Jiali Duan cc2840eb44 Write meshes to GLB
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
2022-12-05 01:25:43 -08:00

264 lines
8.1 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.
import unittest
from math import radians
import numpy as np
import torch
from PIL import Image
from pytorch3d.io import IO
from pytorch3d.io.experimental_gltf_io import MeshGlbFormat
from pytorch3d.renderer import (
AmbientLights,
BlendParams,
FoVPerspectiveCameras,
look_at_view_transform,
PointLights,
RasterizationSettings,
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.utils import ico_sphere
from pytorch3d.vis.texture_vis import texturesuv_image_PIL
from .common_testing import get_pytorch3d_dir, get_tests_dir, TestCaseMixin
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 _write(mesh, path, **kwargs) -> bool:
io = IO()
io.register_meshes_format(MeshGlbFormat())
return io.save_mesh(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.get_bounding_boxes().cpu(), mesh_obj.get_bounding_boxes())
self.assertClose(
mesh.textures.verts_uvs_padded().cpu(), mesh_obj.textures.verts_uvs_padded()
)
self.assertClose(
mesh.textures.faces_uvs_padded().cpu(), mesh_obj.textures.faces_uvs_padded()
)
self.assertClose(
mesh.textures.maps_padded().cpu(), mesh_obj.textures.maps_padded()
)
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_save_cow(self):
"""
Save the cow mesh to a glb file
"""
# load cow mesh from a glb file
glb = DATA_DIR / "cow.glb"
self.assertTrue(glb.is_file())
device = torch.device("cuda:0")
mesh = _load(glb, device=device)
# save the mesh to a glb file
glb = DATA_DIR / "cow_write.glb"
_write(mesh, glb)
# load again
glb_reload = DATA_DIR / "cow_write.glb"
self.assertTrue(glb_reload.is_file())
device = torch.device("cuda:0")
mesh_reload = _load(glb_reload, device=device)
# assertions
self.assertEqual(mesh_reload.faces_packed().shape, (5856, 3))
self.assertEqual(mesh_reload.verts_packed().shape, (3225, 3))
self.assertClose(
mesh_reload.get_bounding_boxes().cpu(), mesh.get_bounding_boxes().cpu()
)
self.assertClose(
mesh_reload.textures.verts_uvs_padded().cpu(),
mesh.textures.verts_uvs_padded().cpu(),
)
self.assertClose(
mesh_reload.textures.faces_uvs_padded().cpu(),
mesh.textures.faces_uvs_padded().cpu(),
)
self.assertClose(
mesh_reload.textures.maps_padded().cpu(), mesh.textures.maps_padded().cpu()
)
def test_save_ico_sphere(self):
"""
save the ico_sphere mesh in a glb file
"""
ico_sphere_mesh = ico_sphere(level=3)
glb = DATA_DIR / "ico_sphere.glb"
_write(ico_sphere_mesh, glb)
# reload the ico_sphere
device = torch.device("cuda:0")
mesh_reload = _load(glb, device=device, include_textures=False)
self.assertClose(
ico_sphere_mesh.verts_padded().cpu(),
mesh_reload.verts_padded().cpu(),
)
self.assertClose(
ico_sphere_mesh.faces_padded().cpu(),
mesh_reload.faces_padded().cpu(),
)
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.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)